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National Numeracy Network (NNN) - 0 views

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    "Our organization offers its members a network of individuals, institutions, and corporations united by the common goal of quantitative literacy for all citizens." The website includes both teaching resources and "quantitative literacy" projects.
Adana Collins

ePD at Charles School - Tie Literacy to Key Cognitive Skills (KCS) by Ed Ingman on Prezi - 0 views

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    How can all staff help students become better writers? (It may take a while to load but well worth the wait)
Doris Reeves-Lipscomb

The CRAP Test | Work Literacy - 0 views

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    CRAP Test questions for distinguishing between legitimate and less-than-legitimate information C--Currency R--Reliability A--Authority P--Purpose/Point of view
Doris Reeves-Lipscomb

The Myth of the Tech-Savvy Student - Online Learning - The Chronicle of Higher Education - 0 views

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    by Ron Tanner, November 6, 2011 This article echoes some of what Geoff ? said several years ago. When I began teaching a course called "Writing for the Web," three years ago, I pictured myself scrambling to keep up with my plugged-in, tech-savvy students. I was sure I was in over my head. So I was stunned to discover that most of the 20-year-olds I meet know very little about the Internet, and even less about how to communicate effectively online. The media present young people as the audacious pilots of a technological juggernaut. Think Napster, Twitter, Facebook. Given that the average 18-year-old spends hours each day immersed in electronic media, we oldsters tend to assume that every other teenager is the next Mark Zuckerberg. Aren't kids crazy about downloading music, swapping files, sharing links, texting, and playing video games? But video games do not create savvy users of the Internet. Video games predate the Internet and have little to do with online culture. When games are played online, the computer is no longer an open portal to the world. It is an insular system, related only to other gaming machines, like Nintendo and Xbox. The only communication that games afford is within the closed world of the game itself-who is on my team? At their worst, games divert children from other, more enriching experiences. The Internet's chief similarity to video games is that both siphon off audiences from television, which will soon reside exclusively on the Internet. As a delivery system for television, film, and games, the Internet has proved itself a premier source of entertainment. And that's all that most young people know about it. Why wouldn't we educate students in sophisticated uses of the Internet, which is commanding an increasing amount of the world's time and attention? I'm not talking about a course on "How to Understand the Internet" or an introduction to searching for legitimate research-paper sources online (although that is useful, obviously
Doris Reeves-Lipscomb

5 Reasons Why Our Students Are Writing Blogs and Creating ePortfolios | Powerful Learni... - 0 views

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    great blog by Australian teacher on how and why they are helping their students to build digital literacy skills through eportfolios and blogging
Adana Collins

The Digital Teachers Corps: Closing America's Literacy Gap - 0 views

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    This is wonderfully enlightening article by Michael H. Levine and James Paul Gee
KPI_Library Bookmarks

That Old College Lie - 0 views

  • But the biggest problem with American higher education isn’t that too many students can’t afford to enroll. It’s that too many of the students who do enroll aren’t learning very much and aren’t earning degrees. For the average student, college isn’t nearly as good a deal as colleges would have us believe.
  • The average graduation rate at four-year colleges in the bottom half of the Barron’s taxonomy of admissions selectivity is only 45 percent. And that’s just the average–at scores of colleges, graduation rates are below 30 percent, and wide disparities persist for students of color. Along with community colleges, where only one in three students earns a degree,
  • Less than 40 percent of low-income students who start college get a degree of any kind within six years.
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  • A 2006 study from the American Institutes for Research found that only 31 percent of adults with bachelor’s degrees are proficient in "prose literacy"–being able to compare and contrast two newspaper editorials, for example. More than a quarter have math skills so feeble that they can’t calculate the cost of ordering supplies from a catalogue.
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    By Kevin Carey in Democracy: A Journal of Ideas, Issue #15, Winter 2010. In this editorial, Carey (policy director of think tank Education Sector) argues that colleges are not fulfilling their mission to students: costs are rising and students are not learning (or even graduating). He argues for transparency and studies of the effectiveness of teaching and learning, and warns of the education-related lobbies that keep the rest of us in the dark about higher education.
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