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Michelle Thompson

12 Principles Of Mobile Learning - 1 views

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    Very interesting blog on the concept of mobile learning evolving. From OZ/NZ educators.
djplaner

Table of Contents - Learning Guide - 0 views

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    The table of cotents for the "learning guide" for Gamestar Mechanic. An online site designed to help Grade 4-9 learning game design. The learning guide comes with a range of resources, including lesson plans.
Michelle Thompson

A Visual Guide To Every Single Learning Theory | Edudemic - 4 views

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    Jeff Dunn's edudemic blog has an absolutely fantastic visual guide created by Robert Millwood that represents every single learning theory, and not just for education. What a find!
jac19701212

Going SOLO on the journey towards deep learning - 0 views

  • Structure of Observed Learning Outcomes Taxonomy (SOLO)
  • describes the stages of learning that students go through to reach a real depth of understanding on a topic
  • John Hattie’s taxonomy of choice
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  • emerged from in-classroom research
  • progressively more challenging levels of cognitive complexity
  • more simple to understand and apply than Bloom’s
  • Pre-structural
  • Uni-structural
  • Multi-structural
  • Relational
  • Extended abstract
  • You have to progress through the levels and cannot jump straight to deep learning.
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    John Hattie SOLO - Structure of Observed Learning Outcomes
djplaner

Short version - Professional Learning Animation AITSL - YouTube - 1 views

shared by djplaner on 17 Feb 14 - No Cached
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    Video from AITSL about the importance of professional learning for teachers. Personally, I think a Personal Learning Network (PLN) should be a big part of professional learning.
emma molkentin

Connectivism - 2 views

  • Connectivism is an hypothesis of learning which emphasizes the role of social and cultural context. Connectivism is often associated with and proposes a perspective similar to Vygotsky's 'zone of proximal development' (ZPD), an idea later transposed into Engeström's (2001) Activity theory.[1] The relationship between work experience, learning, and knowledge, as expressed in the concept of ‘connectivity, is central to connectivism, motivating the theory's name.[2] It is somewhat similar to Bandura's Social Learning Theory that proposes that people learn through contact. The phrase "a learning theory for the digital age"[3] indicates the emphasis that connectivism gives to technology's effect on how people live, communicate and learn.
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    A quick reference to the theory of connectivism
djplaner

Application of the SAMR model | isupport - 4 views

  • These processes are ingrained and simple. The devices we use are all around us, they are ubiquitous and the outcomes obtainable.
    • djplaner
       
      In other words, the technology has become mythic (in the sense suggested by Postman's 5 things to know about technological change)
    • Leigh Campbell
       
      Does this imply that there will be a time where the subject ICT and pedagogy won't be necessary?
    • djplaner
       
      That Leigh, is a very good question. One we'll pick up on in coming weeks (if not before)
    • Teagan Childs
       
      Very good question Leigh!
    • djplaner
       
      In short, I think there will be a time when a course like ICT and Pedagogy won't be needed.
  • Dr Puentedura displayed this brilliant slide introducing the SAMR Ladder, and offered the following advice.
    • djplaner
       
      Click on the image below and read the "SAMR ladder".  These will be useful questions to ask yourself over the coming weeks.
  • What is it that you have always wanted to accomplish in terms of educational goals that you couldn’t accomplish before?
    • djplaner
       
      A reason to use ICTs in learning and teaching?
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  • Technology is used a lot but only in low level uses (ie Facebook, and Google search). If asked to perform a “complex” task such as creating a presentation or editing a photograph most teachers would come unstuck.
    • djplaner
       
      Does this apply to you? Has your studies given you an opportunity to move beyond?
    • Nicole Hunter
       
      I have used new software and packages during my uni course that I wouldn't have otherwise experienced. It is great to be pushed into that uncomfortable stage while learning a new program but the achievement feeling when you have worked it out is great and very rewarding. There is so much out there that could be used in the classroom but you need to seek it out!
    • Ali Meadows
       
      Until I started EDC3100 I wouldn't have considered myself a 'low level user'. I am however making progress. It is challenging at times since there are so many resources that can be applied. Without this course I would have been in the dark about the possibilities.
  • We know when we have achieved successful technology integration: it is when we use technology without even thinking about it.
    • Kate Dugdale
       
