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Sean McHugh

Ten Surprising Truths about Video Games and Learning | MindShift - 1 views

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    Ten Surprising Truths about Video Games and Learning What we'd assumed about the importance of brain functions - following rules and logic and calculating - are no longer relevant. There's been a revolution in the learning sciences and the new theories say that human beings learn from experiences - that our brains can store every experience we've had, and that's what informs our learning process. Following that logic, he says, the best kind of learning comes as a result of well-designed experiences. Gee, who spoke at the Learning and the Brain Conference last week, used this theory to launch into research-validated reasons why video games are good for learning. Here are 10 truths, according to Gee."
Katie Day

Space Time Travel - Relativity Visualized - 0 views

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    Summary via the Scout Report (May 2012): "This site was created by two German physicists (Ute Kraus and Corvin Zahn) and it offers a "visual and intuitive approach to the theory of relativity." The site does not offer the basics dealing with the theory of relativity, but rather a novel approach to understanding what an object might look like while moving near the speed of light or what it might be like to "travel to the vicinity of a black hole and take a look-around." As the site notes, "Part of the difficulties in understanding relativity are due to the fact that relativistic effects contradict everyday experience." On the homepage, visitors can learn more in the Content area. Here they can watch remarkable visualizations such as Rolling Wheels, Sights that Einstein Could Not Yet See, and Accelerated Motion. The site also offers brief explanations of each visualization, along with links to additional resources. Finally, the site also includes a gallery of images and an FAQ area. [KMG]"
Keri-Lee Beasley

8 Cheat Sheet Wallpapers for Designers and Developers - StumbleUpon - 1 views

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    I like the Colour Theory one for our kids...
Mary van der Heijden

Inquiry learning - 1 views

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    Brain based and constructivist learning is a huge area to learn about but basically it's the theory behind inquiry learning. Brain based learning put simply means using what scientists know about the brain to understand how students learn best.  Constructivist learning is the means by which we construct learning. It is based on students participating in constructing their own learning and the teacher facilitating this rather than teaching it to students as in the traditional chalk and talk model.  
Katie Day

Daily Walkthroughs with GoogleApps and the iPad - Practical Theory - 0 views

  • One of the mandates for high school principals in the School District of Philadelphia is to give more frequent written feedback to teachers based on the teaching and learning we see on a daily basis on our walk-throughs. It is one of those mandates that is pretty much indefensible in theory, but the devil, as always, is in the details. For me, the trick is to create a way to give teachers feedback that is useful, as observational and non-judgemental as possible, easy to manage, both for teachers and me, and something that can be more than just sheets of paper that are put into a binder and then forgotten about. So I am going to be using my iPad and a GoogleForm (and Spreadsheet) to get feedback to teachers quickly and (hopefully) wisely and well.
Katie Day

