"If you haven’t heard of Genius Hour or 20% time in the classroom, the premise is simple: Give your students 20% of their class time (or an hour each week) to learn what they want. These projects allow students to choose the content and still acquire/master skills and hit academic standards.
I’ve written extensively about Genius Hour and 20% Time, but wanted to share a list of the 10 reasons you should consider Genius Hour in your classroom (for those of you on the fence) and why you will not regret making that choice!"
Making is as old as learning itself. While the maker movement may only be about a decade old, the human desire to create dates back to the earliest forms of human activity, from making stone tools to drawing on cave walls (Halverson & Sheridan, 2014; Martinez & Stager, 2014). Thinkers such as Pestalozzi, Montessori, and Papert helped paved the way for the maker movement by stressing the importance of hands-on, student-centered, meaningful learning. Instead of viewing learning as the transmission of knowledge from teacher to student, these thinkers embraced the idea that children learn best when encouraged to discover, play, and experiment.
More recently, maker education is being used as a way to connect do-it-yourself informal learning to classrooms. Driven by new technologies such as 3D printing, robotics, and kid-friendly coding, making is emerging as an effective way to introduce students to STEM, particularly women and minorities. By incorporating elements of making into the classroom, educators can bridge the gap between what students are passionate about and what they're learning in school.
Maker education is currently a major trend in education. But just saying that one is doing Maker Education really doesn't define the teaching practices that an educator is using to facilitate it. Maker education takes on many forms. This post provides an overview of how maker education is being implemented based on the teaching practices…
Hold up. Before you ask me what kind of 3d printer to buy, I want to introduce you to something even better. Someone, actually.
Seymour Papert. Let me guess, if you’re like me, you were NOT introduced to him in your college coursework on education. Then one day, you discovered his work and started reading it. Articles dated from around the year you started kindergarten, talking about empowering children to use their creativity and how technology’s role plays into all of that in a beautiful way.
Then you realize this Maker Movement unfolding around us? It’s so NOT about products. It’s not about the flashy kits and lists of things to order. In fact, that STUFF is an INSULT to what it really is. You don’t need tons of expensive stuff or a special room where creativity is allowed. You need to make the environment, wherever it may be, the kind of place that brings the makerspace OUT of each child. And to do THAT? You just need to know your kids. What are their needs? What do they like? What are their passions? Empowerment comes out of connecting with kids and then letting them steer the ship.
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A digital story is a series of images connected with text and/or a narrated soundtrack -- captured by a digital device such as an iPad or smartphone -- that uses technology in the classroom to tell a story.
As trends to do, these are changing almost yearly. Consider how quiet iPads in the classroom have been recently, whereas three years ago they were going to replace teachers and were (unsarcastically) compared to magic. While mobile devices like the iPad can indeed parallel a kind of magic in the learning process, it obviously has to ‘fit’ into a progressive supporting ecology of assessment, curriculum, and instruction.
With that in mind, we’ve created a list of 15 (the graphic plus 3 bonus items below) new ideas every teacher should try. Not all will fit or work–again, it depends on the ecology of the classroom, school, and so on. But each of these ideas below–some learning models, some concepts, and some technologies–can be transformational for students, and your teaching.
These five programs will give your students opportunities to meet real science experts and see how they apply what students have been learning, be it space exploration, weather, marine biology, anatomy and more.
Apple has big plans for Swift, the wildly popular programming language it first introduced in 2014.
Swift is already a smash hit: Over 100,000 apps have started using Swift to build at least some of their code, including Twitter, Uber, and Lyft, not least because Apple purpose-built it to be easy to learn.
In Preparing Teachers for Deeper Learning, Digital Promise and Getting Smart outline four design principles for professional learning. These apply to credentialing programs, ongoing professional learning opportunities and school or district-based initiatives. Graduate schools of education are in a perfect position to be leaders in applying these design principles.
If you’ve read my blog, Twitter feed, or Instagram for more than 2 seconds, you’ve probably noticed that creativity is important to me. Not like peanut butter is important to chocolate, but important like how humans need oxygen to live. I’ve felt that way since I was a kid, in school, deprived of the oxygen in my learning. And every day since I became a teacher? I’ve vowed to myself that I will make school more for kids who crave creativity. When making came along, or intersected my world, I knew this was it. This mindset, this beautiful way of integrating hands on design, creation, production, and fabrication? It’s everything my worksheets were not.
You have completed the training needs analysis. You have documented the results and confirmed with the business unit manager that training is indeed warranted, because you have confirmed a lack of needed skills and knowledge. For part two of my three-part series, I’m sharing 10 tips that will help you design learner-centered training.
Classroom wearable technology in the United States is expected to grow at a compound annual growth rate of nearly 46 percent over the next four years, according to a recent report released by Research and Markets, a Dublin, Ireland-based market research firm.
“Classroom Wearables Technology Market in the U.S. 2016-2020” covered the present scenario and the growth prospects of the scholastic wearables market, which includes devices such as smart glasses, smart watches, fitness trackers, wearable cameras and virtual reality headgear. To calculate the market size, the report documented classroom wearable devices by product, in K-12 schools, in higher education, by revenue in 2014 and 2015 and by shipments. The classroom wearables market appears to be a multi-billion dollar industry.
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