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Jeffrey Plaman

iPads helping or hindering infants? - 0 views

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    iPads helping or hindering infants? http://t.co/hkiCAD9y via @canberratimes #mobilelead Dr Kaufman said the study, which had so far tested 46 children aged four to six, involved examining the attention and problem-solving capabilities of children after using an iPad compared to using real toys. For example, as part of the study, children are being asked to solve a problem using a physical wooden model. They are also asked to solve the same problem using an iPad app. After they have played, they are given a test to assess their attention. Read more: http://www.canberratimes.com.au/digital-life/tablets/ipads-helping-or-hindering-infants-20120809-23xc9.html#ixzz2HdGhnTld
Katie Day

Get The Math -- algebra in the real world - 0 views

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    Summary via The Scout Report (May 2012): "How does math get used in the "real world?" The short answer is that it is used to create hip-hop music, in fashion design, and through a number of other endeavors. This interactive website combines video and web interactive to help young people develop algebraic thinking skills for solving real-world problems. The series is funded by The Moody's Foundation, along with assistance from WNET and American Public Television. The sections of the site include The Challenges, Video, and Teachers. In The Challenges area, users will find video segments profiling the various young professionals who use math in their work, along with interactive tools to help students solve the challenges they are presented with. Moving on, the Teachers area includes resources for teachers, such as a training video showing how to use project materials in the classroom, along with student handouts. Visitors shouldn't miss the Basketball challenge, featuring NBA player Elton Brand talking about the problems presented by free throw shooting. [KMG]"
Sean McHugh

How a Radical New Teaching Method Could Unleash a Generation of Geniuses | WIRED - 1 views

  • he had happened on an emerging educational philosophy, one that applies the logic of the digital age to the classroom. That logic is inexorable: Access to a world of infinite information has changed how we communicate, process information, and think.
  • In 1970 the top three skills required by the Fortune 500 were the three Rs: reading, writing, and arithmetic. In 1999 the top three skills in demand were teamwork, problem-solving, and interpersonal skills. We need schools that are developing these skills.”
  • That’s why a new breed of educators, inspired by everything from the Internet to evolutionary psychology, neuroscience, and AI, are inventing radical new ways for children to learn, grow, and thrive. To them, knowledge isn’t a commodity that’s delivered from teacher to student but something that emerges from the students’ own curiosity-fueled exploration. Teachers provide prompts, not answers, and then they step aside so students can teach themselves and one another. They are creating ways for children to discover their passion—and uncovering a generation of geniuses in the process.
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  • “So,” Juárez Correa said, “what do you want to learn?”
  • human cognitive machinery is fundamentally incompatible with conventional schooling. Gray points out that young children, motivated by curiosity and playfulness, teach themselves a tremendous amount about the world. And yet when they reach school age, we supplant that innate drive to learn with an imposed curriculum.
  • inland pared the country’s elementary math curriculum from about 25 pages to four, reduced the school day by an hour, and focused on independence and active learning. By 2003, Finnish students had climbed from the lower rungs of international performance rankings to first place among developed nations.
  • n Finland, teachers underwent years of training to learn how to orchestrate this new style of learning; he was winging it. He began experimenting with different ways of posing open-ended questions on subjects ranging from the volume of cubes to multiplying fractions.
  • Juárez Correa had mixed feelings about the test. His students had succeeded because he had employed a new teaching method, one better suited to the way children learn. It was a model that emphasized group work, competition, creativity, and a student-led environment. So it was ironic that the kids had distinguished themselves because of a conventional multiple-choice test. “These exams are like limits for the teachers,” he says. “They test what you know, not what you can do, and I am more interested in what my students can do.”
  • They do it by emphasizing student-led learning and collaboration
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    In 1970 the top three skills required by the Fortune 500 were the three Rs: reading, writing, and arithmetic. In 1999 the top three skills in demand were teamwork, problem-solving, and interpersonal skills. We need schools that are developing these skills." That's why a new breed of educators, inspired by everything from the Internet to evolutionary psychology, neuroscience, and AI, are inventing radical new ways for children to learn, grow, and thrive. To them, knowledge isn't a commodity that's delivered from teacher to student but something that emerges from the students' own curiosity-fueled exploration. Teachers provide prompts, not answers, and then they step aside so students can teach themselves and one another. They are creating ways for children to discover their passion-and uncovering a generation of geniuses in the process.
Sean McHugh

Girls and Games: What's the Attraction? | MindShift - 0 views

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    Girls and Games: What's the Attraction? Games are increasingly recognized by educators as a way to get kids excited about learning. While the stereotype of a "gamer" may evoke the image of a high school boy holed up in a dark room playing on a console, in reality 62 percent of gamers play with other people either in person or online, and 47 percent of all gamers are girls. Game developers and academics who have been studying the elements that go into making games more attractive to girls found that those very same qualities are also important components of learning. For instance, girls are more drawn to games that require problem solving in context, that are collaborative (played through social media) and that produce what's perceived to be a social good. They also like games that simulate the real word and are particularly drawn to "transmedia" content that draws on characters from books, movies, or toys.
Katie Day

