Showing posts with label schools. Show all posts
Showing posts with label schools. Show all posts

Wednesday, 28 May 2014

Powerful Antidote for Students

I was fortunate to teach in a 1:1 laptop classroom for seven years. In my classes, students took daily notes on computers, did research, wrote essays, created various multimedia publications, and worked on collaborative projects.
Yet I knew that if I wasn’t watching their screens, my students would at some point be doing something they were not supposed to be doing. So, while I was thrilled with the tremendous educational content available to my students, I was concerned with the less-than-desirable elements pervasive on the Internet. Today, I stroll through many schools that are using technology extensively, and invariably I see students using computers for Facebook, IM, playing games, checking sports scores, and all manner of other “evil” things. (BTW, this is as true in middle school classrooms as it is in graduate schools.)
Many teachers I encounter have decided that they need to crack down on — if not entirely eradicate — screen distractions in their classrooms. (A minority of teachers accept it as a form of 21st century doodling.) So, I regularly get questions from teachers asking if they can lock students into apps (yes, that’s possible) or watch student laptop screens remotely (yes, that’s possible, too).
Study-Students-With-iPads-Perform-Better-School
Yet, I rarely indulge in discussions of “Big Brother” tools and strategies. Instead, I ask teachers to consider the most important truism regarding screen distractions:


Contact Us -



Phone - +91-731-2401952

Skype - mschools, linkites



                                                                    Find us on Facebook  Follow us on Twitter  21_blogger  Follow us on Google+

 

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





Contact Us -



Phone - +91-731-2401952

Skype - mschools, linkites



                                                                    Find us on Facebook  Follow us on Twitter  21_blogger  Follow us on Google+

 

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"


Contact Us -



Phone - +91-731-2401952

Skype - mschools, linkites



                                                                    Find us on Facebook  Follow us on Twitter  21_blogger  Follow us on Google+

 

Stages of Learning

The idea that different students may learn differently (otherwise known as ‘learning styles) is a pretty hot-button issue. In fact, I don’t think any other topic has garnered us such a large amount of hate-mail, even though we’ve tried to approach the topic from both sides of the argument.
That said, regardless of how you feel about whether different learning styles exist or not, there are many things that teachers have tried out over the years to see what works best for them and for their students.
Call it trial and error, or experiential research, perhaps. The handy infographic below talks about the stages of learning, and how to approach teaching in a way to best help students learn. Specifically geared towards reading assignments, the ideas in the graphic can be extrapolated and used for almost any subject or type of project/learning material! Keep reading to learn more!

Teach Towards Learning

Getting students in the best frame of mind to learn efficiently can be achieved with a few strategic steps. For a reading assigment:
Before Reading: 
  1. Offer a preview
  2. Let them ask questions/ask them questions
  3. Have them make predictions
During Reading:
  1. Clarify for them as necessary
  2. Let them ask questions/ask them questions
  3. Work on vocabulary
After Reading:
  1. Encourage (require!) reflection
  2. Let them ask questions/ask them questions
  3. Have them summarize

Stages of Learning

  1. Declarative
  2. Procedural
  3. Conditional
  4. Metacognitive
Students Will Be Able To:
  1. Name learning strategies
  2. Know how to use learning strategies
  3. Know when to use learning strategies
  4. Know why they are using learning strategies
stages-of-learning_506f4bebb97a6


Contact Us -



Phone - +91-731-2401952

Skype - mschools, linkites



                                                                    Find us on Facebook  Follow us on Twitter  21_blogger  Follow us on Google+

 

Feedback on Student Writing

Providing timely and effective feedback on student work is a critical component to any classroom. As students increasingly operate and create in a digital environment, emerging tools provide unique new opportunities for teachers to provide feedback on both written work and video projects.

