Instagram is more than just an app for photo filters, it's a community to share stories. And sometimes, the app's built-in features aren't good enough to tell the story you want to. But there are some innovative third-party apps that let you get creative with Instagram. Third-party apps for Instagram are nothing new. In fact,…
Tips and Resources for Using Free Video Conferencing Tools in Your Classroom Video conferencing and chat tools can be a wonderful instructional resource, as most educators know. You can bring the outside world and guests into your classroom, enable a
Vygotsky’s earlier concept of mediation, 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 specifically in situations where activities were being produced.
In Activity Theory people (actors) use external tools (e.g. hammer, computer, car) and internal tools (e.g. plans, cognitive maps) to achieve their goals. In the social world there are many artifacts, which are seen not only as objects, but also as things that are embedded within 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 (those who use the tools) and also the social structure within 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 Second Generation AT as it is usually presented in the literature.
In a fixed mindset students believe their basic abilities, their intelligence, their talents, are just fixed traits. They have a certain amount and that’s that, and then their goal becomes to look smart all the time and never look dumb. In a growth mindset students understand that their talents and abilities can be developed through effort, good teaching and persistence. They don’t necessarily think everyone’s the same or anyone can be Einstein, but they believe everyone can get smarter if they work at it (Morehead 2012).
Coaches do not spend most of their time lecturing or even “front-loading.” Coaches give players opportunities to practice and apply skills in a contextually appropriate situation, providing just-in-time feedback, asking targeted and specific questions, clarifying what is happening, and providing information relevant to what is happening at specific moments.
With India being one of the giant users of ICTs, people are now looking at using ICTs for education and skills development. ICT-enabled education has emerged to be the most viable solution not only due to its availability at a cost effective rate, but also due to the fact that an overwhelming proportion of knowledge-seeking youth and adults are born and socialized in the e-culture.
The online world is full of bright ideas and complex notions about what makes E-Learning good/better/best. For fully online learning to represent genuine quality, to me it boils down to three essential ingredients. To start with, anyway.Is the teacher any good?Some may need to even scale that question back one step to: "Is there a teacher?" If there isn't one and you're hoping learning miracles will happen purely through the interaction of learners with content, personally I think you
Apply New Learning Often and in Meaningful Contexts The more you can apply what you're learning to your every day, the more it'll stick in your head. The reason is simple. When you're learning by doing, you're implementing everything that makes our memory work. When you're able to connect what you're learning with a real world task, that forms the bonds in your brain, and subsequently the skills you're learning will stick around.
We learn best when we have context, and that applies to new skills as much as it does random facts in school. That's why something like the transfer of learning is helpful when you’re learning a new skill. This means you're applying your new skills in your day to day life in a context that matters. (http://lifehacker.com/the-science-behind-how-we-learn-new-skills-908488422)
Humanising Language Teaching Magazine offers lesson plans, student exercises, articles by top EFL professionals, new TEFL publication notices, and much more for teachers and educators of English as a Foreign Langauge. Produced in associated with Pilgrims Limited.
Technology is way too often given a bad rap by administrators and educators as a distraction or a hazard for students. When technology is integrated intentionally with foresight and with intention of addressing specific growth-oriented goals, it increases the potential to help students learn, develop, and grow in unique ways. It can be used to help address the needs as described by Maslow.
The MindShift Guide to Digital Games and Learning started as a series of blog posts written by Jordan Shapiro with support from the Joan Ganz Cooney Center at Sesame Workshop and the Games and Learning Publishing Council. We’ve brought together what we felt would be the most relevant highlights of Jordan’s reporting to create a dynamic, in-depth guide that answers many of the most pressing questions that educators, parents, and life-long learners have raised around using digital games for learning.
Only half of current working teachers believe they can use technology to motivate students to learn, compared to 75 percent of incoming teachers. Only 17 percent of current teachers believe technology can help students deeply explore their own ideas, compared to 59 percent of incoming teachers. And 26 percent of current teachers believe students can use technology to apply knowledge to problem-solving, compared to 64 percent of aspiring teachers.
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