Monday, May 18, 2015

4 Strategies To Recharge Your Teaching

4 Strategies To Recharge Your Teaching

by aghuzt

The last month of teaching was quite hard for me.

I found myself becoming increasingly frustrated in the classroom, less tolerant, less friendly, and worst of all, sarcastic. As a result, I became utterly exhausted. Something needed to change. I needed to take a step back and reflect on what was happening. Why had things changed? Where had the love gone?

Had the students changed, or was it me? It was of course me. And it all came down to planning. My lessons were boring, and so students were naturally disconnected more often. Their attention waned easily, and inevitably, their behavior deteriorated. As I looked back over my planning, I saw a lot of attention given to addressing outcomes, but a distinct lack of focus on deep learning.

I decided to invest some time into designing a new lesson plan template, forcing me to explicitly incorporate into my planning elements that I know work, which engage students, and satisfy epistemology inherent in me, which is reflected in the image above. Each lesson must incorporate several strategies that I’ve used to recharge my teaching:

Constructivism

Movement

Collaboration

Differentiation

Constructivism: Who’s Making Meaning?

Does the learning activity encourage independent learning? Does it allow students to find the knowledge themselves, or am I giving it to them? Does it let them build upon existing knowledge by making connections? Does it involve some sort of inquiry, or problem where questions naturally and continually emerge, which leads to learning?

For me, constructivism is key to a successful learning environment. Students have a natural disposition to inquire, and lessons need to provide such opportunities. My teaching of late was lacking this. Rather, students were going through the motions, receiving information and being expected to apply it. The depth in the learning was missing because the students hadn’t fought for it themselves. They hadn’t discovered it for themselves; and so their connection to it was superficial.

In my planning now I ensure I am not only designing activities that promote independent thought, but that I also ask pertinent questions that initiate deep thinking. I also allow space for the likelihood of the lesson diverging from the track, realizing that that is the nature of constructivism. I think this is incredibly important: to honour that students’ interests will demand some veering from the path.

This doesn’t mean that the intended outcome can’t be reached. It just means that more time must be factored in, and the teacher must be skilled in promoting connections to bring it back to the original intention. The result is a deeper learning experience, as students have been engaged, and will have more ownership of their progress.

It’s about quality rather than quantity.

 Interactivity: Do Students Move? Interact? With What, And Why?

To get students inquisitive, there needs to be suitable stimulus.

Interactivity is characterized by several elements, from the delivery method of the information, to the relevance of the learning. Explicitly planning for a variety of delivery is imperative. Everybody knows VAK, but so often I under-rate the importance of kineasthetic elements to an activity. And I don’t believe that writing is a sufficient kineasthetic activity. Students need to be physically active at some point in the lesson, whether it be moving around the room consulting other tables’ work, or adding ideas to a common board.

Even better is if students can learn about something through the body. For example, the other day in the Frankenstein unit I am teaching, to explore the idea of superficiality I had the students create and act out a short scene exploring the consequences of superficiality in a teen’s life. Yes it was messier than if I had just given them information, but every student now deeply understands the theme, as they learnt from their own and then their peers’ performances. This has now facilitated a deeper engagement in the text. Of course it’s a lot easier, and manageable, to ignore kineasthetic learning, but for so many students, it it is at the expense of engagement.

The learning at some point also needs to be relevant to the students. This can be achieved either through a thematic EQ (emotional intelligence) activity, a task based on interests, or a connection to a real world skill or application. I don’t care what anybody says: present students with boring resources, and the lesson will be poor.

Cooperation: Is There Collaboration?

Learning from peers is powerful, and helps strengthen constructivist experiences.

Often, students will seek their partner’s help to know what to do in a task, or to check if their learning is actually what was asked of them. Viewing a lesson back via video shows just how often this actually happens in a lesson, albeit surreptitiously, and rather than it being quashed, citing disruption as the rationale, let it flourish. Often, teachers try to quell such instances, demanding quiet, and individual learning, but by insisting on this at all times, valuable opportunities are foregone.

Students having opportunities to view others’ work from around the room is also effective. It’s one thing to know what the teacher is thinking, but knowing what their peers are thinking will spark greater stimulus as they relate, compete, challenge, and reshape their thinking – and deepen the learning experience. Social media is so pervasive in students’ lives because it satisfies these very elements. The massively untapped power of learning via social media will soon become a thing of the past, as teachers will begin to gain further access to existing platforms, and as new platforms aimed specifically at addressing safety for students and schools emerge.