Feedback on Written Work

With the increased adoption of Google Apps for Education, student writing often occurs within Google Docs. While teachers can provide feedback in the form of typed comments, media-rich options exist. By incorporating audio and video feedback, teachers have even more opportunities to connect with their students as they can choose the modality to best support their learning preferences.
If students are in a 1:1 iPad classroom, and are using Google Drive to create and share writing assignments, along with the capacity to insert text comments into the body of the paper or in the margins, classroom teachers can use a combination of Google Drive and Explain Everything to provide video and audio feedback. The process allows a teacher to export a student writing assignment directly from Google Drive to Explain Everything.
Once in Explain Everything, the teacher can press record, ink on the document (which imports as a PDF), and even insert front facing video while providing feedback. In order to give the student access to the video feedback, the Explain Everything Project (XPL file) or video file can be uploaded directly back to Google Drive and placed into a student folder. It is important to recognize that XPL project files will upload quickly to Drive, but students then need Explain Everything to view the feedback. Meanwhile, a video file will take some time to export and upload, but once in Google Drive, students can watch the video feedback on any device.

Contact Us -



Phone - +91-731-2401952

Skype - mschools, linkites



                                                                    Find us on Facebook  Follow us on Twitter  21_blogger  Follow us on Google+

 

Friday, 16 May 2014

Higher Education and Technology

Most institutions are faced with stretching their budgets further every year. So why would schools spend money on flashy new technology tools with the sole purpose of making students’ educational experience more seamless and convenient?
Competitive advantage in higher education is all about one thing: student services. And today’s students want technology that will help them be successful.
Colleges hoping to set themselves apart now and in the future must invest in on-campus technology to make their educational ecosystems more effective. This investment in technology is an investment in students.
rsz_student_services_technology

Revolutionizing Students’ Lives With Technology

Implementing software and on-campus technology is the best way for colleges to stand out in the crowded educational landscape, and this doesn’t just include automated student scheduling and streamlined registration processes. We’re talking about positively affecting students’ lives every single day.
Institutions are constantly finding unique ways to serve their students better. One South Carolina college is using social media to help new students find a compatible roommate. Dozens of universities have technology that allows students to check for vacant laundry machines online, and students in cold climates are staying warm by tracking campus shuttles from their phones.
Here are a few off-the-wall ideas any institution can use to mix technology with daily student life, improve the learning experience, and drive its competitive advantage.

Streamline Study Groups

Study groups are an important component of higher education, so why not make setting one up a click away?
Reserving a room on campus should be a matter of unlocking your smartphone and having an app automatically scan students’ calendars to find a common meeting time that works for everyone. Then, the app can cross-reference that time with room availability and present the group with a location for that meeting. One click reserves the room, and students can check in during the meeting so the institution knows they are actually using their reservation.

High Tech Parking

Metered parking is a headache for students and campus staff alike. Paying for parking contributes to student tardiness, and parking enforcement can be tedious and frustrating.
To make the experience painless for everyone involved, each parking spot could have an RFID tag painted at the bottom of the parking space or placed on a physical parking meter. When students or administrators park, they simply scan the RFID tag with their smartphone and indicate how long they need to reserve the spot. When their time is expiring, they’ll be notified with a push notification, and a simple approval via their smartphone will extend their time.

Enhance Feedback

In the corporate world, customers can easily make recommendations and give feedback on products and versions of products through technology, and students in higher education deserve no less.
Instructor reviews, class registration, learning management, parking, food court selection, concerts or entertainment, and campus facilities can all be improved with student feedback. Universities don’t have to implement everything, and they may not have the resources to change things immediately, but listening to students’ input can lead to better retention and recruitment.


Contact Us -



Phone - +91-731-2401952

Skype - mschools, linkites



                                                                    Find us on Facebook  Follow us on Twitter  21_blogger  Follow us on Google+

 

Evolution Of Storytelling

Storytelling has been around since the start of Mankind. Storytelling was the basic communicational strategy through which culture, traditions, mores, ways of life and early literature was transmitted from one generation to the other. With the advent of internet and web technologies, storytelling has got some new and wider dimensions. The journey of storytelling from its early beginnings to its actual state is the subject of this wonderful graphic below. It documents the major periods and forms  of storytelling that was pervasive during each era. It is really amazing to take a pause and take a look back into history to see how storytelling has evolved to be what it is now. Enjoy



Evolution of Storytelling
Explore more visuals like this one on the web's largest information design community - Visually.

Contact Us -



Phone - +91-731-2401952

Skype - mschools, linkites



                                                                    Find us on Facebook  Follow us on Twitter  21_blogger  Follow us on Google+