"The assessment itself is completely artificial. It’s not ranking teachers in accordance with their ability to help develop children who will reach their potential, explore their creative interests. Those things you’re not testing.. it's a rank that’s mostly meaningless. And the very ranking itself is harmful.
Over the past few months, I’ve written a series of posts over on the Flipped Learning Network web site that offer a wealth of different tools and techniques that can be used to create digital learning content for flipped or blended teaching and learning. I want to be sure that EmergingEdTech subscribers get a chance to check these out. While there may be some pretty obvious and standard tools and techniques here, there are also some fun and unique approaches.
Pero volviendo a las jornadas, mi intervención giró alrededor de la necesidad de convertirnos como profesores en aprendices constantes, de desarrollar las pautas del aprendizaje en red (autónomo, social, experiencial, colaborativo, abierto, etc.) como algo fundamental para afrontar el dilema de nuestra época que Peter Senge llama “aprender lo que no sabemos”, para ponernos al lado de nuestros alumnos y atrevernos a caminar con ellos como buenos peregrinos digitales.
The Global Digital Citizen understands that we can govern technology for the benefit of both ourselves and others. It is a citizen that views the world as an interconnected community. Additionally, they realize we simultaneously share technological and human experiences regardless of culture, status, or political/religious beliefs.
So we define the best assets of the Global Digital Citizen using 5 tenets.
En esta entrada se presentan en conjunto los últimos números de las Revistas Científicas de Educación que colaboran con Aula Magna 2.0. Su consulta y reflexión acercarán al lector a la actualidad de la investigación educativa. ¡Buena lectura! Bordón. Revista de … Sigue leyendo →
"If you aren’t familiar with the idea of gamification, be prepared to thank the Millennials for its inclusion in almost everything. Gamification involves bringing in traits traditionally associated with video games and using them to engage people in other activities. The principle has been used in everything from employee engagement efforts to healthcare objectives about customer wellness. And the educational system is not excluded from attempts to gamify previously uninspiring activities."
This one includes the usual collection of links to free tools and apps with lots of really useful new apps for developing writing and peer evaluation and feedback. I also have a link to download a free lesson plan at the end of the newsletter, another entry in the new games for learning section, lots of links to really interesting articles from around the internet and also some discount codes to get 50% off two of my latest books.
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