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Chris Evans

Collaborative Skills - 0 views

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    This page describes different collaboration skills, and how collaborating can help in society.
Tess T

Learning Analytics and Personalized Learning - ETEC522-Social Analytics - 0 views

  • Just as businesses use social analytics to suggest personalized options to consumers based on their buying habits, individual teachers can use learning analytics to help them develop adaptive, personalized learning plans for individual students.
  • The School of One program, in use in several New York City public schools, uses learning analytics to develop personalized mathematics learning programs. The School of One’s learning algorithm conducts everyday assessments of a student’s learning style and math skills, and uses this to produce a personalized learning “playlist” for each student. This playlist is comprised of individual lessons in math, which are put into the order that the algorithm determines is optimal for the student’s math skills development. Certainly, School of One is quick to note that this is intended to supplement, not to replace, an individual teacher’s expertise. Similarly to how Hunch focuses on social media analytics as a consumer service, other learning analytics programs are being developed for use by both learners and teachers to enhance individual learning. Socrato is one such program that is primarily intended for students preparing to write standardized multiple-choice tests. It performs learner analytics on students’ online practice tests to identify which areas students most need to improve upon.
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    This is about personalized learning and how analytics can help that
Susan D

simSchool - About - 1 views

  • simSchool is a classroom simulation that supports the rapid accumulation of a teacher's experience in analyzing student differences, adapting instruction to individual learner needs, gathering data about the impacts of instruction, and seeing the results of their teaching.
  • improvement in general teaching skill improved confidence in using technology increased belief that the teacher has the skills and ability to make a difference in a child's life improvement in pre-service teachers' performance in teacher preparation courses and attitudes toward inclusion of special needs students significant positive impact on the mastery of deeper learning capacities that comprise the readiness to teach increased "staying power" on the path to the field of teaching acquired through rapid development of strong self-efficacy and resilience
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    simSchool is a simulated classroom that supports rapid accumulation of a teacher's experience in analyzing student differences, adapting instruction to individual learning needs, gathering data about the impacts of instruction, and seeing the results of their teaching. This is a place where instructors can explore instructional strategies, examine classroom management techniques, and practice building relationships with students that will translate into increased learning. The results are highlighted below and are proved to be real and measurable.
Ben Macsek

source 1 - 0 views

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    Game-Based Learning Units for the Everyday Teacher
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    Everyday teacher game based learning, everyday game based learning helping teachers.
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    Talks about how game based learning is used for little kids to learn important 21 century skills
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    just a page for my research.
alliem_pphs

HP Learning Lab: Collaborative Assessment Platform for Practical Skills by Amrita Unive... - 0 views

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    Amrita University is reaching students in rural India through a multilingual platform. This platform is useful because students will be able to concentrate on the academic areas that needed improving.
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    This video is really cool and takls about the practical use of collaboration and what can be gained from it.  It is awesome, you should watch it.
Elena Ares

The B-School Case Study Gets a Digital Makeover - Businessweek - 0 views

  • But for ancillary materials—all of the research and items that go with the textbook—students prefer digital,"
  • Hall recalls this year’s Consumer Electronics Show in Las Vegas, where he had to meet with employees and be accessible to clients on the trade room floor. He had a case study to read, but an open laptop would have been rude and standoffish, he says.
  • Although students could take notes, highlight, and use a dictionary function, some said they were frustrated by the Kindle’s file management system and by an inability to easily skip back and forth between text and exhibits at the end. That’s a far bigger problem when dealing with dozens of case studies—which have numerous exhibits—than with a handful of text books.
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  • the device isn’t great for exercises that require hard data analysis or spreadsheets.
  • they must provide tech support,
  • Regardless of how interactive case studies may become, what won’t change are the analytical and critical thinking skills they impart, Rowe says.
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    Page 2- Students prefer normal textbooks, but prefer digital items with the research that comes along with the textbook
tonyv-pphs

