Showing posts with label demographic. Show all posts
Showing posts with label demographic. Show all posts

Tuesday, 27 May 2014

World Before Social Media

Sometimes it is hard to imagine how we functioned without our smartphones, tablets, laptops, and other devices. Whenever I head out to explore a new city, I hit up Yelp or Chow-hound to figure out where to eat. I use my GPS to navigate unfamiliar places. I don’t remember very many phone numbers anymore, because I have them all close at hand in my phone. When I want to read a book, I can download it. When I need to research something, I don’t need to head to the library. 
We’ve come a long way, and the cute graphic below shows us what social media looked like before it was actually social media. Think of it as ‘vintage’ social media. This is how we learned and connected in the days before the world was at our fingertips. Enjoy!

vintage social media



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Saturday, 24 May 2014

Integration of Games in Teaching

Games are ubiquitous digital activities that students , regardless of their grade level, engage in online. They play them on their computers, smart phones, with each other and with others they have never met. Several scientific studies published in this regard speak for the advocacy of game integration in education (see the list of resources at the end of this post). I have spent sometime reading some of these studies and came up with the list below featuring the main reasons why you need to consider using games in your teaching.






1-   Games  combine  activities that require movement, listening, speaking, reading, and writing. As such games activate both the right and left sides of the brain. According to Judy Dodge (author of 25 Quick Formative Assessments for a Differentiated Classroom, 2009), "If you're only listening, you're only activating one part of the brain, but if you're drawing and explaining to a peer, then you're making connections in the brain."

2- Gaming activities stimulates kids brain., and as Ben Mardell, PhD( researcher with Project Zero at Harvard University) argues : kids learn through all their senses and they like to touch and manipulate things".

3-  Students have different learning styles and games can cater to all these styles: auditory, kinaesthetic, tactile, and visual learners.

5- Games enhance students motor skills coordination, an essential element for carrying on functional activities throughout their entire lives.

6- Situated learning (local learning or inside learning) is greatly enhanced through game play.

7- Virtual game environments provide learners with an immersive experience that encompasses frequent opportunities for reflection and collaborative meaning construction.

8- According to Richard Van Eck, Games and play can be effective learning environments not because they are fun but because they are : immersive, require the player to make frequent important decisions; have clear goals, adapt to each player individually; and involve a social network.

9- Their social and experiential natures make out of games ideal activities for developing memory, understanding, and problem solving.

10- Most of popular games develop communities around them. These communities are what James Paul Gee called "affinity space". In these gaming affinity spaces, gamers get to share ideas, use group problem-definition and problem solving, socialize and develop social skills .

11- According to SRI Study released a year ago, games particularly digital games can improve students achievements in areas of Math, Science, engineering, and technology.

I also invite you to check the infographic below to learn more about how games help students learn.


benefits of gaming in education





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Tuesday, 20 May 2014

New Learners vs New Teachers

I am actually reading a book by Kalantzis Mary and Bill Cope entitled "Literacies". In this wonderful work, the authors take you into an eventful journey back into the history of literacy and guide you through the major changes that marked the use of literacy in each era and how teaching pedagogy has been shaped by the meaning that literacy takes in each of these eras. The book also outlines four major approaches to literacy : Didactic literacy , authentic literacy, functional literacy, and critical literacy. Each of these approaches has its own ramifications in education and pedagogy. I will write more in details about these four types of approaches in an article to be published in the few coming weeks.

As I was reading "Literacies" I came across this wonderful chart that captures the essence of the thinking and values that lie behind the new assigned roles of teachers and student. These roles are informed by the new conceptions of literacies which regard learning and teaching as a collaborative process of meaning making.



Table taken from " Literacies"


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Monday, 21 April 2014

Beginner’s Guide To The History Of The Internet

Have you ever wondered who actually invented the internet? I don’t think I know anyone anymore who doesn’t use it (even my Mom does, and so does my Grandma, so the numbers of non-users are seriously dwindling), and most people don’t give a whole lot of thought to who thought up this awesome information superhighway (bet you haven’t heard that term in awhile!).
Well, to start with, it wasn’t Al Gore. The handy video below takes a look at the history of the web – albeit fairly short and sweet. Who should get the credit? Is it a British geek in an underground Swiss lab? Clever Americans trying to help information survive a nuclear war? French Scientists? A big group of scientists who together brought us unlimited amounts of Cats and Wikipedia and Porn and YouTube and Business and Science? Maybe. Take a gander at the video below (its about 6 minutes long, so it won’t take up your whole evening and completely thwart your productivity like many of the shiny things on the procrastinator machine internet. It is funny, too, for those of you who spent too much time being serious today. Enjoy!

