This week we’ve focused on critical thinking using the model developed by the Foundation for Critical Thinking. By now you’re probably excited about the incredible potential that these tools hold…and a little overwhelmed. Where to start...
"When researching student motivation and gamification late last year, I came across the most comprehensive gamification framework I’ve ever seen. Developed by gamification expert Yu-kai Chou, it was an ambitious effort that distinguished black hat gamification (which is “bad”–think Farmville and Candy Crush) from white hat gamification (which is “good”–think Minecraft or even an ACT score)...
While it is designed not as an educational framework, but rather as a way to demonstrate gamification and its many strands, gamification is about human encouragement and motivation. For educators, student motivation is one of the pillars of a academic performance..."
The image is from cartoonist Hugh MacLeod, who came up with such a brilliant way to express a concept that’s often not that easy to grasp.
The image makes a clear point—that knowledge alone is not useful unless we can make connections between what we know. Whether you use the terms “knowledge” and “experience” to explain the difference or not, the concept itself is sound.
Lots of great writers, artists and scientists have talked about the importance of collecting ideas and bits of knowledge from the world around us, and making connections between those dots to fuel creative thinking and new ideas.
“Failing Forward” is a relatively recent entry into our cultural lexicon–at least as far has headlines go anyway–that has utility for students and teachers.
Popularized from the book of the same name, the idea behind failing forward is to see failing as a part of success rather than its opposite. Provided we keep moving and pushing and trying and reflecting, failure should, assuming we’re thinking clearly, lead to progress, So rather than failing and falling back, we fail forward. (Quoted from post)
"Of the many eLearning theories that influence the practice, three of them are used by professionals on a daily basis...Practice and theory actually goes hand in hand. This is true not only in instructional design but in any other field or discipline. Theory, far from crippling your practice, will actually help you improve the quality of your eLearning material. While a learning theory won't answer all of your design problems, it offers clarity throughout your process and directs you toward finding solutions."
When I met Rachel Kalmar, Data Scientist at Misfit Wearables, earlier this year, she had 17 devices strapped to her body. The devices, which are mostly around her wrist, measured various parameters ranging from heartbeats to sleep cycles.
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Creating engaging newsletters with your curated content is really easy.