In Pursuit of the Perfect Brainstorm - NYTimes.com - 0 views

  • Jump’s work has elements of management consulting and a bit of design-firm draftsmanship, but its specialty is conceiving new businesses, and what it sells is really the art of innovation. The company is built on the premise that creative thinking is a kind of expertise. Like P.&G. and Mars, you can hire Jump to think on your behalf, for somewhere between $200,000 to $500,000 a month, depending on the complexity and ambiguity of the question you need answered. Or you can ask Jump to teach your corporation how to generate better ideas on its own; Jump imparts that expertise in one- and five-day how-to-brainstorm training sessions that can cost $200,000 for a one-day session for 25 employees.
  • What’s clear is that in recent years, much of corporate America has gone meta — it has started thinking about thinking. And all that thinking has led many executives to the same conclusion: We need help thinking. A few idea entrepreneurs, like Jump, Ideo and Kotter International, are companies with offices and payrolls. But many are solo practitioners, brains for hire who lecture at corporations or consult with them regularly. Each has a catechism and a theory about why good ideas can be so hard to come by and what can be done to remedy the situation.
  • “We’re not only blind to certain things, but we’re blind to the fact that we’re blind to them.”
  • ...7 more annotations...
  • You often hear this from idea entrepreneurs: Don’t ask us for the answers. Let us help you frame the questions, so you can answer them yourself.
  • At Jump, they prefer to brainstorm with a variation of a technique pioneered in improv theater. A comic offers the first sentence of a story, which lurches into a (hopefully funny) tale, when someone else says, “Yes, and?” then adds another sentence, which leads to another “Yes, and?”— and back and forth it goes. In the context of brainstorming, what was once a contest is transformed into a group exercise in storytelling. It has turned into a collaboration.
  • Why now? Why did innovation-mania take hold in the last decade or so? One school of thought holds that corporations both rise and die faster than ever today, placing a premium on the speedy generation of ideas.
  • Other ideas entrepreneurs offer a “great man” theory, pointing to the enormous influence of Clayton M. Christensen, a Harvard Business School professor and an author of books including “The Innovator’s Dilemma”and “Innovation and the General Manager.”
  • Dev Patnaik of Jump has his own answer to the why-now question. He contends that advances in technology over the past three decades have gradually forced management to reconceive its role in the corporation, shifting its focus from processing data to something more esoteric.
  • “Suddenly it’s about something else. Suddenly it’s about leadership, creativity, vision. Those are the differentiating things, right?” Patnaik draws an analogy to painting, which for centuries was all about rendering reality as accurately as possible, until a new technology — photography — showed up, throwing all those brush-wielding artists into crisis.
  • Most idea entrepreneurs offer what could be described as Osborn deluxe. Govindarajan, the Dartmouth professor, presents companies with what he calls the three-box framework. In Box 1, he puts everything a company now does to manage and improve performance. Box 2 is labeled “selectively forgetting the past,” his way of urging clients to avoid fighting competitors and following trends that are no longer relevant. Box 3 is strategic thinking about the future. “Companies spend all of their time in Box 1, and think they are doing strategy,” he says. “But strategy is really about Box 2 and 3 — the challenge to create the future that will exist in 2020.” He recommends to clients what he calls the 30-30 rule: 30 percent of the people who make strategic decisions should be 30 years old or younger.
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    long article on creativity, innovation, and people who are dedicated to the process of coming up with ideas....
Katie Day

Theta Music Trainer | Ear Training for Everyone - 1 views

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    "MUSIC & EAR TRAINING GAMES Train your ear with fun music games Sharpen your sense of pitch and tone Unlock the hidden patterns in music Strengthen your music theory skills
Jeffrey Plaman

http://newlearningonline.com/_uploads/3_Kalantzis_ELEA_7_3_web.pdf - 1 views

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    ABSTRACT This article outlines a learning intervention which the authors call Learning by Design. The goal of this intervention is classroom and curriculum transformation, and the professional learning of teachers. The experiment involves the practical application of the learning theory to everyday classroom practice. Its ideas are grounded in pedagogical principles originally articulated in the Multiliteracies project, an approach to teaching and learning that addresses literacy and learning in the context of new media and the globalizing knowledge economy. The need for a new approach to learning arises from a complex range of factors - among them, changes in society and the economy; the potential for new forms of communication made possible by emerging technologies; and rising expectations amongst learners that education will maximize their potential for personal fulfillment, civic participation and access to work. The authors first brought together the Learning by Design team of researchers and teachers in 2003 in order to reflect upon and create new and dynamic learning environments. A series of research and development activities were embarked upon in Australia and, more recently, in the United States, exploring the potentials of new pedagogical approaches, assisted by digital technologies, to transform today's learning environments and create learning for the future - learning environments which could be more relevant to a changing world, more effective in meeting community expectations and which manage educational resources more efficiently. One of the key challenges was to create learning environments which engaged the sensibilities of learners who are increasingly immersed in digital and global lifestyles - from the entertainment sources they choose to the way they work and learn. It was also about enabling teachers to explicitly track and be aware of the relationship between their pedagogical choices and their students' learning outcomes.
Katie Day