Also, it is important to be aware of participation in class discussions. Lately, while some excellent conversations have occurred in my class, only the 5 or 6 participating in the discussion were engaged. The rest were not, and thus not learning. Asking questions and then getting students to discuss their thoughts with their partners, and then the table, encourages everyone to think, before the findings are offered to the class discussion. Kagan presents some very useful thinking and strategies in this area.

Differentiation: Just Enough, Just In Time, Just For Me

I focus on two aspects of this. Firstly, and obviously, is there a range of expectations in the task? Am I catering for all abilities, scaffolding certain tasks and providing increased challenge on demand? Have I consciously placed students on tables to maximize cooperative learning and to both push and support each other? Secondly, am I allowing and prompting variation in how students demonstrate their knowledge and understanding, or is everything written?

As an English teacher it can seem an overwhelming task to get students’ writing skills to the level required for exam success. However, when we only focus on such output, we deny students chances to deepen their engagement in the learning, and ironically, impede the development of the writing as students lose interest and connection with the subject. It takes a brave teacher to swim against the tide of teaching to the test, to trust that deeper engagement and a more well-rounded student will pay off in the long run (or swim).

But like you, in the name of progressive education, I will continue to do so.

Reflecting On My Own Journey

In hindsight, this last point was actually a significant reason for my disconnection over the last month.

I lost my spark for teaching momentarily. I lost sight of why I bother to spend 50 odd hours a week doing it. The learning was becoming prescriptive, narrow, sterile and shallow. My new lesson plan template however forces me to be more conscious of the things I value in my teaching. The template encourages deeper learning, deeper engagement, and inevitably, deeper satisfaction. Even in the last few lessons where I’ve been using it, I feel re-energized, and refreshed. I am indeed back in business.

10 Team Building Games That Promote Critical Thinking

One of education’s primary goals is to groom the next generation of little humans to succeed in the “real world.”

Yes, there are mounds of curricula they must master in a wide breadth of subjects, but education does not begin and end with a textbook or test. Other skills must be honed, too, not the least of which is how to get along with their peers and work well with others. This is not something that can be cultivated through rote memorization or with strategically placed posters.

Students must be engaged and cooperation must be practiced, and often. The following team-building games can promote cooperation and communication, help establish a positive classroom environment and — most importantly — provide a fun, much-needed reprieve from routine.

10 Team-Building Games That Promote Collaborative Critical Thinking
1. If You Build it…

This team-building game is flexible. Simply divide students into teams and give them equal amounts of a certain material, like pipe cleaners, blocks, or even dried spaghetti and marshmallows. Then, give them something to construct. The challenge can be variable (think: Which team can build the tallest, structurally-sound castle? Which team can build a castle the fastest?).

You can recycle this activity throughout the year by adapting the challenge or materials to specific content areas.

Skills: Communication; problem-solving

2. Save the Egg

This activity can get messy and may be suitable for older children who can follow safety guidelines when working with raw eggs. Teams must work together to find a way to “save” the egg (Humpty Dumpty for elementary school students?) — in this case an egg dropped from a specific height. That could involve finding the perfect soft landing, or creating a device that guides the egg safely to the ground. Let their creativity work here.

Skills: Problem-solving, creative collaboration

3. Zoom

Zoom is a classic classroom cooperative game that never seems to go out of style. Simply form students into a circle and give each a unique picture of an object, animal or whatever else suits your fancy. You begin a story that incorporates whatever happens to be on your assigned photo. The next student continues the story, incorporating their photo, and so on.

Skills: Communication; creative collaboration

4. Minefield

Another classic team-building game. Arrange some sort of obstacle course and divide students into teams. Students take turns navigating the “mine field” while blindfolded, with only their teammates to guide them. You can also require students to only use certain words or clues to make it challenging or content-area specific.

Skills: Communication; trust

5. The Worst-Case Scenario

Fabricate a scenario in which students would need to work together and solve problems to succeed, like being stranded on a deserted island or getting lost at sea. Ask them to work together to concoct a solution that ensures everyone arrives safely. You might ask them to come up with a list of 10 must-have items that would help them most, or a creative passage to safety. Encourage them to vote — everyone must agree to the final solution.

