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How Do We Train Teachers in Formative Assessment? - Teacher Beat - Education Week - 2 views

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    "The best professional-development research shows that teachers need sustained contact hours (between 30 and 100) of training before altering their practices. So, she did a back-of-the envelope calculation about how much time it would take to implement 50 hours of formative-assessment training over the course of a school year...... Teachers would need about six hours a month, for eight months, which amounts to one early-close afternoon a month plus two additional hours. (Good luck with that in this economy.)"
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    Perhaps this is where technology can play an enabling role. Easy to use and real-time tools like Socrative or technology based learning environments with embedded formative assessments (like my formative assessment design proposal for VPA) could help reduce the time / training barriers for teachers to incorporate formative assessment into the teaching practice. At the very least, new curriculum initiatives aligned with common core standards SHOULD BE REQUIRED to incorporate formative-assessments. Unfortunately on PARCC is. "Of the two assessment consortia, the Partnership for the Assessment of Readiness for College and Careers, or PARCC, is not developing formative-assessment resources as part of its federal grant. The other consortium, known as SMARTER Balanced, is."
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Daphne Koller - Technology as a Passport to Personalized Education - NYTimes.com - 10 views

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    artificial intelligence and the personalization of instruction
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    Excellent artcile that illustrates the disruptive nature of technology in education. Thank you.
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    I wholeheartedly believe in the last sentence of the article - "By using technology in the service of education, we can change the world in our lifetime".
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    A great article -- mentions Khan in forefront again -- I think the more we speak to how to maintain high standards of design and pedagogy for blended classes, the better
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A Few Stumbles on the Road to Connectivity - NYTimes.com - 1 views

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    UbiSlate, another version of Aakash tablet to be introduced next month ($50 approx) while OLPC XO-3 is yet to arrive. This indian company DataWind plans to roll out similar projects in Brazil, Egypt, Panama, Thailand and Turkey. With more roll out, the product may get even cheaper.
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School Leaders See Digital Classrooms as Key Component of Student Learning - 1 views

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    According to a survey fielded by Interactive Educational Systems Design and sponsored by Time To Know, 63 percent of administrators believe 1:1 computing classrooms are the future of education.
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Games Will All Be Going Cross-Platform - 0 views

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    This article discusses the future of gaming and how companies are approaching gaming as platforms develop and evolve. "You have different visions of the future. Some companies think it's primarily browser-based and mobile is kind of an afterthought. Then you have other companies that are more in the social/mobile space and they say mobile is the future. From my point of view, I think Funzio has placed the bet correctly in that they are focusing on a cross-platform approach."
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    Developers will need to be even more cross-platform after the news today: Adobe has announced they are ending development of the mobile versions of their Flash browser-plugin. They will instead be focusing their resources on tools for developing content for HTML5 (cross-browser compatibility for both computers and mobile devices, no plugins required), or for deploying content as apps designed to be deployed for all the major devices' app stores. http://technolog.msnbc.msn.com/_news/2011/11/09/8717108-adobe-gives-up-on-mobile-flash-focuses-on-open-web-standards
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Education Week: Digital Book-Sharing Unlocks Print for Students - 2 views

  • Bookshare memberships are for students who are blind, have low vision, have such learning disabilities as severe dyslexia, or have a disability such as cerebral palsy that could keep them from holding a book. Such students have what are collectively called print disabilities—a distinct departure from saying “learning disabilities,” said David Rose, the chief education officer at the Center for Applied Special Technology, or CAST, in Wakefield, Mass. Related Blog Visit this blog. Using the phrase “print disability” said Mr. Rose, “is co-locating the problem. Print is part of the problem.” His nonprofit organization works on expanding learning opportunities for all individuals, especially those with disabilities, through a set of principles called “universal design for learning.” “We can convey that information in a whole host of ways now. In that world, you go, ‘Print is not very good for a lot of kids,’ ” he said.
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    Interesting article in edweek on Bookshare - a non-profit electronic book service that provides free digital copies of books in accessible formats for kids with print disabilities, a term coined by George Kerscher to cover visual, physical and language based disabilities that impact the ability to read a physical book.
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Program Director for Ed Tech and Instructional Design warns against "drinking the Ed Te... - 0 views

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    Interesting article about not just to believe everything you read about Ed Tech transforming the classroom. I think the report (and Richard Rose, the Program Director) does a pretty good job of basically warning educators not to believe all the results they see published about Ed Tech. And that this actually aligns with the vision in the NETP (try things in small zones before scaling up).
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A four-year university computer science curriculum using only Coursera - 1 views

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    A step forward in comprehensive online ed, and also an example of "mashing up" existing offerings by a third party. This guy "thought it would be an interesting exercise to see if it was possible to design a reasonable computer science curriculum using just Coursera courses (a MOOC)."
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    I think that's a really interesting exercise--especially the one comment about "you could take all these in about six months." Thanks for the link!
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University looks into providing video courses online - 1 views

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    Washington University is trying to design video courses that can closely reflect the classroom experience.
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What will the classroom look like in the future? - 3 views

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    A lighthearted, but thought provoking article on how digital learning might shape future classroom design.
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Education Week Spotlight on Blended Learning - 2 views

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    Articles on various topics including one on EcoMUVE and a lead article on designing school buildings for blended learning, among others.
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NEA - NEA Policy Statement on Digital Learning - 3 views

shared by Jenny Reuter on 01 Dec 13 - No Cached
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    This line caught my eye - "The appropriate use of technology in education-as defined by educators rather than entities driven by for-profit motives..." Thanks for sharing Jenny!
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    Great read, thank you for sharing. Nicely touches upon a lot of topics from our course -- blended and hybrid learning, student-centered learning, teachers as curriculum designers, equity, technology as a tool...
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curved displays - 0 views