How to solve impossible problems: Daniel Russell's awesome Google search techniques - 0 views

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    notes on a presentation that Dan Russell of Google gave about smart searching -- to investigative journalists.  Very interesting.
Jeffrey Plaman

youpd - 0 views

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    On this site, you can see the ways fellow teachers are solving problems, leave a comment, recommend an idea, share inventive things you've done, and take on meaningful professional learning challenges.  We want to visualize and applaud how teachers can help each other develop as Learners, Sharers, Collaborators, and Influencers.  Watch your credibility amongst your peers grow while helping to build this shared professional resource.
Louise Phinney

Google Drive ios app adds live editing and collaborating. | ipadders.eu - 0 views

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    Many of the schools that have introduced iPads in the classroom also use the Google Apps for Education suite. Unfortunately these two do not always mix well together. Using Google Apps on the iPads has always been quite tedious, but today Google updated its Google Drive app that solves many of the problems.
Sean McHugh

Children are suffering a severe deficit of play - Peter Gray - Aeon - 2 views

    • Sean McHugh
       
      Including play in virtual spaces?
  • The golden rule of social play is not ‘Do unto others as you would have them do unto you.’ Rather, it’s something much more difficult: ‘Do unto others as they would have you do unto them.’ To do that, you have to get into other people’s minds and see from their points of view. Children practise that all the time in social play.
  • Children also experience anger in their play. Anger can arise from an accidental or deliberate push, or a tease, or from failure to get one’s way in a dispute. But children who want to continue playing know they have to control that anger, use it constructively in self-assertion, and not lash out.
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  • where adults are in charge, they make decisions for children and solve children’s problems. In play, children make their own decisions and solve their own problems. In adult-directed settings, children are weak and vulnerable. In play, they are strong and powerful. The play world is the child’s practice world for being an adult.
Katie Day

Biomimetics - National Geographic Magazine - April 2008 - 0 views

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    Article on biomimetics-applying designs from nature to solve problems in engineering, materials science, medicine, and other fields.
Keri-Lee Beasley

Sweet recipe to solving problems by Balázs Turai on Prezi - 1 views

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    Awesome prezi example - best one I've seen
Louise Phinney

Telling Time in Many Ways - 1 views

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    Canadian teacher, turned American tutor, Laurie Laurendeau, found herself being asked by parents about various ways in which they can help their children at home with Math concepts.  So she started a blog to address many of these questions.  Laurie targets parents of students in Kindergarten to Grade 3, and writes a new blog each week and covers all the strands of Math (Number Sense, Measurement, Computation, Geometry, Problem-Solving).
Louise Phinney

Gamestar Mechanic - 0 views

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    might be useful for older students: Gamestar Mechanic is a game and online community that teaches kids how to design their own games. Designing games builds Systems Thinking, 21st Century Skills, Creative Problem Solving, Art and Aesthetics, Writing and Storytelling, and creates a motivation for STEM learning.
Katie Day

How to teach with Minecraft in an hour « - 2 views

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    Minecraft is one of the games the kids asked us to put on the DIgital Literacy Tree -- and we did.... Re problem solving and building in a virtual world. (Perhaps we should buy the proper version....)
Katie Day

Mathematics & Children's Literature - 0 views

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    Categories of lists: add & subtract, fractions, money, probability & statistics, time, geometry, problem solving, etc.  
Katie Day

John Hunter on the World Peace Game | Video on TED.com - 0 views

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    "John Hunter puts all the problems of the world on a 4'x5' plywood board -- and lets his 4th-graders solve them. At TED2011, he explains how his World Peace Game engages schoolkids, and why the complex lessons it teaches -- spontaneous, and always surprising -- go further than classroom lectures can.
Sean McHugh