Video: Writer Paul Tough | Watch Tavis Smiley Online | PBS Video - 0 views

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    Paul Tough address the issue of intelligence as an indicator of value in education.  NB: The library has Tough's latest book - "How Children Succeed"
Keri-Lee Beasley

Whoops | Teens have always gone where identity isn't - 2 views

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    "My theory: Teens eschew Facebook and Twitter for Instagram, Tumblr, Snapchat and other apps not because they're a new, different generation, but because they don't yet have much of an identity to boast of."
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    Really interesting post about identity and tumblr...
Katie Day

Scholarly Primitives: common methods & tools to support them - 0 views

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    Classic article by John Unsworth (2000): the scholarly primitives are:  Discovering, Annotating, Comparing, Referring, Sampling, Illustrating, Representing
Katie Day

Ruben R. Puentedura's Weblog: LIN Education - BETT 2013 Sessions - 0 views

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    See his "Technology in Education: Four Key Components" slides
Keri-Lee Beasley

Sphere: Color Theory Visualizer - 0 views

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    colour picker for websites etc. Very nice!
Katie Day

What the Internet Means for How We Think About the World - Rebecca J. Rosen - Technolog... - 0 views

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    An article/interview with David Weinberger about his new book, Too Big to Know, which I'm really excited about (as I'm reading it on my iPad).... Yes, it will be available in the library very soon.
Jeffrey Plaman

http://web.media.mit.edu/~kbrennan/files/Brennan_Resnick_AERA2012_CT.pdf - 0 views

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    Computational thinking is a phrase that has received considerable attention over the past several years - but there is little agreement about what computational thinking encompasses, and even less agreement about strategies for assessing the development of computational thinking in young people. We are interested in the ways that design-based learning activities - in particular, programming interactive media - support the development of computational thinking in young people. Over the past several years, we have developed a computational thinking framework that emerged from our studies of the activities of interactive media designers. Our context is Scratch - a programming environment that enables young people to create their own interactive stories, games, and simulations, and then share those creations in an online community with other young programmers from around the world. The first part of the paper describes the key dimensions of our computational thinking framework: computational concepts (the concepts designers engage with as they program, such as iteration, parallelism, etc.), computational practices (the practices designers develop as they engage with the concepts, such as debugging projects or remixing others' work), and computational perspectives (the perspectives designers form about the world around them and about themselves). The second part of the paper describes our evolving approach to assessing these dimensions, including project portfolio analysis, artifact-based interviews, and design scenarios. We end with a set of suggestions for assessing the learning that takes place when young people engage in programming.
Katie Day

The Case for Play - The Chronicle Review - The Chronicle of Higher Education - 1 views

  • "It's amazing what you can do with boxes and junk," he says. That could almost be the slogan of the New York Coalition for Play, which provided the boxes and junk. The nonprofit association ran one of the two dozen booths at the Ultimate Block Party, an event last fall that brought together companies like Disney, Crayola, and Lego, along with researchers from Columbia and MIT, and attracted thousands of parents and children. The goal was to "celebrate the science of play" and to push back against the notion that education happens only when students are seated at their desks, staring at chalkboards, and scribbling furiously in their notebooks.
  • Within the world of those who take play seriously, there are multiple camps, each with its own dearly held tenets. There are the Free Players, who argue that play is a human right and that adults should more or less leave kids alone. There are the Play Skeptics, who see play as useful for blowing off steam but are dubious about its cognitive upside. And there are Play Moderates, who advocate a mix of free play, adult-guided play, and traditional classroom instruction.
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    "How a handful of researchers are trying to save childhood" by Tom Barlett.... Interesting article on the range of research on the importance of play.... I will be buying some of the books mentioned in the article for the PD collection of the library.
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