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jordi guim

PBL i Mapes Conceptuals - 0 views

shared by jordi guim on 06 Feb 09 - Cached
  • Es posible que debamos reinventar el Aprendizaje Basado en Problemas:
    • jordi guim
       
      Comnetario sobre el libro de: M Savin Baden
Michelle Krill

Mixbook | Education Program - Free Digital Storytelling Software for Educators - 2 views

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    Looking for a way to get your students more engaged? Mixbook is proud to present Mixbook for Educators, a program that allows educators even easier access to the most powerful suite of digital storytelling tools on the web. Check out the stories below to hear how Mixbook can help YOU.
Michelle Krill

Digital Library Learning Resources Collection - 0 views

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    The goal of the Exploratorium Digital Library is to provide access to high-quality teaching resources and learning activities that reflect the museum's foundation of playful exhibit-based inquiry in science, art, and human perception. The Learning Resources Collection includes teaching tips and related resources. This collection is suitable for educators in both classroom and out-of-school settings; for peer institutions, such as museums, science centers, and universities; and for individuals.
Heather Hurley

Museum Box Homepage - 1 views

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    his site provides the tools for you to build up an argument or description of an event, person or historical period by placing items in a virtual box.T
Scott Ashwell

The Cloud Instititute for Sustainability Education - 0 views

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    You have 10 days to catch as many fish as you can. The money you make from these fish will need to support your family for the next month. Each fish nets $2. Each day, you'll choose whether you want to take none, one, two, or three fish for the day. There are two other fisher folk also trying to catch as many fish as they can - they will follow your lead, and base their catch on yours. The lake in which you are fishing can only support 20 fish (that is the carrying capacity of the lake). Every night, the fish that remain after a day of fishing will reproduce at a rate of 25% (for the purpose of this game, we round to the nearest whole number). However, the total number of fish can't exceed 20. For instance, if there are 12 fish, they will multiply to 15 overnight. If there are 19, they will multiply to 20. Ready to play?
Heather Hurley

Introducing Webspiration | myWebspiration - 0 views

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    Inspiration on the web. Still in Beta form.
Scott Ashwell

Education Week: Schools Adapting Curriculum to the Outdoors - 0 views

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    "Yet, at the very moment that the bond is breaking between the young and the natural world, a growing body of research links our mental, physical, and spiritual health directly to our association with nature-in positive ways."
Heather Hurley

Animation for kids - 0 views

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    Create animation online with FluxTime Studio
Demetri Orlando

At M.I.T., Large Lectures Are Going the Way of the Blackboard - NYTimes.com - 0 views

  • In these institutions, physicists have been pioneering teaching methods drawn from research showing that most students learn fundamental concepts more successfully, and are better able to apply them, through interactive, collaborative, student-centered learning.
  • students sit at 13 round tables equipped with networked computers.
Scott Ashwell

Implementing Authentic Tasks in Web-Based Learning Environments (EDUCAUSE Quarterly) | ... - 0 views

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    Merriam-Webster's dictionary defines authentic as genuine and real.6 Lebow described authentic activity as "experiences of personal relevance that permit learners to practice skills in environments similar to those in which the skills will be used."7 Brown, Collins, and Duguid described authentic activities as the "ordinary practices of the culture."8 According to Newmann and Wehlage, authentic activities are real-world tasks that a person can expect to encounter on the job, in the home, or in other social contexts.9 An important implication of these definitions is that authentic activities have the potential to foster meaningful intellectual accomplishment and learning, since authentic learning activities are directly related to students' real-life experiences.
dean groom

Gifted Education Professional Development Package - 0 views

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    Gifted Education Professional Development Package Using the Package All modules in the Package contain a pre-test for teachers to determine what they might already know. Both the Core Modules and the Extension and Specialisation modules contain practical components with case studies and tasks for teachers to demonstrate that they have understood the module before moving on to the next one. The modules contain an overview of current research about particular areas of gifted education. This research, in plain language, is illustrated by cartoons, case studies and examples of how it can be applied in the mainstream classroom. The modules cover all levels of schooling: early childhood (the initial years of schooling), Primary (later years of primary schools), and secondary (secondary school). The modules are also ordered according to whether a teacher is in a rural or urban school, teaching in the classroom or involved in school administration, or whether the teacher is working alone or undertaking professional development in a small group or whole school situation. The Extension and Specialisation Modules consist of the same six topics as in the Core Modules with additional advanced material, case studies, further reading and examples for use in the classroom. While the Core Modules were designed to cover the essential information every teacher should know, the Extension and Specialisation Modules are designed to build on this knowledge to allow teachers and teachers in training, principals and school staff to develop a deeper understanding of the issues in gifted education, develop more complex responses to addressing the needs of gifted students in the classroom, and be confident in sharing these skills with colleagues and parents. Coloured Icons throughout the modules allow quick identification of research, case studies, information and activities according to individual needs.
Scott Ashwell

Using virtual worlds and video games to teach the lessons of reality: Scientific Americ... - 0 views

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    Several educators suggest in the newest issue of Science that schools use video games to simulate the real-world situations in the classroom to help students develop critical-thinking skills and enhance their understanding of science and math and, perhaps, even encourage them to pursue careers in those and related fields such as technology and engineering.
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