Skills: Communication, problem-solving

6. A Shrinking Vessel

This game requires a good deal of strategy in addition to team work. Its rules are deceptively simple: The entire group must find a way to occupy a space that shrinks over time, until they are packed creatively like sardines. You can form the boundary with a rope, a tarp or blanket being folded over or small traffic cones. (Skills: Problem-solving; teamwork)

7. Go for Gold

This game is similar to the “If you build it” game: Teams have a common objective, but instead of each one having the same materials, they have access to a whole cache of materials. For instance, the goal might be to create a contraption with pipes, rubber tubing and pieces of cardboard that can carry a marble from point A to point B in a certain number of steps, using only gravity.

Creative collaboration; communication; problem-solving

8. It’s a Mystery

Many children (and grown-ups) enjoy a good mystery, so why not design one that must be solved cooperatively? Give each student a numbered clue. In order to solve the mystery — say, the case of the missing mascot — children must work together to solve the clues in order. The “case” might require them to move from one area of the room to the next, uncovering more clues.

Skills: Problem-solving, communication

9. 4-Way Tug-of-War
That playground classic is still a hit — not to mention inexpensive and simple to execute. For a unique variation, set up a multi-directional game by tying ropes in such a way that three or four teams tug at once. Some teams might choose to work together to eliminate the other groups before going head-to-head.

Skills: Team work; sportsmanship

10. Keep it Real

This open-ended concept is simple and serves as an excellent segue into problem-based learning. Challenge students to identify and cooperatively solve a real problem in their schools or communities. You may set the parameters, including a time limit, materials and physical boundaries.

Skills: Problem-solving; communication

While education technology is a basic and crucial component of the 21st century classroom, educators must still ensure that students are engaging with each other in meaningful ways. Team-building exercises are a great way to do this, and because of this, they will never go out of style.

Aimee Hosler is a writer and mother of two living in Virginia. She specializes in a number of topics, but is particularly passionate about education and workplace news and trends. She hold a B.S. in Journalism from California Polytechnic State University in San Luis Obispo and is a contributor to several websites including OnlineSchools.com; 10 Team-Building Games For Kids, Teenagers, or Adults

The Challenge Of Personalizing Learning In Real Time

The Challenge Of Personalizing Learning In Real Time
by aghuzt

The conversation on the need to use student achievement data in education is fast-tracking its importance in today’s classrooms. But with so much data now directed at school leaders, teachers and students – how do you make sense of it all?

First and foremost, it is imperative that every data point has a face – it is not about the number but about students and their performance. Student data can only be useful if the right environment is created with procedures that create conversations where data is informative, useful and put into practice. For students to grow and for teachers to personalize instruction – data must constantly be formative and meaningful.

Here in Clarke County School District of Athens, Georgia, we are taking steps to truly integrate our digital learning initiatives with are common planning process using data. We are forging ahead with designing a new model that relies on using data for real-time progress monitoring that results in a true personalized learning environment – no more pre and post test analysis.

This is a major focus for us, and our district leaders and teachers use new innovative technology such as Waggle from Triumph Learning to help make it happen. Waggle is a digital learning platform that monitors student performance based on practice. Students are presented with a variety of questions for the subjects of math and English and must continually be successful (the practice) to be able to move forward. When they continue to get questions right over time, then they progress to the next stage. When they answer a question incorrectly, they are able to try again, and are offered hints and customized feedback to help them find the path to the right answer.

In this program, seeking the right answer is a critical skill that is developed. The idea here is to move past simply telling students if they are right or wrong. Educators now present them with opportunities that demonstrate the benefits of putting in the work to increase their understanding of the subjects they are tasked to learn. Learning how to find answers – productive struggle – becomes equally important as giving the right answer.

Our new personalized learning model is moving towards real-time formation. If educators can create tools that monitor students on an ongoing basis around proficiency, then administrators like myself don’t have to worry about the time and focus put on them pre- and post-test. We now can plan and assess students by monitor growth and progress.

One of the biggest obstacles with traditional testing methods is that there isn’t an opportunity to effectively intervene with struggling students until the results of a test are available. Implementing tools that utilize real-time formative data helps educators identify students who need more help mastering the skills that are being taught and to use personalized interventions to get them where they need to be.

On the other end of the spectrum, it can also alert educators when students aren’t being challenged. Students who complete work quickly and accurately have likely already mastered the skills being presented to them. This provides the educator with an opportunity to advance students and keep them engaged by offering them more challenging work.