The History Of The Web In 6 Minutes

A few highlights…
  • The internet: a whole bunch of connected computers
  • The world wide web: a way of making it easier to share information using all of those aforementioned interconnected computers
  • The internet as we know it today was at least 40 years in the making
  • The first ‘internet’ wasn’t about sharing information, but more about optimizing processor usage. Computers were  linked together so that multiple items could be processed at one time, instead of one at a time
  • Then, scientists began attacking the task of how to make communications between interconnected computers easier, and lots of different networks popped up
  • Getting these different types of networks to be able to talk to one another was the next challenge, addressed by TCP IP, which labels packets of data and ensures that they get put back together at the end regardless of what route they take to get there
  • Networks really began talking to one another in 1975
  • E-mail was developed for Arpanet (basically, the progenitor of the internet we know now) around 1972
  • By 1976, most internet traffic was e-mail
  • A Brit named Tim Berners-Lee wrote the first web client server in 1990 using URL, HTML, and HTTP. His goal? To help ensure progress was being made among a large group of scientists at CERN who were trying to figure out what the universe is made from
  • Around 1995 was when the internet became readily usable for the masses
  • So what did Al Gore do? He pushed legislation that enabled more widespread use of the internet
  • You could reasonably say that ‘communication’ quite generally was the goal of the internet



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Monday, 14 April 2014

Studies On Why Education And Health Are Critical To Improvement

By Marianne Stenger

We all know how important a well-rounded education is, but in recent years, research has been uncovering another very good reason to make sure that kids stay in school – good health.
And it’s not just a one-way street; education and health seem to propagate each other, with numerous studies showing that healthy living leads to improved cognitive function, which in turn leads to higher grades, and again, better health.
Here are five fascinating studies that demonstrate how education and good health tie in together.
education health

One Extra Year of School Means A Healthier Lifestyle

recent study from the University of Melbourne shows that just one extra year of school can significantly affect a person’s diet, exercise patterns and other health habits even long after they have finished their schooling.
The researchers found that one added year of compulsory education increased the health consciousness of adults by 17%, indicating that people are leading healthier lives as a direct result of more education.
Adults whose parents had less than 12 years of formal education showed more significant lifestyle improvements, which makes sense, of course, because parents with less education would have been less likely to pass on health conscious habits to their children.

More Educated People Live Longer

study by Harvard scientists shows that people with more than a high school education can expect to live up to seven years longer than their less educated counterparts.
To study this, the researchers used death certificate data along with census population estimates and data from the National Mortality Study. They found that life expectancy increases almost exclusively occurred among high-education groups.
Between 1980 and 1990, the life expectancy for highly educated people went up by nearly a year and a half, but only half a year for less educated individuals. In the following ten years the gap widened even further, and highly educated people saw their life expectancy increase by 1.6 years, while less educated people saw no changes at all.


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Monday, 31 March 2014

The 4 Surprisingly Simple Ways To Think

The 4 Surprisingly Simple Ways To Think

By Katie Lepi

Sometimes, our thinking can derail us before we’ve even started – and we often don’t even know it. Not too long ago, we talked about taking steps to making your students confident, positive, creative thinkersCentral to those ideas is idea of positive influence – which, as the teacher, you need to supply. If our students are confident in themselves and their creative thinking skills, they’ll be able to more effectively and efficiently address the complex, multi-faceted problems they’ll face in a fully connected, globalized world.
Similar ideas are outlined in the handy infographic below. Four “lines” of thinking are outlined, including some that you should try to follow, and others that you shouldn’t. One of the lines of thinking specifically outlines the ‘typical’ school  mindset – which it suggests you unlearn. Get your students on the right thinking track to ensure success! Keep reading to learn more.

Four Lines of Thinking

What to Always Remember
  • Think different
  • Don’t follow the rules
  • Work is a necessity
What to Unlearn From School
  • Follow the rules
  • First learn, then do
  • Be nice
  • Work is an opportunity
  • Money is evil
  • Behave yourself
  • People in charge have the answers
What to Learn to Think
  • Where can I add value?
  • I know best
  • Be authentic
  • My gut is usually right
  • If I weren’t so smart, I wouldn’t get this far
What to Never Think
  • I don’t know enough
  • What if I fail?
  • Am I doing as well as others?
the mind subway



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Epic Technologies That Transform Teaching & Learning

Epic Technologies That Transform Teaching & Learning

By Douglas Kiang

I am a teacher, a developer, a parent, and a techie. I love technology in all its forms. Part of my role at my school is to ask, what is the benefit of technology in the classroom? The more I ask this question, the more I realize that it is not about the technology at all.
For example, what’s the benefit of scuba gear? When you take a scuba course, you learn the basics: how to put it on, how to adjust it, how to keep yourself safe. But then, relatively quickly, you jump in the water. That’s the point where it stops being about the scuba gear. Scuba diving is about all of the unexpected discoveries you come across. It’s about the fish, and the shipwrecks, and the treasure. It’s not about the great scuba tank you are using. Rather, it’s about all of the places you can go, and the depths to which you can travel, because of the technology. The gear is transparent, and transformative, and because of it, you never look at things the same way again.
In my life, and in over twenty years of teaching, only three kinds of technology have fundamentally altered the way that I looked at the craft of teaching. Here they are.

