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Sensory Integration | Brain Rules |
Sensory Integration | Brain Rules |
Several people have mentioned John Medina's book Brain Rules. A lot of this sounds common sense, but check the footnotes on slides 2 & 3 for his rule "Sensory Integration: Stimulate more of the senses." He has a nice chart about how much more we remember for passive/active learning with multiple senses stimulated. He cites Dale's cone of experience, but he has numbers for each level, so we know he's, shall we say, stretching the research a bit.
·brainrules.net·
Sensory Integration | Brain Rules |
Clive on Learning: Three tiers in the content pyramid
Clive on Learning: Three tiers in the content pyramid
Clive Shepherd revises his model for e-learning tiers, adding a bottom level of social learning technology to the tiers of rapid development and high-end e-learning. High-end e-learning is a top-down model; social learning is bottom up. He makes good points about these tiers serving different purposes; they compliment each other depending on the needs of a particular situation.
Professional designers should not feel threatened by this proliferation of content created by enthusiastic amateurs - the more experience people have with creating content for themselves, the more they will appreciate the skills the professionals bring to bear.
·clive-shepherd.blogspot.com·
Clive on Learning: Three tiers in the content pyramid
Sandra Day O'Connor: Game Designer | Game | Life from Wired.com
Sandra Day O'Connor: Game Designer | Game | Life from Wired.com
Not what I would have guessed she would do for a career after retiring from the Supreme Court. Sanda Day O'Connor is helping develop an educational game to teach students about the legal system.
O'Connor believes that America's youth aren't learning enough about civics, and thinks that the educational power of videogames is just the thing to change that.
The game "lets students engage in real issues and real problems," O'Connor said. It will allow them to "step into the shoes of a judge, a legislator, an executive -- teach them how to think through and analyze problems, take action and voice opinions to their elected representatives."
·blog.wired.com·
Sandra Day O'Connor: Game Designer | Game | Life from Wired.com
The Only Net-Gen Nonsense : Ruminate
The Only Net-Gen Nonsense : Ruminate
Response to the "Net Gen Nonsense" blog and George Siemens' arguments that it's the environment changing rather than the learners. Chris Lott argues that learners have changed in response to the changing environment; the characteristics of these learners are more important than whether the changes are biological or environmental in origin. Interesting analogy to eating in times of abundance and scarcity.
I suspect that we will see, in retrospect, that there are biological and neurological changes occurring due to technological changes, but it’s not really important. The remonstrations about the evidence remind me of scientists concluding that bumblebees can’t fly and philosophers concluding that there is no physical reality. Like Berkeley, I refute you thus, with the students I teach every term… but I will refrain from kicking them as proof!
The analogy I came up with a few days ago was that of eating. People eat very differently in times of abundance than scarcity. Their biology doesn’t significantly change (though it does some), but it would be foolish to look around and argue that people aren’t really eating differently, it’s just a change in their food context. It would be wiser to recognize that the socioeconomic context is an important factor to consider when it comes to nutrition and try to teach proper eating habits in an environment that is not just no longer one of hunting and gathering, but one that is very different for most of us from even 50 years ago.
·chrislott.org·
The Only Net-Gen Nonsense : Ruminate
From Degrading to De-Grading
From Degrading to De-Grading
Alfie Kohn on reasons to abolish the current grading system in favor of authentic assessment to focus on learning, rather than grading. Includes a number of citations that would be worth exploring.
<p class="articletext">Researchers have found three consistent effects of using – and especially, emphasizing the importance of – letter or number grades:</p> <p class="articletext">1.&nbsp; Grades tend to reduce students’ interest in the learning itself.&nbsp;</p>
2.&nbsp; Grades tend to reduce students’ preference for challenging tasks.
3.&nbsp; Grades tend to reduce the quality of students’ thinking.
·alfiekohn.org·
From Degrading to De-Grading
Games by GAMBIT: AudiOdyssey
Games by GAMBIT: AudiOdyssey
A game developed so that visually impaired users can play it, using either a Wiimote or keyboard. One of the goals was to create "an engaging game that relies more on high quality audio than visuals." Very interesting concept; quality accessibly game design could also help designing for other applications.
·gambit.mit.edu·
Games by GAMBIT: AudiOdyssey
Half an Hour: Finding Time
Half an Hour: Finding Time
Stephen Downes, on finding the time to write online by focusing on using content from a closed environment and bringing it into the open.
The whole point isn't to *add* online writing on top of everything else you do. Nobody has time for that.<br><br>Rather, what you want to be thinking of doing is to gradually migrate to writing online *instead* of writing for those other purposes.<br><br>That doesn't mean you become a blog writer and nothing else. Rather, what you'll find is that writing for the website makes writing for all those other things a lot easier.