As I said, the main goal of formative learning is to help students grow, and when learning isn’t personalized it makes it that much harder for students to do that. Students can’t grow when they are discouraged to the point of giving up or sailing through schoolwork without putting any effort into it. That’s what makes the productive struggle found in this system such an effective part of the strategies found in formative learning environments. Students are able to learn at a pace that helps them retain knowledge and skills that can build into the next stage of their academic growth.

Using real time performance information for planning and monitoring leads to the best alignment of the learning expectations to students’ personalized needs. And developing the qualities of determination and endurance to seek the right answer is the most powerful skill we can provide our students. I am excited to bring together this process with our partnership with Triumph Learning as Waggle is being designed for the next generation of learners.

Dr. Philip Lanoue has worked for the Clarke County School District since 2009 and was an administrator for the Cobb County School District before that. Under Lanoue’s leadership, Clarke County became a Title I Distinguished District and received a number of other statewide honors. He was chosen as Georgia Superintendent of the Year in December and the American Association of School Administrators’ 2015 National Superintendent of the Year.

Bring A Sandbox Approach To Your Class

Bring A Sandbox Approach To Your Class

by aghuzt

The sandbox is a place of creativity, cognitive “ease,” and social interaction. There may be some room for this type of thinking in a classroom

Syvlia Duckworth’s drawings are becoming a favorite of ours, due to her playful approach to illustration, and the variety of ideas she covers in the drawings. She recently illustrated some of our content —12 Rules of Great Teaching and the Characteristics Of Effective Technology Users In The Classroom.

In this drawing, she takes some of Angela Maeirs‘ ideas on communal interactions and unifies them under the idea of a “Sandbox Manifesto.” Embedded in this thinking are a lot of the ideas that we promote consistently at TeachThought, from learning through play, to student-centeredness, to interdependence, and “messiness.”

These are the characteristics of a playground, where reduced formality and increased focused on enthusiasm and togetherness yield a tone of possibility. There is potential, then, in bringing these characteristics to your classroom as well. Some may not translate directly, depending on what you teach (content, grade level, etc.), but if you squint a little, you’ll see the connection.

We’ve included some examples for each below to jumpstart your thinking, but note–bringing a “sandbox” approach to your classroom is as much a matter of tone and purpose as it is tips and strategies. Without the right frame of mind, you can check every box and still miss the point.

As a teacher, if you’re not being playful and creative and innovative, you’re just “doing what you’re told,” and risk conditioning your students to think the same way.

Bring A Sandbox Approach To Your Class

1. Sharing is caring

Help students make their thinking visible. Share skills and resources in project-based learning.

2. Mess is good

Use inquiry-based learning, where there is no standardized beginning and ending point.

3. Imagination is your greatest asset

Design thinking in projects, creative writing, or non-creative writing that might benefit from creative thinking.

4. Sand is for filling buckets

Use the resources around you to create something new–a digital photography portfolio to create an eBook for children, for example.

5. Hugs help and smiles always matter

There is a tone and atmosphere to exceptional learning circumstances, and people and their emotions have to be at the center of it all.

6. Take it to the community

Use place-based education. Publish work in the local community. Consider problem-based learning solving local challenges.

7. The community means both friends and strangers

Digital citizenship is about people and their connections, not friends and what they “prefer.” Create projects that require students to work together with those that may not be their first choice, and then help frame that work so both can be comfortable and successful. Also, help students “think globally” by realizing the way they impact total strangers in a scenario-based learning project, for example.

8. You have one job–be remarkable!

In a “Sandbox approach,” the goal isn’t to prove you have “mastered” the standard, but that you’ve let your truest “Self” shine through. Imagine how this one alone could change a classroom! A digital video project where the big idea is to illuminate the part of themselves no one seems to see!

9. You are the master of your fate and the captain of your soul

Help students take control of their own learning–self-directed learning, for example, or a Maker Education project where the work can’t survive without them and their cleverness and ingenuity.

10. Play is the work. Play on purpose. Live the manifesto

Yes, we can learn through play–but it’s also true that play can be the goal, not just the means. Playfulness with an idea, theory, tool, or group is the sign of a mind at ease, in control, and thinking creatively. Play is both a cause and an effect of great learning! Help students use ongoing and personal platforms–blogs, businesses, learning simulations, video games and more–to make play a habit.