Epic Technology #1:

Dental Floss

Everybody has to floss. Is there a better way? No. Like it or not, you do it because you know it prevents bigger problems later. However, that waxy piece of string is kind of like the umbrella – it hasn’t really changed in all these years, right?

Actually, as it turns out, I was wrong. My dentist introduced me to this new kind of dental floss that uses Gore Tex, which is absolutely fantastic. It totally transforms the flossing experience. I still have to floss, but what I realized was that by removing the friction, I could focus on reaching all of those hard to access areas.
In school, there are all sorts of things that as teachers, we know we should do, but we don’t necessarily enjoy. Things like recording classroom observations, writing and doing assessments, holding parent conferences, and getting at those little bits of knowledge in the hard-to-reach recesses of a teenager’s brain.
Technology can help. We can use Evernote to keep track of things that happen in the classroom as they happen, and enter them in Filemaker Bento later. We can use Socrative or Google Formsto do more formative assessment. We can use Skype or Google Hangouts to connect virtually with parents when we need to. All of these tools make it easier to do the things we already know that we should be doing, and make those tasks just a little bit easier.

Epic Technology #2:

GPS

Once I got a GPS unit in my car, it forever changed the way I drove. The GPS showed me where I was on my journey. I could enter a destination, and it would always show me how to get there. If I took a wrong turn, or decided to take a detour, it always showed me a friendly blue line to get back to where I wanted to go again. As a result, I felt much more free to explore.
A typical course syllabus is fairly linear. Often it shows you more of the things you don’t know yet rather than the stuff you do. A typical map simply shows you all the places you have never been. It doesn’t tell you where you are on the map. It doesn’t tell you anything about what you have done or where you are going.

Developers know that a good interface, and by extension, good course design, should always show you these three things:
  1. Where you’ve been
  2. Where you are
  3. Where you’re going
Armed with this information, people naturally feel free to explore, and the consequences of failure are minimized. When you are afraid to fail, or when you are afraid of getting lost, you don’t take risks. And, when you follow the same old path, you don’t learn anything.
In school, we try to give kids choices. You don’t have to follow the same path through the curriculum. There are some required courses, but lots of electives. What if every course did this? Suppose in a given course, you had to do certain things, and in other places, you had a choice. All you would need now is the equivalent of a GPS. Something that celebrates what we’ve done, shows us where we are, and constantly highlights the path to our goal.
Here’s the last thing that fundamentally changed the way that I looked at teaching and learning – something that I used to take for granted.

Epic Technology #3:

The Digital Video Recorder, or the TiVo

Some of you might remember that before the DVR came along, watching the popular sitcom “Friends” was an event. If you weren’t home at 8pm on Thursday, too bad. With the VCR, you had to know ahead of time that you wanted to record something. But then, after the DVR was invented, you could actually pause live TV! This was quite a revelation.
In my household, we used to start all of our shows half an hour late so that we could skip over the commercials. We could set a filter that automatically recorded anything with the words “Red Sox” in the title. It was like video RSS. Our experience of watching TV was no longer restricted to the physical necessity of being in the house at that particular time.
In the classroom, does the best learning happen at 7:30 am? Why should learning only happen when the teacher is present? The flipped classroom model is like DVR for the classroom. We can time-shift the teacher!
The idea of the flipped classroom is to record the lectures, or the reviews, or even the test corrections, and allow kids to watch them as homework. They can pause, rewind, even fast forward the learning process. Or, we might bring in another teacher via podcast or iTunes U, as that person may be able to convey the information more effectively. After all, timeliness and relevance trump the event. Learning should be all the time. It should not be an occasion.
To be transformative, technology does not have to be revolutionary. It can transform what we do in subtle ways. It can free us to explore, take risks, and learn. Or, like satin dental floss, it can affirm and facilitate our doing all of the things that we already know we have to do well.

Douglas will be leading a number of epic EdTechTeacher Summer Workshops and be presenting at the July 28-30 EdTechTeacher Summit.


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