The point was so obvious, it was almost embarrassing. Kids stared at their teachers for hundreds of hours a year, which might explain their expertise. Their survey answers, it turned out, were more reliable than any other known measure of teacher performance—including classroom observations and student test-score growth. All of which raised an uncomfortable new question: Should teachers be paid, trained, or dismissed based in part on what children say about them?
Why Kids Should Grade Teachers - Amanda Ripley - The Atlantic - 1 views
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It's a tough one: asking and considering their responses does not mean acting dramatically on the feedback. But isnt knowledge supposed to be power? Don't teachers WANT to know?
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Why shouldn't we value the perspective and perceptions of students. What is described here is just another form of assessment. The content of which would need to be considered carefully as to focus on effectiveness of learning to establish trends, and not "teacher evaluation".
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3 Edtech Tools You Can Use To Gamify Your Classroom - Edudemic - 1 views
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There is an explosion of EdTech tools destined to gamify the classroom, most of which are web-based, while others come in the form of an app. Understandably, a teacher might wonder what is the best way to navigate through this sea of new, and subsequently, not thoroughly tested activities and tools. Throughout the school year I tried several game-based platforms with my students. Here are three game-based classroom solutions that helped me transform my fourth grade classroom into a dynamic learning environment. All three tools are completely free. Each platform is particularly strong in specific areas, therefore, depending on their needs, teachers can utilize one of the tools, or use a combination of two (or three), to maximize the impact on student learning.
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The first, and probably the most popular game-based classroom platform is Socrative. A prominent member of the “audience response systems” family, Socrative is a powerful tool that offers many options to teachers. It is also one of the most diverse and adaptive of all platforms, as it offers three different highly customizable modes: the typical question-based game mode, a mode called “space race” which is a mode that aims to combine accuracy and speed, and a third mode called “Exit Ticket”, which can best be used at the end of a lesson as a means of taking the pulse of the classroom.
Digital Technology And Student Learning: The Impact Of The Ecology - Part 1 - etsmagazine - 2 views
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