Saturday, May 2, 2015

25 Random Thoughts About Teaching & Learning


25 Random Thoughts About Teaching & Learningby danaghustThe picture? It's Spring, and I missed the sun.On to the random thoughts ...
That #makered is as much a tone as it is a trend.
Every school and district needs a "Chief Change Officer."
That "screen time" may be an under-studied phenomenon worthy of some research.
Meerkat That is pretty amazing-and has stunning potential. That in terms of function, it is not markedly different from Google+ Hangouts or Skype, but Because it ties to twitter and forces you to record and share live and is not prefaced with "Google," it seems more interesting.

That learning starts with the student, not a standard or folder. That this is hard to actuate in a class of 32. That how we plan and teach today makes it pretty much impossible. And that this-if both true in any sense, and communally understood-means we're producing mediocrity on purpose.

That so many #edtech developers with decent ideas do not understand the need for visibility, testing, feedback, and ecosystem. Marketing, too. (And that "boot strap" and "start-up" mislead a lot of folks into pushing forward with bad ideas.)

That edtech is focused almost exclusively on automating and digitizing the existing classroom. That unlike the lower end of Bloom's Taxonomy, the lower end of the samr the model is not a great place to be.

That there is nothing wrong with memorization.

That Apple's Apple Watch event was more awkward than usual, and that Reviews their 18 carat gold Apple Watch should, once and for all, deflate the argument Apple is for Education.

That mobile learning is already here, and if we can not design with it in mind, we're already behind.

That education buzzwords diminish because of Reviews their understanding reductive effect. Easier to talk "1: 1" than it is learning models Realize that 1: 1 potential. That this is not limited to # edtech-the term "best practice" has done this for years.

That there is more attention on and enthusiasm for progressive, 21st century learning than ever before.

That one can perceive a shift from Apple to Google in the preferred edtech brand, but that Microsoft is still killing both in terms of usage.

That it's not as simple as "What's best for the kids." Unsustainable approaches to education are, well, unsustainable. For everyone.

That parents need help understanding education. That the fact that they do not is the fault of education.

That fault does not really matter.

That in 2015, anyone can create almost anything, for any reason, with anyone.

That the best answer is not always the most popular. That in fact, they're Often inversely proportional.

That precedes the common language shared vision, the which precedes mutual progress.

Believes that what a teacher school "is for" will Dictate the tone and terms of Reviews their teaching. That this is somewhat adjustable, but not entirely accessible Because it's at the belief level of a person.

That simulations are not only potent, but Often too simply conceived. What would a simulator racism look like, for example? What would it allow students to toy with? What constructs would it allow students to feel free in testing, shedding, and / or clutching to?

That teaching should not be an endurance contest; learning should not be a "grind."

That you'll know it when you see it.

That you're pretty spectacular for doing what you do, improving every day, and choosing to take an active role in something bigger than yourself.

That learning can be addictive-should be addictive. Get it right, and you can not get enough.

Snapshots Of Understanding? 10 Smart Tools For Digital Exit Slips


Snapshots Of Understanding? 10 Smart Tools For Digital Exit Slips
by Ryan Schaaf, Assistant Professor of Technology, Notre Dame of Maryland University
Do they get it?
After an instructional lesson is over, educators are left with a classroom full of students looking at them.
Did my students get the lesson?
Are there any ideas, concepts or skills they are still unsure of?
Do my students have any misconceptions about the lesson and its content?
Do I have to review anything tomorrow?
These are just a few of the questions of reflective educators are left to contemplate after the bell has rung. In truth, many of reflective Reviews These questions are left asking Themselves educators can be addressed if they use an exit ticket. Exit Tickets are a simple, quick and insightful oftentimes formative assessment methods employed close to the end of a lesson. It is a simple task that requires learners to answer a few questions or perform tasks Certain explored during the learning process.
The format of an exit ticket varies. Educators can use a variety of question / activity types. There are multiple choice, true or false, short written response, matching, cloze (fill in the blank) and surveys or polls to name but a few. In terms of classroom implementation, exit Tickets should be short, Concise and engage learners in a review of the skills, concepts and experiences explored during the lesson. They are Also ideal for continuing the learning into the next class - many educators begins with the exit of Tickets from the previous lesson to activate students' previous knowledge.
In the age of digital learning, exit Tickets are no longer confined to small slips of paper collected by educators as students leave Reviews their classrooms (Although this method is still fine). There are numerous digital tools at the disposal of educators to collect this valuable performance of the data from their students.
Here are ten digital exit slip tools to choose from.
Snapshots Of Understanding? 10 Smart Tools For Digital Exit Slips

    
Google Forms
Educators can set up exit Tickets with varying question types and submit requests to Participate via email or sharable link. Recent upgrades now allow questions to include images and You Tube links. All of participants will have Reviews their responses populate a single spreadsheet. Educators will be Able to review every single exit ticket on the same document.