      I love this.  Successful technology integration is when it is just part of what we do.  Like postman's ecological thinking. 
  • as technology evolves we must evolve too
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    A new reading for the week 3 learning path. Introduces the SAMR model and has some broader comments.
  • ...1 more comment...
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    A new reading for the week 3 learning path. Introduces the SAMR model and has some broader comments.
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    A new reading for the week 3 learning path. Introduces the SAMR model and has some broader comments.
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    A new reading for the week 3 learning path. Introduces the SAMR model and has some broader comments.
Shari Kath

Topic of Interest - ICTs and HPE - 3 views

Share the results of your exploration. At the very least, write one blog post per topic of interest outlining your: * explorations, and It was interesting to learn more about Health and Physical ...

edc3100 technology resources

started by Shari Kath on 07 Jun 13 no follow-up yet
djplaner

Mind Amplifier: Howard Rheingold And The Value Of Convivial Tools - Forbes - 0 views

  • his is a helpful thought in a society that has placed more attention on the fact of digital technologies (the new iPhone!) than on what we do with them
  • but all technologies, to some degree or another, are enmeshed in what Langdon Winner calls ‘regimes,
  • Design of tools has—as Illich pointed out—been accomplished in the absence of any consideration of their effects on social, cognitive, and political regimes. Designers can be better educated. And so can the users of their tools
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  • The old model of learning—the sage on the stage—is being challenged by cooperative forms of co-learning in which teachers act as facilitators and students use the tools available, from search engines to smartphones, to learn collaboratively, with teachers acting as facilitators
  • The whole notion of meta-cognition, of treating attention as a trainable aspect of everyday thought, is a potential new discipline
  • He is developing tools for “knowledge design” that both help individuals capture and manipulate what they know, but that also help connect individual intelligence to different models and sources of knowledge.
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    Howard Rheingold has written about the use of digital technologies for learning and other tasks. In particular, the possibility that digital technologies can be mind amplifiers. Tools that enhance our ability to think and learn. Something EDC3100 will touch on in Week 3
talithagraceking

Games and Virtual Worlds | - 0 views

  • Computer-based games and virtual worlds provide opportunities for learners to be immersed in situations in which they can experience and get close to phenomena and processes
  • This immersion helps them develop tacit/implicit understanding and intuitions about such phenomena and processes as they think about choices, take action, and see the impact of their decisions in a meaningful context.
  • It is difficult to get the integration of games and learning right.
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  • Some of the best results in recent years have emerged from virtual worlds through thoughtful design of the learning environment that leveraged what we know about how children learn, especially in collaborative, technology-mediated spaces.
  • In the design perspective with the longest history, games have been viewed as conduits or vehicles for the delivery of curricular content
  • The research literature suggests three different perspectives on designing games for learning
  • Second, with the growing sophistication of game play and its rise in the general population, educators have looked for game elements or “game mechanics” that can be borrowed and transferred to educational settings to improve engagement
  • A third perspective on the role of games and virtual worlds in education is organic: looking for and exploiting curricular topics inherent in popular games
  • Virtual worlds are typically more focused on exploration than a specific game mechanic and they open up other possibilities for learning
  • Research on science learning in these multi-user immersive virtual environments (Barab, et al., 2010; Dede, 2009; Neulight et al., 2007) suggests that authentic designs and contextual narratives around science phenomena are not only engaging but also help learners acquire deep science inquiry skills and conceptual knowledge
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    Article describing games and virtual worlds and their application to learning and teaching.
joydiigoedc3100

Rethinking the relationship between pedagogy, technology and learning in health and phy... - 2 views