Do Violent Games Lead Kids Astray? - IGN - 0 views

  • dialogue is far removed, however, from the intensely heated conflict that exists at the smaller, more personal scale. On the one hand you have the millions of Americans who play games, whether on a console or a smartphone, and have been raised in a time where such things are ubiquitous. On the other is a (generally older) population whose exposure to games has been limited to the most visible examples of the medium, including billion-dollar series like Call of Duty and notorious time sinks like FarmVille that paint a limited portrait of gaming's full range.
  • "You’re not wrong to be concerned about the time your son spends playing video games," wrote Moody. "But let me ask you this: If there were no video games here, wouldn’t there be some other stimulus that could threaten his time by diverting his attention away from, wait, what did you call it? 'What I feel are much more worthwhile and ultimately rewarding pursuits.’ 
  • fears about video games are understandable. Like anything else, they can become the focal point of unhealthy behavior all too easily, a point Moody is quick to emphasize. As Moody says again and again, though, that’s hardly the fault of video games.
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  • Video games actually encourage problem solving and memory skills in young people. "[Children] have to discover the rules of the game and how to think strategically,"
  • Even video games that can horrify with their grisly depictions of violence have benefits that individuals like ADCP are unaware of due to an unwillingness to engage the material.
  • some studies are finding that video games can help improve people’s quality of life for longer.
  • their results point to the need for more study. They don’t know for sure if it’s the games that improves mental health in seniors, or simply the mental activity they stimulate.
  • Video games are just tools, outlets for people to express themselves in as vast a variety of ways as anything else. They are still relatively new creations, and the unknown can frighten anyone, hence the uproar that’s followed games for years. The same uproar and indignation that followed rock and roll in the '50s and novels in the 19th century.
  • This is why the Violent Content Research Act of 2013 is ultimately a good thing. It will lead to, ideally, a deeper understanding of how we interact with games. For parents, children, players, academics, and everyone else with a vested interest in a gaming future, the most important thing is to maintain perspective.
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    "Video games are just tools, outlets for people to express themselves in as vast a variety of ways as anything else. They are still relatively new creations, and the unknown can frighten anyone, hence the uproar that's followed games for years. The same uproar and indignation that followed rock and roll in the '50s and novels in the 19th century. This is why the Violent Content Research Act of 2013 is ultimately a good thing. It will lead to, ideally, a deeper understanding of how we interact with games. For parents, children, players, academics, and everyone else with a vested interest in a gaming future, the most important thing is to maintain perspective."
Katie Day

STEM Education Has Little to Do With Flowers - NYTimes.com - Natalie Angier - 0 views

  • “A program officer from a foundation recently asked me, ‘Is the work you’re doing STEM education or science education?’ ” said Elizabeth Stage, the director of the Lawrence Hall of Science at the University of California, Berkeley. “I drew him a Venn diagram, showing him what’s central about science and how that overlaps with technology, engineering and math.” Dr. Stage, a mathematician by training, thinks it’s a “false distinction” to “silo out” the different disciplines, and would much prefer to focus on what the fields have in common, like problem-solving, arguing from evidence and reconciling conflicting views. “That’s what we should have in the bulls’-eye of our target,” she said.
  • Yet others don’t frame the word “science” so narrowly, as the province of the given rather than of the forged. Science has always encompassed the applied and the basic, and the impulses to explore and to invent have always been linked. Galileo built a telescope and then trained it on the sky. Advances in technology illuminate realms beyond our born senses, and those insights in turn yield better scientific toys. Engineers use math and physics and the scientific mind-set in everything they design; and those who don’t, please let us know, so we can fly someone else’s airplane and not cross your bridge when we come to it. Whatever happened to the need for interdisciplinary thinking? Why promote a brand that codifies atomization? Besides, acronyms encourage rampant me-tooism. Mr. Dyak said that some have lobbied for the addition of medicine to the scholastic program, complete with a second M. “It’s called STEM squared,” he said. Even the arts are hankering for an orthographic position, he added. STEAM education: great books, labs and motherboards, and free rug cleaning, too.
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    "For readers who heretofore have been spared exposure to this little concatenation of capital letters, or who have, quite understandably, misconstrued its meaning, STEM stands for Science, Technology, Engineering and Mathematics, supposedly the major food groups of a comprehensive science education."
Katie Day

Collaborative Learning for the Digital Age - The Chronicle Review - The Chronicle of Hi... - 1 views

  • We used a method that I call "collaboration by difference." Collaboration by difference is an antidote to attention blindness. It signifies that the complex and interconnected problems of our time cannot be solved by anyone alone, and that those who think they can act in an entirely focused, solitary fashion are undoubtedly missing the main point that is right there in front of them, thumping its chest and staring them in the face. Collaboration by difference respects and rewards different forms and levels of expertise, perspective, culture, age, ability, and insight, treating difference not as a deficit but as a point of distinction. It always seems more cumbersome in the short run to seek out divergent and even quirky opinions, but it turns out to be efficient in the end and necessary for success if one seeks an outcome that is unexpected and sustainable. That's what I was aiming for.
  • had the students each contribute a new entry or amend an existing entry on Wikipedia, or find another public forum where they could contribute to public discourse. There was still a lot of criticism about the lack of peer review in Wikipedia entries, and some professors were banning Wikipedia use in the classroom. I didn't understand that. Wikipedia is an educator's fantasy, all the world's knowledge shared voluntarily and free in a format theoretically available to all, and which anyone can edit. Instead of banning it, I challenged my students to use their knowledge to make Wikipedia better. All conceded that it had turned out to be much harder to get their work to "stick" on Wikipedia than it was to write a traditional term paper.
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    Cathy N. Davidson on experiments at Duke University in instigating digital devices and teaching ..... what the students learned and what she learned....
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