    
SocrativeSocrative lets educators assess Reviews their students with educational activities on tablets, laptops or smartphones (ideal for BYOD environments). Through the use of real time questioning, educators and students alike can visualize the Data to the make decisions about upcoming learning.

    
Plickers
While using Plicker cards, students are Able to provide answers to Reviews their teacher's questions. The educator can use a smart phone or tablet to capture student responses and the app collects and reports the data.

    
Twitter
Ideal for older students, educators can ask students to post a 140 character summary of today's lesson and allow the discussion to transpire after the class has ended Officially.

Friday, May 1, 2015

The Changing Role Of The Teacher-in Personalised Learning Environments


The Changing Role Of The Teacher-in Personalised Learning Environments
by Amy Moynihan, Ph.D. Candidate at The University of Virginia via Hanover ResearchToday's students are studying and learning differently - a change confirmed by the widespread adoption of digital studying. Our recent study found that 81% of college students use mobile devices (such as smartphones and tablets) to study, the second most popular device category behind laptops and up 40 percent in usage since 2013.
Further, research validates the use of mobile technology in education. In fact, our same study found that 77% of college students feel the use of adaptive technology helped them improve Reviews their grades. As technology proliferates education, research supports the notion that overall student achievement will improve as students gain the ability to learn at their own pace with a variety of teaching styles and formats available to them.
Our research on college students implications for technology presents many districts as they prepare students to succeed in their collegiate careers - where technology is confirmed to play an integral role. As the growth of mobile technology in studying is anticipated to continue, schools, districts, and institutions need to strategize how to adapt Reviews their infrastructure, while teachers will want to Consider ways to incorporate mobile learning into Reviews their curriculum.
Technologically-based tools provide opportunities for students to learn both in and out of the classroom. The use of technological innovations such as cloud computing, mobile learning, bring-your-own-device (BYOD) policies, learning analytics, open content, and remote or virtual laboratories provide flexibility in the personalization of learning, while learning capabilities Also expanding beyond the classroom walls.
Teaching our Next Generation of Learners: Innovations and Strategies
Several representative examples of innovations Reviews These are highlighted below.

Learning anywhere: Transforming the action of learning into a 24/7 activity through the widespread adoption of education resources available via smart phones, tablets, adaptive learning tools, virtual reality platforms, and video games.
ePortfolios: Creating an electronic continuum of work that captures student performance on traditional types of assessments, as well as evidence of project-based learning, and the development of 21st century skills.
Gaming to learn: Integrating play-based learning concepts to benefit cognitive development, increase of students' attention spans, and improve overall engagement.
Research-based technology investments: prioritizing data-driven evaluations of past and future technology investments by

    
Developing front-and back-end data capture mechanisms to gather information regarding the impact of technologies on teacher effectiveness and student achievement;
    
Using Data to Evaluate rigorously technology investments; and
    
Holding vendors accountable for the teaching and learning outcomes they promote.
Through the ability to mimic and improve upon in-person classroom instruction, adaptive learning platforms provide individualized instruction and assessment to each student - a feat that would be extremely difficult, for teachers to Accomplish in a class of 20 or more learners. Adaptive learning platforms provide instruction that is specific to individual students' needs in a cost-effective manner.
The personalized learning loop adaptive platforms adhere to the which the student uses the data to adjust the content to individuals' specific needs, assess students to ascertain learning is growth, and then use this feedback to further inform instruction. Research shows this Allows Reviews their classroom teachers to devote time to subjects and students in need of additional attention. Other benefits include the frequent provision of formative evaluation, effective feedback, concept mapping, and mastery-based learning.
The changing uses of technology require that teachers adapt Reviews their methods of instruction as a result of student-directed learning. In response, teachers must shift from being holders and distributors of knowledge to becoming instructional facilitators who encourage students to direct Reviews their own learning.



