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Kimberly Hayworth

POGIL | Home - 0 views

shared by Kimberly Hayworth on 17 Jan 14 - No Cached
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    Process Oriented Guided Inquiry Learning POGIL originated in college chemistry departments in 1994; there are now well over 1,000 implementers in a wide range of disciplines in high schools and colleges around the country.POGIL uses guided inquiry - a learning cycle of exploration, concept invention and application is the basis for many of the carefully designed materials that students use to guide them to construct new knowledge. POGIL is a student-centered strategy; students work in small groups with individual roles to ensure that all students are fully engaged in the learning process.POGIL activities focus on core concepts and encourage a deep understanding of the course material while developing higher-order thinking skills. POGIL develops process skills such as critical thinking, problem solving, and communication through cooperation and reflection, helping students become lifelong learners and preparing them to be more competitive in a global market.POGIL is a classroom and laboratory technique that seeks to simultaneously teach content and key process skills such as the ability to think analytically and work effectively as part of a collaborative team. A POGIL classroom or lab consists of any number of students working in small groups on specially designed guided inquiry materials. These materials supply students with data or information followed by leading questions designed to guide them toward formulation of their own valid conclusions-essentially a recapitulation of the scientific method. The instructor serves as facilitator, observing and periodically addressing individual and classroom-wide needs.POGIL is based on research indicating that a) teaching by telling does not work for most students, b) students who are part of an interactive community are more likely to be successful, and c) knowledge is personal; students enjoy themselves more and develop greater ownership over the material when they are given an opportunity to construct their own und
Kimberly Hayworth

Gamification | Coursera - 0 views

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    Gamification Kevin Werbach University of Pennsylvania (on Coursera) Gamification is the application of game elements and digital game design techniques to non-game problems, such as business and social impact challenges. This course will teach you the mechanisms of gamification, why it has such tremendous potential, and how to use it effectively."
Kimberly Hayworth

Augmented Reality | The Franklin Institute - 0 views

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    AUGMENTED REALITY FOR INTERPRETIVE AND EXPERIENTIAL LEARNING The goal of the ARIEL project is the creation of an exhibit platform that uses scientific visualization techniques to transform modern visitor interaction with traditional hands-on exhibits. The project will ultimately demonstrate an innovative solution to a key problem faced by science centers: the reinvention of the exhibit experience for visitors with changing 21st century learning expectations. The project has three main goals: to increase awareness of STEM content; improve 21st century learning skills; produce an evidence-based model for use of augmented reality activities within science museum settings. The project combines technological and pedagogical components in the AR fixed-station activities and the VR environment that exhibit multiple characteristics and constraints to engagement.
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