20 JUL 2017 by ideonexus

 Cooperative Game of Competitive Questioning

Great Cooperative games make the play experience deliberately difficult; the game shouldn't be a cake walk. Mr. Glass's decision, therefore, is for him to assume the role of the game and present himself in opposition to his students—the players. He does this by instructing his students (working in groups designed to get everyone working together, especially those who have struggled in the past) to prepare 30 questions that, in their estimation, adequately assess or measure the topics with w...
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20 JUN 2017 by ideonexus

 Three Brain Pathways to Reading

The frontal reading system has been implicated in phonological processing and semantic processing (word analysis). This is also where Broca’s area is found. Broca’s area is involved in language processing, speech production, and comprehension. Neuron activation is increased in this area when words are spoken (Devlin, Matthews, & Rushworth, 2003). The ventral posterior processing system (located in the occipital and temporal lobes) is most associated with orthographic processing (visu...
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18 MAY 2017 by ideonexus

 Emergent Curriculum

Whereas teachers and school boards typically decide in advance what knowledge children should receive based on their age, emergent curriculum is the technique of letting topics for study arise out of student interests and actions. Curriculum becomes what actually happens, rather than what was planned to happen. After all, children design their own “curriculum” all the time, simply by playing in, exploring, and studying the world. In schools inspired by the Italian Reggio-Emilia approach, ...
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18 MAY 2017 by ideonexus

 Habituation and Novelty

Beginning in infancy and throughout the life span, humans are motivated by newness, change, and excitement. Habituation, the tendency to lose interest in a repeated event and gain interest in a new one, is one of the most fundamental human reflexes. If the thermostat were to suddenly turn the air conditioning on, you would hear the loud humming sound begin, but within minutes you couldn’t even hear it if you tried. Habituation, a fundamental property of the nervous system, provides mechanis...
Folksonomies: education learning novelty
Folksonomies: education learning novelty
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22 MAR 2017 by ideonexus

 Myths About Learning Quiz

True or false: When it comes to learning, metacognition (e.g., thinking about thinking) can be just as important as intelligence. RIGHT! True Research on growth mindset by Carol Dweck and others shows that people’s beliefs about the nature of intelligence affect their level of effort and in turn their performance. False What is the best way to learn from some text? Read and reread the text. RIGHT! Explain key ideas of the text to yourself while reading. Restating the text in...
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15 MAR 2017 by ideonexus

 Making Standards Transparent Encourages Students

When we make the standards and objectives transparent for students, we empower them to be active in our learning choices as well. I have found that when students know what the previous year’s standard is and where we were headed in our learning, they are eager to co-construct our learning. Students care about being able to demonstrate what they know because they understand the journey. This kind of transparency also makes it much easier for students to advocate for themselves and explain wh...
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Let’s play! Transforming My Teaching to Match My Students Miranda Salguero

10 MAR 2017 by ideonexus

 Arcade Games in Game-Based Education

Arcade games such as Pac-Man, Asteroids, Tempest, Gauntlet, and the like are not useless to the gamifying teacher. Rather, their use is limited . . . and their usefulness makes them more akin to board games than contemporary video games. What is Pac-Man but a game of pattern management? Gauntlet is as much about resource management as anything else. These are notions that were discussed in the previous level. So, don’t exclude the value of the old-school video game . . . but don’t equate ...
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10 MAR 2017 by ideonexus

 Gamification Stock Holding Mechanic

Mrs. Lazarus has some experience with games such as this and decides to construct a blank environment (a planet without biomes) with a 10 × 10 grid, thereby creating a board with 100 squares. Before play, each student is given three different animals or plants (one with a broad tolerance for several different habitats, one that is a bit more particular, and one that is very fussy indeed). The players then use their numbered tiles and shares to shape and manipulate this blank environment to t...
Folksonomies: education gamification
Folksonomies: education gamification
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10 MAR 2017 by ideonexus

 Gamification Simultaneous Action Selection Mechanic

Dr. Mays uses the Simultaneous Action Selection mechanic to structure his lesson. He creates two decks of cards—one with names of different cellular components (e.g., ribosomes, endoplasmic reticulum) and another with a wide assortment of cellular functions and processes. He seats students in groups of five or six and explains the rules. During each turn, one student is going to pick a card from the component deck and read it out loud. Then the other students select a card from their hand (...
Folksonomies: education gamification
Folksonomies: education gamification
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10 MAR 2017 by ideonexus

 Gamification Set Collection

I recently codeveloped a game with a colleague who teaches a course in global studies to advanced high school students. We called the game Global Shuffle, and it was meant to simulate two realities of the 21st century global marketplace. First, the developed world creates certain kinds of resources, and the developing world creates different resources. Though this is true, these resources relate to each other and have a reflexive quality; resources that are available or made in the developed ...
Folksonomies: education gamification
Folksonomies: education gamification
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