  • What we saw instead was that DigiTech enabled teachers and students to do the same things faster and more efficiently, albeit after some teachers had invested time and effort in learning how to use different technologies.
  • We conclude this paper by drawing on Veletsianos (2016 Veletsianos, G. (2016). Emergence and innovation in digital learning: Foundations and applications. Edmonton: AU Press, Athabasca University.) to suggest that a focus on ‘emerging technologies’ and ‘emerging practices’ in digital learning could be a useful way forward. As Veletsianos (2016 Veletsianos, G. (2016). Emergence and innovation in digital learning: Foundations and applications. Edmonton: AU Press, Athabasca University.) argues, ‘emerging technologies’ and ‘emerging practices’ transcend disciplines and, moreover, what makes practice and technology emerging is not the technology, but rather the environments in which technologies and practices operate. Emerging technologies and practices, therefore, are foregrounded in the belief that technologies and practices shape and are shaped by sociocultural environments.
  • As Veletsianos (2016 Veletsianos, G. (2016). Emergence and innovation in digital learning: Foundations and applications. Edmonton: AU Press, Athabasca University.) argues, DigiTech is not yet established in education.
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    Journal paper seeking to address two questions (1) how could a pedagogically driven approach to the use of DigiTech in health and physical education (HPE) benefit young people's learning and (2) what steps are required to develop new DigiTech pedagogies?
Jacquie Twidale

"Teachnology is changing the landscape of the Education Landscape" - 1 views

When I began this course I was really hesitant even opposed to ICT in classrooms. After researching and watching videos such as this I'm starting to realise the benefits especially in education! "J...

http:__www.youtube.com_watch?feature=player_embedded&v=GZ4OeOJ10W4

started by Jacquie Twidale on 07 Mar 13 no follow-up yet
djplaner

Direct Instruction rocks: Or does it - 3 views

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    There is a fair bit of argument about the relative merits of Direct Instruction versus Discovery Learning. This article makes the point that depending on the learning outcome and the specific details of the learning approach used that either approach can have its sweet spot.
Michelle Thompson

The 7 Most Powerful Ideas In Learning Available Right Now - 3 views

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    This is from another Diigo site. Supports what we have been learning in the course.
Michelle Thompson

Born to Learn ~ Home - 0 views

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    Got this on Twitter. Worth looking at thought-provoking series of animations that illustrate ground-breaking new discoveries about how humans learn using Vimeo. Directed at teachers and parents.
Emily Mckay

Icts tou can count on - 2 views

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    There are so many great ways that you can make ICT integral to learning in your Early Phase maths program.    To help you get started, we've compiled a collection of resources around the theme 'ICTs You Can Count On'.   These resources relate to the concepts covered in the five strands of the Years 1 - 10 Mathematics Syllabus.   We encourage you to explore them and to learn more about the applications, websites and learning objects that can be used to engage learners in your Early Phase classroom.
Kate Petty

http://www.aare.edu.au/04pap/dwy04514.pdf - 4 views

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    Comparing Computer based learning needs of Primary and Early Years.
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    Joanne Dwyer (2004) writes that some schools seem to give its students in the upper primary years priority over students in the early school years resulting in a reduced potential for learning with computer based technologies in the school environment. She expresses the concern that for equitability all students regardless of age or learning needs should be given maximum support and access to computer-based learning environments. This is obviously an issue that needs to be addressed as we intergrate ICT in to the curriculum. Nice read Kate. Thanks.
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    Unfortunately early years education often takes a back burner to higher levels of primary education across a range of areas and especially with regard to ICT. I am not sure whether it is a lack of understanding of the importance of early childhood education or just battling to get resources. Even with all of the research about the advantages of good quality early childhood education many still see these years as not containing any 'real' learning, just play. If young learners are viewed as 'just playing' then why would people use ICT budgets on them? As early years teachers one of our biggest battles will be to fight for recognition of early childhood education and the resources to support it.
djplaner

Learning How To Learn: Let's talk about LEARNING, not technology! - 1 views

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    Slides from a 2013 presentation giving an overview of one perspective of the case for changing how we learning. Links with some of the ideas of PKM and reflection. Also has links to a couple of good YouTube videos and made me aware of the term "annotexting" and some other good ideas you might use in the classroom
djplaner

Do Video Lessons Reinforce Learning, or Just Reinforce Pre-existing Incorrect Understan... - 0 views

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    Post that talks about an embedded video based on a PhD thesis about how and if students actually learn anything from watching videos (often not) and offers some advice about how to create/identify videos that might actually help students learn (start by directly addressing common misconceptions)
djplaner

Audacity- Every Teacher Should Learn To Digital Audio Record (Part 1: Getting Started) ... - 0 views

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    Audacity is an open source program for recording and editing audio. This post talks briefly about Audacity and provides pointers to how to use it and how to apply it for learning and teaching. Some definite applications in terms of literacy, and other learning areas.
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