Components of Teachers' Shifting Roles
Of comparable importance, though, are the benefits that the implementation of new technologies can have on teachers Themselves. Several tools are explicitly designed to support teachers. Learning social networks, e-portfolios, and cloud computing platforms allow teachers to collaborate virtually to discuss best practices Among teachers. For example, learning analytics might help teachers assess students' instructional needs; teachers may gather instructional content from open content sources; and personal learning networks may help teachers combine and exchange instructional strategies.While the recent changes to the K-12 education landscape are primarily technological in nature, successful implementation of Reviews These tools is dependent upon teachers.
Hanover Research's 2014 trends in K-12 education reiterate this emerging educational focus not just on technology, but Also on the need to provide support systems to help teachers adopt and implement technology within the classroom. This trends analysis illuminates the rising focus on selecting and evaluating learning assessment tools to confirm Reviews their impact on student achievement. It also indicates the increasing need for benchmarking strategies to provide teachers with Appropriate carve outs for collaboration time and professional development.
As the Next Generation Movement continues, teachers will continue to play a critical role in the implementation and success of new and emerging technologies. The effective application of adaptive technology hinges on the ability of teachers to adapt to and thrive In These changing times.
Learn more about new developments in the Next Generation Learning movement and trends in EdTech by viewing Hanover's 2014 K-12 Education Market Leadership Report, or let us know your thoughts in the comments section below.
Amy Moynihan, a Content Manager at Hanover Research, is currently a Ph.D. candidate in Higher Education at The University of Virginia Curry School of Education. Also she holds a M.Ed. in Social Foundations from The University of Virginia Curry School of Education and a BA from Columbia University, majoring in American History. Amy's work experience includes serving as a Graduate Research Fellow at the Federal Executive Institute (FEI), the leading leadership development center in the federal government and Fight Crime: Invest in Kids, a national bi-partisan nonprofit organization focused on improving the lives of children , Connect with Amy via email at amoynihan@hanoverresearch.com; The Changing Role Of The Teacher-in Personalised Learning Environments; image attribution pixabay

How the Activity Works Learning Theory


How the Activity Works Learning Theoryby Steve Wheeler, Associate Professor, Plymouth Institute of EducationThis is number 8 in my series on learning theories. My intention is to work through the alphabet of psychologists and provide a brief overview of each theory, and how it can be applied in education. In the last post we Examined the various educational theories of John Dewey Including experiential learning.In this post, we explore the work of Yrjo Engeström on Activity Theory. This is a simplified interpretation of the theory, so if you wish to learn more, please refer to the original work of the theorist. Activity Theory (AT) Originated in Soviet Russia from the work of Vygotsky and Leont'ev on Cultural Historical psychology and Rubenstein and others on related neuropsychological perspectives. It is a complex theory, the which draws on a number of disciplines and it has far reaching implications for education. The Scandinavian school of thought that has developed around Activity Theory is arguably the most Referred to in the literature and is largely based on the work of Yrjo Engeström.


How the Activity Works Learning TheoryEarlier Vygotsky's concept of mediation, the which encompassed learning alongside others (Zone of Proximal Development) and through interaction with artifacts, was the basis for Engeström's version of Activity Theory (known as Scandinavian Activity Theory). Engeström's approach was to explain human thought processes not simply on the basis of the individual, but in the wider context of the individual's interactions within the social world through artifacts, and speci in situations where activities were being produced.In Activity Theory people (actors) use external tools (eg hammer, computer, car) and internal tools (eg plans, cognitive maps) to Achieve Reviews their goals. In the social world there are many artifacts, the which are seen not only as objects, but Also as things that are embedded within the culture, with the result that every object has cultural and / or social significance.Tools (which can limit or enable) can also be brought to bear on the mediation of social interaction, and they influence both the behavior of the actors (Reviews those who use the tools) and Also the social structure within the which the actors exist (the environment , tools, artifacts). For further reading, here is Engeström's own overview of 3 Generations of Activity Theory development. The first figure shows the Second Generation of AT as it is usually presented in the literature.The first figure is my interpretation in relation to digital presence, community and identity, while the latter is based on Engeström's work.How It Can Be Applied In EducationTeachers should be aware that everything in the classroom has a cultural and social meaning. The way children Interact with each other and with the teacher will be mediated (influenced) by objects such as the whiteboard, furniture, technology, and even the shape, size and configuration of the room. Also this includes characteristics such as its ambient lighting and noise levels. Learning Occurs within Reviews These Contexts, and usually through specific activities.Teachers should Ensure Reviews those activities that are relevant and iterative, incremental providing students with challenges that they can engage with at a social level, so that the entire community of learners extends its collective knowledge through the construction of meaning. Teachers should Also be aware that tools can limit as well as enable social interaction, so must be applied wisely and appropriately to promote the most effective learning.

