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Contents contributed and discussions participated by Sean McHugh

Sean McHugh

Common Sense Media Debuts 1-to-1 Essentials | Common Sense Media - 0 views

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    "Gone are the days when you can dump out a backpack or flip through a folder to see your kids' work. The answers to "What did you do today?" are locked inside a password-protected device. Often kids have the upper hand in understanding how the device works -- and those 10-inch screens make it difficult to look over kids' shoulders. That's why the Common Sense Media Education team created the 1-to-1 Essentials Program. It's a first-of-its-kind, comprehensive, and free offering that covers everything that administrators, teachers, and parents need to know to maximize the benefits of schools' technology programs. "
Sean McHugh

Storyline Online - 0 views

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    Um. ONline stories - read aloud my Hollywood super stars!
Sean McHugh

How Free Play Can Define Kids' Success | MindShift - 0 views

  • Creativity plays an integral part of developing these seven skill sets.
  • Keeping children on rigid, academically driven schedules denies them the space for some of the real self-learning that will see them through unexpected challenges, the ones that aren’t on the test.
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    "one of the most important skills a parent can foster in children is resilience, which he says can be fostered through creativity. Ginsburg relies on the "Seven C's of Resilience" as a road map for helping students to find their inner grit. "
Sean McHugh

How to Foster Grit, Tenacity and Perseverance: An Educator's Guide | MindShift - 0 views

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    "How can we best prepare children and adolescents to thrive in the 21st century? This question is at the heart of what every educator attempts to do on a daily basis. Apart from imparting content of knowledge and facts, however, it's becoming clear that the "noncognitive competencies" known as grit, perseverance, and tenacity are just as important, if not more so, in preparing kids to be self-sufficient and successful."
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."
Sean McHugh

Anne Murphy Paul: Why Floundering Makes Learning Better | TIME.com - 0 views

  • the “learning paradox”: the more you struggle and even fail while you’re trying to master new information, the better you’re likely to recall and apply that information later.
  • let the neophytes wrestle with the material on their own for a while, refraining from giving them any assistance at the start.
  • These students weren’t able to complete the problems correctly. But in the course of trying to do so, they generated a lot of ideas about the nature of the problems and about what potential solutions would look like. And when the two groups were tested on what they’d learned, the second group “significantly outperformed” the first.
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  • The apparent struggles of the floundering group have what Kapur calls a “hidden efficacy”: they lead people to understand the deep structure of problems, not simply their correct solutions.
  • they’re able to transfer the knowledge they’ve gathered more effectively than those who were the passive recipients of someone else’s expertise.
  • “design for productive failure” by building it into the learning process.
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    " Kapur has identified three conditions that promote this kind of beneficial struggle. First, choose problems to work on that "challenge but do not frustrate." Second, provide learners with opportunities to explain and elaborate on what they're doing. Third, give learners the chance to compare and contrast good and bad solutions to the problems. And to those students and workers who protest this tough-love teaching style: you'll thank me later." Originally shared by JPL! Still awesome. (yes, you Jeff, and this article)
Sean McHugh

What teachers really want to tell parents - CNN.com - 0 views

  • we are educators, not nannies. We are educated professionals who work with kids every day and often see your child in a different light than you do. If we give you advice, don't fight it.
  • if you're willing to take early warning advice to heart, it can help you head off an issue that could become much greater in the future.
  • Parents, be a partner instead of a prosecutor
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  • Please, take a step back and get a good look at the landscape. Before you challenge those low grades you feel the teacher has "given" your child, you might need to realize your child "earned" those grades and that the teacher you are complaining about is actually the one that is providing the best education. And please, be a partner instead of a prosecutor
  • never talk negatively about a teacher in front of your child. If he knows you don't respect her, he won't either, and that will lead to a whole host of new problems. We know you love your children. We love them, too. We just ask -- and beg of you -- to trust us, support us and work with the system, not against it.
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    "we are educators, not nannies. We are educated professionals who work with kids every day and often see your child in a different light than you do. If we give you advice, don't fight it. Take it, and digest it in the same way you would consider advice from a doctor or lawyer. I have become used to some parents who just don't want to hear anything negative about their child, but sometimes if you're willing to take early warning advice to heart, it can help you head off an issue that could become much greater in the future."
Sean McHugh

http://myweb.fsu.edu/vshute/pdf/GLA%20Dirk%20chapter.pdf - 0 views

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    ... most schools in the U.S. are not adequately  preparing kids for success in the twenty- first century (e.g., Partnership for 21st Century Skills, 2006 ) . Learning in school is still heavily geared toward the acquisition of content within a teacher-centered model, with instruction too often abstract and decontextualized and thus not suitable for this age of complexity and interconnectedness.
Sean McHugh

SimCityEDU: Using Games for Formative Assessment | MindShift - 0 views

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    "GlassLab is working with commercial game companies, assessment experts, and those versed in digital classrooms to build SimCityEDU, a downloadable game designed for sixth graders. Scheduled to be be released in the fall of 2013, it builds on SimCity's city management theme, but provides specific challenges to players in the subject of STEM. "The big pain point we've heard from teachers is that they cannot entertain their kids to the level that they are being entertained outside of the classroom," said Jessica Lindl, general manager of GlassLab. "They want to be able to create meaningful learning experiences and they just can't compete with the digital tools their kids are accessing all the time.""
Sean McHugh