The idea is to take the stuff you do for private audiences and to present it (as much as you can) to public audiences.<br>
·halfanhour.blogspot.com·
Half an Hour: Finding Time
The Bamboo Project Blog: Using Del.icio.us to Create an Easy, Always Updated Online Portfolio
The Bamboo Project Blog: Using Del.icio.us to Create an Easy, Always Updated Online Portfolio
Create a specific tag for your portfolio and have an easy-to-update page for your content. It's not pretty, but it is easier to keep current. You could build on this idea by posting the RSS feed from your custom tag to another site where you could control the look and feel.
·michelemartin.typepad.com·
The Bamboo Project Blog: Using Del.icio.us to Create an Easy, Always Updated Online Portfolio
COVERITLIVE.COM - Home
COVERITLIVE.COM - Home
Tool for liveblogging that is actually live--it works like typing an instant message. The app sits in an iframe, which means it can't be embedded in Wordpress or Edublogs, but it does work in a wiki. Also allows for reader comments--could be interesting for doing an interview or discussion and recording it for others to view.
·coveritlive.com·
COVERITLIVE.COM - Home
Disabled Bodies, Able Minds: Giving Voice, Movement, and Independence to the Physically Challenged | Edutopia
Disabled Bodies, Able Minds: Giving Voice, Movement, and Independence to the Physically Challenged | Edutopia
Video and article about assistive technology for college and high school students, specifically focused on physical impairments. The euphonium player who uses a joystick to control the valves was especially intriguing to me as a former band teacher.
·edutopia.org·
Disabled Bodies, Able Minds: Giving Voice, Movement, and Independence to the Physically Challenged | Edutopia
Adopt and Adapt: Shaping Tech for the Classroom | Edutopia
Adopt and Adapt: Shaping Tech for the Classroom | Edutopia
Marc Prensky on uses of technology in the classroom, moving from simply dabbling to doing "new things in new ways."
<p>First, it helps to look at the typical process of technology adoption (keeping in mind, of course, that schools are not typical of anything.) It's typically a four-step process:</p> <ol> <li> Dabbling.</li> <li> Doing old things in old ways.</li> <li> Doing old things in new ways.</li> <li> Doing new things in new ways.</li></ol>
·edutopia.org·
Adopt and Adapt: Shaping Tech for the Classroom | Edutopia
High Tech in Hawaii: The Real-World Relevance of Technology | Edutopia
High Tech in Hawaii: The Real-World Relevance of Technology | Edutopia
Profile of a Hawaiian school using technology and project-based learning to engage students and give them 21st century skills.
"What the animation does is it assists the children in visualizing the action," explains Mitchell, who teaches <a class="external-link" href="http://www.nuuanu.k12.hi.us/G-1/public_html/index.html" target="_blank">language arts enrichment classes</a>. "The animation is a way of them developing the picture so they relate that to the writing, to what they hear, what they see, what they feel." Technology, she adds, "gives you one more way of teaching something."
"Looking for real-world relevance has to do with students being interested in what they do, knowing that it's useful outside of school," says Kaninau. "The experiences are not contrived or in isolation, but they're a part of a larger learning activity. Without those connections, it won't be meaningful, and it'll be forgotten tomorrow."
"They love it," says sixth-grade teacher Geraldine Kajitani. "If you start with ... hands-on activities and things that are fun, their attention is focused." And once that happens, she says, it's a snap to get them to study some of the drier material because they'll relate to it and remember it.
·edutopia.org·
High Tech in Hawaii: The Real-World Relevance of Technology | Edutopia
Learning in the Webiverse: How Do You Grade a Conversation?
Learning in the Webiverse: How Do You Grade a Conversation?
Principles for assessing online discussions and other conversations (blogs, chat, etc.) by coherence, awareness of audience, and diction. Writing for asynchronous discussion isn't the same as writing an essay, and the author argues that students who simply post essays to the discussion board should receive good grades.
·campustechnology.com·
Learning in the Webiverse: How Do You Grade a Conversation?
Donald Clark Plan B: Immersive games beats classroom in maths
Donald Clark Plan B: Immersive games beats classroom in maths
18-week study comparing performance of high school students who learned math in a traditional classroom or with a game. Both classroom and game learning resulted in improvement in skills, but students who played the game scored significantly higher.
According to the teachers, the games were effective teaching and learning tools because they (a) were experiential in nature, (b) offered an alternative way of teaching and learning, (c) gave the students reasons to learn mathematics to solve the game problems and progress in the games, (d) addressed students' mathematics phobias and (e) increased time on task.
·donaldclarkplanb.blogspot.com·
Donald Clark Plan B: Immersive games beats classroom in maths