23 SEP 2023 by ideonexus

 The Right to "Want What We Want to Want"

In a post about ad blockers on the University of Oxford’s “Practical Ethics” blog, the technology ethicist James Williams (of Time Well Spent) lays out the stakes: We experience the externalities of the attention economy in little drips, so we tend to describe them with words of mild bemusement like “annoying” or “distracting.” But this is a grave misreading of their nature. In the short term, distractions can keep us from doing the things we want ...
Folksonomies: attention economy
Folksonomies: attention economy
  1  notes
 
17 OCT 2021 by ideonexus

 Learned VS Common Culture

In many private schools and academies, we find several things taught now which were never made the subjects of systematical instruction in former times; and in those of our universities in which it is the interest of the tutors to make their lectures of real use to their pupils, and where lectures are not mere matters of form, the professors find the necessity of delivering themselves in English. And the evident propriety of the thing must necessarily make this practice more general, notwiths...
Folksonomies: education
Folksonomies: education
  1  notes
 
02 MAR 2021 by ideonexus

 Top-Down VS Bottom-Up Approaches to Design in Software

One of the hallmarks of the Athena project was that faculty were asked to build their own educational software. Most worked with a set of assumptions about learning: students begin by learning “fundamental concepts”; formal, mathematical representation is always the best approach; students would use simulations the way designers intended. As Athena unfolded, none of these assumptions proved true. To begin with, students approached simulation with a wide range of personal intellectual styl...
Folksonomies: abstraction simulation
Folksonomies: abstraction simulation
  1  notes
 
27 DEC 2016 by ideonexus

 Teaching with Pokemon Go

Learning objectives that ask students to assemble and integrate data (like a language or math class) are well-suited to the capture and find aspects of Pokémon Go!. Imagine setting up a variety of PokéStops around your campus. Each one can be visited by students as they go about gathering the data they need to accomplish the learning objective you set. Perhaps after traveling about campus, they have to return to your classroom and use the data they’ve gathered like PokéBalls to solve mor...
Folksonomies: gamification
Folksonomies: gamification
  1  notes
 
17 AUG 2016 by ideonexus

 Technology Brings “Growth Mindset” to Schools

With funding from the U.S. Department of Education's Small Business Innovation Research (SBIR) program, New York City-based Mindset Works developed SchoolKit, an app designed to strengthen academic and socialemotional success. Through animations, assessments, and classroom activities, students learn a growth mindset—the understanding that ability develops with effort. Pilot research in nine middle schools found significant increases in students’ growth mindset, which related to increases ...
Folksonomies: education technology
Folksonomies: education technology
  1  notes
 
28 APR 2015 by ideonexus

 Standing Desks Improve Student Engagement

The research looked at the results of an experiment in which 282 participants in grades 2-4 were observed in the fall and spring during one school year. Student engagement was monitored by actions such as answering a question, raising a hand, or participating in discussion, while off-task behaviors included talking out of turn. Engagement of the "treatment" classrooms was compared with the engagement of "control" classrooms. The researchers noted that both groups showed "general increases in...
  1  notes