15 MAR 2017 by ideonexus

 The problem with testing for abstraction

...students learn by doing. Testing for abstraction on an exam can’t be the only way we’re evaluating student learning. If I had taken an exam on leadership in World of Warcraft, I would have likely failed, because the way I was engaged was through the practice of performing the leadership, not by talking or quizzing on it. Thought leader within the game-based learning movement, James Paul Gee, refers to this type of learning as “Situated and Embodied Learning,” where the learning is ...
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Teambuilding & Leadership Embedded in Play Conor O'Malley

10 MAR 2017 by ideonexus

 Creative and Social Intelligence are Computational Bottle...

Our model predicts that the second wave of computerisation will mainly depend on overcoming the engineering bottlenecks related to creative and social intelligence. As reported in Table III, the “fine arts”, “originality”, “negotiation”, “persuasion”, “social perceptiveness”, and “assisting and caring for others”, variables, all exhibit relatively high values in the low risk category. By contrast, we note that the “manual dexterity”, “finger dexterity” and “c...
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Generalist skills, like management, are hard to automate. Could everyone therefore become a manager of an automatized field?

10 MAR 2017 by ideonexus

 Constructivism

Jean Piaget’s work is the origin of Constructivism, which is the foundation of learning-centered classrooms (Bogost, 2007). Constructivism is a broad theory of learning that argues (quite unlike Essentialism) that what matters in learning is not the accumulation of facts, paradigms, and theories but rather the meaning making that comes from taking these disparate notions and integrating them to form new knowledge. What matters is not the received wisdom handed down from generation to genera...
Folksonomies: education constructivism
Folksonomies: education constructivism
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10 MAR 2017 by ideonexus

 Parental Resistance to Educational Change

The greatest challenges facing parents stem from their own school experiences. Every adult has been educated in some way, and the methods their teachers used usually shape the values they carry with them and color their perceptions of how education “should be.” These learned values are very powerful and can be seen in the ongoing controversies that manifest in social media regarding the Common Core State Standards and math instruction, for example. The notion that there is a critical-thin...
Folksonomies: education change
Folksonomies: education change
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This explains resistance to the Common Core as well.

10 MAR 2017 by ideonexus

 Games Use Constant Feedback

Moreover, games use systems of points, scores, leaderboards, achievement walls, and other clever mechanisms to reinforce how well you are playing (or not playing). Feedback should force us to face reality and redirect our efforts where they are needed. Regular, systemic feedback is a rarity in the traditional school; it is, however, de rigueur in even the most poorly designed game. It is this regular, rapid feedback that not only stimulates persistence and self-direction but also gets people ...
Folksonomies: education gamification
Folksonomies: education gamification
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10 MAR 2017 by ideonexus

 The Case for the Gamified Classroom

Gamified instruction empowers students to own their learning. Students who learn in a gamified classroom have a better capacity for persistence. Gamified instruction helps students develop a capacity for selfdirection. Gamified classrooms impart critical social skills. Gamification of learning enables students to build and sustain learning communities. Gamified instruction is inherently democratic and meritocratic and hence encourages risk taking. Gamified instruction helps students maintain ...
Folksonomies: education gamification
Folksonomies: education gamification
  1  notes
 
10 MAR 2017 by ideonexus

 Game-Based VS Gamified

Broadly speaking, those who advocate for game-based education seek to find ways to integrate specific, preexisting games directly into the curriculum. They want to use games to illustrate specific points or develop specific skills that they believe are uniquely developed by the game in question (Prensky, 2001). There are many fine games that could be incorporated into a host of curricula that would help students learn more and develop more sophisticated skills, and they can be played as is ou...
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17 AUG 2016 by ideonexus

 Mastery-Based Learning

Also known as mastery learning, competency-based learning is a growing focus of education conversations. The premise is that students learn best by mastering a particular learning goal before moving on to new material that builds on that goal. Instead of a group of students all moving from one topic to the next with varying degrees of understanding, each student continues to work on a topic until he or she has mastered the content. Because students of the same age advance through the curricul...
Folksonomies: education technology
Folksonomies: education technology
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17 AUG 2016 by ideonexus

 Opportunities in Education Technology

Opportunity 1: Improving Mastery of Academic Skills Create apps to teach academic skills in more meaningful ways than traditional textbooks and lectures. Give learners an opportunity to practice in realistic settings. This might be done through interactive simulations (e.g., models of ancient cities that allow students to experience history or virtual chemistry simulations that might be unsafe to reproduce in a classroom). Think beyond delivering content—are there tools that enable student...
Folksonomies: education technology
Folksonomies: education technology
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09 NOV 2015 by ideonexus

 Public Education as the Great Equity Equalizer

It has the potential to be a great equity equalizer, ensuring that all kids in America have an equal shot at success and a productive life. Because public education involves all kids, it has an opportunity to promote great diversity not only in the composition of its students but also in getting kids exposed to a wide array of different experiences, especially when schools throw open their classroom doors to learning about the world.
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