Open University research explodes myth of 'digital native' - 0 views

  • here are clear differences between older people and younger in their use of technology, there’s no evidence of a clear break between two separate populations.
  • So Prensky was right the first time – there really is digital native generation? No, certainly not – and that’s what’s important about this study. It shows that while those differences exist, they are not lined up on each side of any kind of well-defined discontinuity. The change is gradual, age group to age group. The researchers regard their results as confirming those who have doubted the existence of a coherent ‘net generation’. “We found no evidence for any discontinuity in technology use around the age of 30 as would be predicted by the Net Generation and Digital Natives hypothesis," says the report. What the reseachers do find interesting and worthy of further study is the correlation – which is independent of age -- between attitudes to technology and approaches to studying. In short, students who more readily use technology for their studies are more likely than others to be deeply engaged with their work. “Those students who had more positive attitudes to technology were more likely to adopt a deep approach to studying, more likely to adopt a strategic approach to studying and less likely to adopt a surface approach to studying.”
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    So Prensky was right the first time - there really is digital native generation? No, certainly not - and that's what's important about this study. It shows that while those differences exist, they are not lined up on each side of any kind of well-defined discontinuity. The change is gradual, age group to age group. The researchers regard their results as confirming those who have doubted the existence of a coherent 'net generation'. "We found no evidence for any discontinuity in technology use around the age of 30 as would be predicted by the Net Generation and Digital Natives hypothesis," says the report. What the reseachers do find interesting and worthy of further study is the correlation - which is independent of age -- between attitudes to technology and approaches to studying. In short, students who more readily use technology for their studies are more likely than others to be deeply engaged with their work. "Those students who had more positive attitudes to technology were more likely to adopt a deep approach to studying, more likely to adopt a strategic approach to studying and less likely to adopt a surface approach to studying."
Sean McHugh

5 Critical Mistakes Schools Make With iPads (And How To Correct Them) | Edudemic - 2 views

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    With more schools opting for 1:1 student-to-iPad access, there exists a tremendous opportunity for a transformative shift in classrooms where students are empowered to navigate their own learning. While we've witnessed many effective approaches to incorporating iPads successfully in the classroom, we're struck by the common mistakes many schools are making with iPads, mistakes that are in some cases crippling the success of these initiatives. We're sharing these common challenges with you, so your school doesn't have to make them. 1) Focusing on content apps 2) Lack of Teacher Preparation in Classroom Management of iPads 3) Treating the iPad as a computer and expecting it to serve as a laptop. 4) Treating iPads like multi-user devices 5) Failure to communicate a compelling answer to "Why iPads?"
Sean McHugh

NASA: Aquarius Mission Web Site - Education: Classroom Activities - The Water Cycle - 0 views

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    Greta resource from NASA on water. 
Sean McHugh

Why playing in the virtual world has an awful lot to teach children | Technology | The ... - 0 views

  • We are deeply and fundamentally attracted, in fact, to games: those places where efforts and excellence are rewarded, where the challenges and demands are severe, and where success often resembles nothing so much as a distilled version of the worldly virtues of dedicated learning and rigorously co-ordinated effort.
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    "We are deeply and fundamentally attracted, in fact, to games: those places where efforts and excellence are rewarded, where the challenges and demands are severe, and where success often resembles nothing so much as a distilled version of the worldly virtues of dedicated learning and rigorously co-ordinated effort."
Sean McHugh

Wanna Play? Computer Gamers Help Push Frontier Of Brain Research : NPR - 0 views

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    "Computer Gamers Help Push Frontier Of Brain Research"
Sean McHugh

Video game invades classroom, scores education points - 0 views

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    "two influential foundations, leading academics, two global testing firms and the video game industry could redefine how schools teach basic skills. Tinkering for the past several months at the Silicon Valley offices of one of the world's largest video game developers, the alliance is pushing to develop materials based on off-the-shelf video games that will get kids ready for "college and career success," a key, largely unmet goal of the USA's education system."
Sean McHugh

6 TED Talks on The Pluses of Gaming ~ Educational Technology and Mobile Learning - 0 views

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    Six Ted Talks on the advantages of Gaming
Sean McHugh

How is Technology Transforming Education? Sir Ken Robinson Video Series from Adobe Educ... - 1 views

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    "Technology is changing the world rapidly, impacting the way students learn and opening new possibilities for educators. Take a look what Sir Ken Robinson had to say when asked about the role of technology in education."
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.
Sean McHugh

BBC News - 'Computer games keep me mentally active' - 0 views

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    It is predicted that by the end of this year, female gamers will outnumber men for the first time. However computer games are also increasingly being seen as a way for older people to keep mentally active.
Sean McHugh

Want to cure cancer? There's an app for that - News - Gadgets & Tech - The Independent - 0 views

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    A new gaming app is in development that will help scientists to analyse genetic data in the search for cancer cures. Cancer Research UK have teamed up with Google, Facebook and Amazon to develop a game you can play on your mobile that will simultaneously sort through genetic data. "A new gaming app is in development that will help scientists to analyse genetic data in the search for cancer cures. Cancer Research UK have teamed up with Google, Facebook and Amazon to develop a game you can play on your mobile that will simultaneously sort through genetic data.
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