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    Curved Displays,the possibility of wearable displays, would offer dynamic possibilities for digital classroom design.
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Build a School in the Cloud - 0 views

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    Sugata Mitra, from India, designs a school in the Cloud. It is a self-environment that involves broadband, collaboration and encouragement. Kids learn from each other...
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MIT Unleashes New Online Game for Math and Science | MindShift - 2 views

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    Gates-funded MIT massive game
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    My colleagues at the Ed Arcade are designing this game - if anyone's interested, I can get you supplemental information.
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Variety, Social Aspects More Important To Game Success Than Graphics, Plot (Slashdot Ar... - 0 views

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    This is a Slashdot article that points to a research paper (unfinished) that analyzes which elements are most important in the success/failure of a game. The abstract and conclusion sections of the article are succinct and accessible. The results are quite telling. One wonders if the results are consistent across game genres/audiences/distribution methods.
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IEEE Spectrum: Outsourcing's Education Gap - 0 views

  • Lower-tier colleges and universities in both India and China suffer from passive learning styles. Design and project work is typically absent, the curricula do not focus on problem solving or building project management and communication skills, and there are no internships or other work experience. ”Engineering education is much more theoretically oriented, and students don’t really get this fully blended education that allows them to think outside the box,” says Denis Simon, a professor at the Pennsylvania State University School of International Affairs, who focuses on technology and education in China. ”They haven’t had the interaction with real live engineering that grads here have, so they’re very green when they come into the workplace.”
  • The main problem, though, is the sheer mass of students enrolled in engineering classes. ”When you have 100 students per teacher, you really can’t get hands-on and be interactive,” he says.
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The Web Is Dead. Long Live the Internet | Magazine - 2 views

  • a good metaphor for the Web itself, broad not deep, dependent on the connections between sites rather than any one, autonomous property.
  • According to Compete, a Web analytics company, the top 10 Web sites accounted for 31 percent of US pageviews in 2001, 40 percent in 2006, and about 75 percent in 2010. “Big sucks the traffic out of small,” Milner says. “In theory you can have a few very successful individuals controlling hundreds of millions of people. You can become big fast, and that favors the domination of strong people.”
  • Google was the endpoint of this process: It may represent open systems and leveled architecture, but with superb irony and strategic brilliance it came to almost completely control that openness. It’s difficult to imagine another industry so thoroughly subservient to one player. In the Google model, there is one distributor of movies, which also owns all the theaters. Google, by managing both traffic and sales (advertising), created a condition in which it was impossible for anyone else doing business in the traditional Web to be bigger than or even competitive with Google. It was the imperial master over the world’s most distributed systems. A kind of Rome.
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  • This was all inevitable. It is the cycle of capitalism. The story of industrial revolutions, after all, is a story of battles over control. A technology is invented, it spreads, a thousand flowers bloom, and then someone finds a way to own it, locking out others. It happens every time.
  • Enter Facebook. The site began as a free but closed system. It required not just registration but an acceptable email address (from a university, or later, from any school). Google was forbidden to search through its servers. By the time it opened to the general public in 2006, its clublike, ritualistic, highly regulated foundation was already in place. Its very attraction was that it was a closed system. Indeed, Facebook’s organization of information and relationships became, in a remarkably short period of time, a redoubt from the Web — a simpler, more habit-forming place. The company invited developers to create games and applications specifically for use on Facebook, turning the site into a full-fledged platform. And then, at some critical-mass point, not just in terms of registration numbers but of sheer time spent, of habituation and loyalty, Facebook became a parallel world to the Web, an experience that was vastly different and arguably more fulfilling and compelling and that consumed the time previously spent idly drifting from site to site. Even more to the point, Facebook founder Mark Zuckerberg possessed a clear vision of empire: one in which the developers who built applications on top of the platform that his company owned and controlled would always be subservient to the platform itself. It was, all of a sudden, not just a radical displacement but also an extraordinary concentration of power. The Web of countless entrepreneurs was being overshadowed by the single entrepreneur-mogul-visionary model, a ruthless paragon of everything the Web was not: rigid standards, high design, centralized control.
  • Blame human nature. As much as we intellectually appreciate openness, at the end of the day we favor the easiest path. We’ll pay for convenience and reliability, which is why iTunes can sell songs for 99 cents despite the fact that they are out there, somewhere, in some form, for free. When you are young, you have more time than money, and LimeWire is worth the hassle. As you get older, you have more money than time. The iTunes toll is a small price to pay for the simplicity of just getting what you want. The more Facebook becomes part of your life, the more locked in you become. Artificial scarcity is the natural goal of the profit-seeking.
  • Web audiences have grown ever larger even as the quality of those audiences has shriveled, leading advertisers to pay less and less to reach them. That, in turn, has meant the rise of junk-shop content providers — like Demand Media — which have determined that the only way to make money online is to spend even less on content than advertisers are willing to pay to advertise against it. This further cheapens online content, makes visitors even less valuable, and continues to diminish the credibility of the medium.
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Spongelab goes for the love of the biology game - CBC News - Technology & Science - 1 views

  • Genomics Digital Lab (GDL), an interactive online gaming program from Toronto-based Spongelab Interactive that was designed for high school and college-level biology and science students. What's unique about GDL is that it turns cell biology into a progressive learning world full of battle scenarios, puzzles, and races against time. In other words, it makes learning fun.
  • The germination of the whole idea came during his studies when he realized complex cells comprise a 3D dynamic system that simply can't be taught easily in a two-dimensional setting.
  • A key to GDL's success is the fact that it can be delivered via a web browser, so no matter how rich the content, it can be used in class, at home or anywhere else one might have access to the internet.
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  • With games, if you don't succeed at a level you try again. It's not about testing. It's about learning to try to learn different things to achieve a goal.
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