Wireless Tablet PCs Increase Collaborative Learning for Students - 0 views

  • This vision focused on improved interaction between teachers and students
  • , catering to multiple learning styles, in addition to enhancing the delivery and comprehension of increasingly complicated ideas
  • Working within the constraints of budget and course content requirements
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  • it became increasingly clear that some students responded to classroom technology differently than others
  • technology-savvy students readily utilized the IT assets to improve participation and comprehension, less comfortable students often hid behind their computer screens, using desktop PCs as barriers to interaction rather than as tools for collaboration
  • desktops were the perfect hiding place
  • participation of our students
  • classroom collaboration
  • Hinsdale assessed the transition to wireless Tablet PCs to improve classroom collaboration and learning
  • the best technology for the classroom.
  • create an interactive atmosphere between teachers and students, and facilitate a learning environment for all students,
  • activities they weren’t able to do before?and in a much more collaborative setting.”
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    This page describes how tablets increase collaboration skills between students, and with teachers.
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    This describes a research done in 1999 by a Doctor in Hinsdale. His research allowed for him to realized that people responded differently to technology in the classroom.
Chris Evans

Collaborative journalism - Wikipedia, the free encyclopedia - 0 views

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    This page explains how people use collaboration when doing journalism.
MARISA R

Game-Based Learning Talk - 1 views

  • being able to create things
  • One of the biggest obstacles to wide-scale acceptance of GBL in our classrooms is the lack of proper training for our teachers.
  • This is the area that most people think about when they hear the term “game-based learning.” This course is about evaluating all types of games to ascertain their relevance and effectiveness in student learning:
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  • Online educational game “collections,” such as Primary Games Arena, BrainPOP, and zondle Non-digital games, such as conventional board games and card games
  • Having students design and develop their own games is a powerful way to have students learn not only about the technical and creative aspects of making a game but also about content-specific topics (such as history or math) that needs to be embedded in the game. Popular game creation tools include:
  • In this course, teachers will learn how to design and develop their own educational alternate reality game or other new media game that does not require programming skills nor a large development team to build.
  • Using game elements and principles to turn a class into a more game-like setting can be a way to help motivate and engage students. In this course, teachers will learn about the pros and cons of using gamification strategies, such as the use of badges and point systems, in the classroom or online course and ways in which they can implement these strategies.
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    A collection of articles on different ways games can be use, how they can benefit children, and plans to educate teachers on GBL.
NINA L

Game-Based Learning: What it is, Why it Works, and Where it's Going - 0 views

  • responders to frequently rehearse and sharpen their training in a simulated hazardous materials emergency . The emerging truth: the same factors that make well-designed games highly motivating also make them ideal learning environments
  • The emerging truth: the same factors that make well-designed games highly motivating also make them ideal learning environments
  • We make mistakes in a risk-free setting, and through experimentation, we actively learn and practice the right way to do things
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  • Learning” doesn’t mean rote memorization—it means acquiring the skills and thought processes needed to respond appropriately under pressure, in a variety of situations
  • In addition, even the most comprehensive training program cannot cover procedures for every complex eventuality that we will encounter—no matter how thick the binder is. In game-based environments, we learn not only the facts, but also the important, underlying hows and whys. This understanding of deeper, more abstract principles prepares us to perform consistently and effectively, even in new and unexpected situations.
  • This understanding of deeper, more abstract principles prepares us to perform consistently and effectively, even in new and unexpected situations
  • In game-based environments, we learn
  • not only the facts, but also the important, underlying hows and whys
  • In contrast, traditional, passive training approaches drill us on certain narrow procedures, and then evaluate us on our memory of what we were told. Even when we successfully retain the lesson’s facts and procedures, our behavior in true-to-life situations remains untested.  In addition, even the most comprehensive training program cannot cover procedures for every complex eventuality that we
  • well-designed games permit learning experiences that aren’t possible in real life
  • All games are not created equal
  • Carnegie Mellon’s Eberly Center for Teaching Excellence
  • To be effective, game environments must be structured around how we learn.
  • Carnegie Mellon’s Eberly Center for Teaching Excellence
  • Carnegie Mellon’s Eberly Center for Teaching Excellence
  • Carnegie Mellon’s Eberly Center for Teaching Excellence
  • Carnegie Mellon’s Eberly Center for Teaching Excellence
  • Carnegie Mellon’s Eberly Center for Teaching Excellence
  • Carnegie Mellon’s Eberly Center for Teaching Excellence has amassed a set of basic principles that describe the learning process . Following are four of these key principles, with examples of how each plays
  • Carnegie Mellon’s Eberly Center for Teaching Excellence has amassed a set of basic principles that describe the learning process
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    This talks about where game based learning is headed.
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    This tells how and why game base learning works.
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    this explains what game base learning is and how it works
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    Why game based learning works, and helps everyday.
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    This article explains how game based learning works, why its effective and how it differs from traditional learning
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    Explains the differences in results between GBL and regular learning techniques.
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