Της Λίζας Βάρβογλη, ψυχολόγου-ψυχοθεραπεύτριας-παιδοψυχολόγου, Ph.D.
Δεν υπάρχει μόνον ένα αλλά πολλά είδη νοημοσύνης. Και όπως δεν μπορούμε να βρούμε δύο ανθρώπους με πανομοιότυπα δακτυλικά αποτυπώματα, έτσι δεν μπορούμε να βρούμε και δύο ανθρώπους με τον ίδιο συνδυασμό απ αυτά τα είδη νοημοσύνης!
"Creativity isn't about music and art; it is an attitude to life, one that everybody needs," wrote the University of Winchester's Professor Guy Claxton in the lead-up to the 2014 World Innovation Summit for Education (WISE) dedicated to creativity and education. "It is a composite of habits of mind which include curiosity, skepticism, imagination, determination, craftsmanship, collaboration, and self-evaluation."
Sounds like the perfect skill set for equipping young people to navigate an increasingly complex and unpredictable world. Encouragingly, there's plenty of evidence -- from both research and practice -- that most of the above can be taught in the classroom. In fact, innovation and education experts agree that creativity can fit perfectly into any learning system.
But before it can be incorporated broadly in curriculum, it must first be understood.
Τα Εκπαιδευτήρια Αυγουλέα-Λιναρδάτου για 6η συνεχή χρονιά και υπό την αιγίδα του Υπουργείου Πολιτισμού, Παιδείας & Θρησκευμάτων, πραγματοποιούν την ιδιαίτερα επιτυχημένη διημερίδα «Τεχνολογίες αιχμής στην εκπαιδευτική πράξη»η οποία θα λάβει χώρα στις 7 & 8 Μαρτίου 2015, στις εγκαταστάσεις των εκπαιδευτηρίων στο Περιστέρι (Ελευθερίου Βενιζέλου 112-114).
Using games to teach, and adding gaming principles to the classroom, can make learning meaningful, engaging, and fun for even the most reluctant learners. I use games in my classroom in a few ways. I use them to actively teach content, to make lessons more engaging, and as project-based learning platforms for immersive learning. Some of the games are digital, and others are played as board games, or in a variety of other formats. My favorite lesson planning resources are provided by The Institute of Play and 3D Game Labs. The Institute of Play provides resources that teachers can use to plan and create games, and align them to curriculum and standards. They also provide game theory and design templates and information that make it easy to create a well-designed game that seamlessly fits curricular objectives. 3D Game Labs provides an affordable platform for gamifying the classroom. Teachers can take content and create quests, badges and an online platform for students to engage with the content in fun and exciting ways.
With more than 18 million downloads to date, Minecraft is the best-selling computer game of all time; the game’s free-form structure has made it popular with kids and adults alike. But little by little, teachers, parents, and students have discovered that the game can be used for educational purposes, too. Former teacher Joel Levin and his colleagues founded a startup called TeacherGaming that aims to bring Minecraft into classrooms everywhere, helping students and teachers of all disciplines use their creativity to design projects, free from the kinds of limitations they would face using traditional methods.
For years, Finland has been the by-word for a successful education system, perched at the top of international league tables for literacy and numeracy.
Pasi Silander, the city’s development manager, explained: “What we need now is a different kind of education to prepare people for working life.
“Young people use quite advanced computers. In the past the banks had lots of bank clerks totting up figures but now that has totally changed.
“We therefore have to make the changes in education that are necessary for industry and modern society.”
Subject-specific lessons – an hour of history in the morning, an hour of geography in the afternoon – are already being phased out for 16-year-olds in the city’s upper schools. They are being replaced by what the Finns call “phenomenon” teaching – or teaching by topic. For instance, a teenager studying a vocational course might take “cafeteria services” lessons, which would include elements of maths, languages (to help serve foreign customers), writing skills and communication skills.
More academic pupils would be taught cross-subject topics such as the European Union - which would merge elements of economics, history (of the countries involved), languages and geography.
Over the past few weeks I’ve been relying heavily on my creative side to bring a new project to fruition and recently I’ve had a few days where I felt as though a mental traffic jam was blocking me from getting anything done.
Αγαπητοί γονείς. Με αφορμή την Ημέρα Ασφαλούς Διαδικτύου 10/2/2015 το σχολείο μας συμμετέχει ενεργά με δράσεις ενημέρωσης όλων των μαθητών από τους δασκάλους/ες των τάξεων, όλες τις ειδικότητες και κυρίως στο εργαστήριο πληροφορικής από τη δασκάλα του μαθήματος των Τεχνολογιών της Πληροφορικής και της Επικοινωνίας (Τ.Π.Ε.) Σας ενημερώνουμε σχετικά με τα εξής:
Η Eλληνική Υπηρεσία Υποστήριξης της δράσης eTwinning σας προσκαλεί στην Τηλεκπαίδευση eTwinning με θέμα "Ημέρα Ασφαλούς Διαδικτύου 2015: esafety και eTwinning ενώνουν τις δυνάμεις τους!" η οποία θα πραγματοποιηθεί στις 10/2/2015 και ώρα 15:00 διάρκειας 1 ώρας με εισηγητή τον Άρη Λούβρη, μέλος ΕΥΥ, Υπεύθυνος site "Ασφάλεια στο Διαδίκτυο" ΠΣΔ, Εθνικός Συντονιστής eSafety πιστοποίησης για σχολεία.
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