Research-Based? When A Lab Is Not A Classroom


Research-Based? When A Lab Is Not A Classroom
by Judy Willis M.D., M.Ed., radteach.com
Neuroscience research about the learning brain has guided the development of powerful, individualized learning tools.
The challenge lies in selecting the best edtech tools when commercial interests invalid use of scientific claims to support Reviews their products. My previous blog addressed the available "consumer report" sources to guide you to effective edtech tools. Since there are many products not yet evaluated, this post is intended to offer thinking to help Recognize Deceitful claims and unreliable experts.
As an educator, you can be alert for Several tip offs to probable false claims or false "authorities." Three of the more common examples of misleading neuroscience research of edtech products are summarized below.
A Lab Is Not A Classroom
This is one of the more pervasive fallacies-of logic and marketing. As with teaching and learning, the transfer is everything.
If promoters claim that the product or program is "proven by brain research," their assertions are simply not true. Laboratory neuroscience research can not be proof of what will happen in a classroom or with any one student. Lab research can only be suggestive beyond the lab, research labs as is done in very controlled conditions with only one changing variable. The outcomes of Reviews These controlled lab studies can not promise the same outcomes outside the lab walls.
The variables in the real world, such as student age, socioeconomics, class size, time of day, background knowledge, years of teaching experience, and so on, are not evaluated in the lab. Lab research, therefore, reports results in the very controlled subject group and testing system. Reviews These results can be very useful in guiding strategies and products designed to produce Similar benefits as found in the research lab, but Reviews those results can not be promised.
Valid claims do not state that the product is proven by lab research. They appropriately acknowledge that the product design is guided by Interpretations of the laboratory research outcomes.
Fun To Believe
Some of the myths persist Because they're compelling; they sound credible and can be fun to believe in.
Consider the financial and Socioeconomic costs from the resulting commercial products falsely claiming neuroscience proof that all learners need what they offer. An example was the bogus, but Instant confirmation-commercialized, left / right brain neuromyth. Considerable sums were spent by individuals and school districts for programs claiming to provide "critical activation of both sides of the brain to Overcome the deficiencies of weak right or left brains intelligence or holding back student success."
There was never any supporting Reviews These claims neuroscience research. Evaluations of Reviews These products revealed that activities such as crossing the right hand over to tap Reviews their left shoulder in order to send brain signals to Strengthen the "weak" side of the brain did nothing at all. Decades for Neuroscience has demonstrated that all brain activities requiring cognition transmits neural signals across the two sides of the brain so that physical left / right activities are not only completely unnecessary, but Also useless wastes of time Compared to the benefits of physical education with aerobic activities using games for exercise and social emotional skill-building.
The sad outcome of beliefs in neuromyths, such as Reviews These, goes beyond the economic drain. The falsehoods they perpetuate undermine valid neuroscience research and the make educators skeptical of using valuable products that really are supported by good research. The "next big thing" is Often no thing at all, the which has a boy-who-cried-wolf effect when truly useful and well-designed platforms, tools, and thinking emerge.
'Spurious Correlation'
Just because two measurements are highly correlated, it does not confirm is a cause and effect relationship.
According to US Census and USDA Data there was consistent correlation of over 99% between the yearly divorce rate in Maine and the per capita consumption of margarine. Just because Reviews These two variables tracked each other closely over time, it did not mean that the caused the other one. In other words, correlation does not equal causation. (A great website to explain that statistic and lots more examples to build student critical analysis is "Spurious Correlations.")
Even if the controlled studies in the lab show benefits learning outcome measurement in the group using a learning product, that research can not PROVE that use of the product will Engender learning outcomes in any individual student improvement in a real school. There are too many variables, as Noted above, that come into play once research findings are diluted into claims beyond the highly controlled lab in the ivy tower.
Awareness of Reviews These patterns can help you avoid the frustration of valueless products and prepare you for making good choices from the increasingly available and truly effective edtech (and non-edtech) products, curriculum, and programs.