Technology is a tool that can be used to help teachers facilitate learning experiences that address the diverse learning needs of all students and help them develop 21st Century Skills, an idea supported by the Common Core. At it's most basic level, digital tools can be used to help students find, understand and use information. When combined with student-driven learning experiences fueled by Essential Questions offering flexible learning paths, it can be the ticket to success. Here is a closer look at three components of effectively using technology as a tool for digital differentiation.
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For fun, I asked myself, what would a revised Rigor & Relevance chart look like if we included Dr. Ruben Puentedura's SAMR Model and the Partnership for 21st Century Schools (P21.org)? The more I reflect on it, I'm not sure ...
The label of “21st Century learning” is vague, and is an idea that we here at TeachThought like to take a swing at as often as possible, including:
–weighing the magic of technology with its incredible cost and complexity
–underscoring the potential for well thought-out instructional design
–considering the considerable potential of social media platforms against its apparent divergence from academic learning
Some educators seek out the ideal of a 21st century learning environment constantly, while others prefer that we lose the phrase altogether, insisting that learning hasn’t changed, and good learning looks the same whether it’s the 12th or 21st century.
At TeachThought, we tend towards the tech-infused model, but do spend time exploring the limits and challenges of technology, the impact of rapid technology change, and carefully considering important questions before diving in head-first.
The following take on 21st century learning developed by TeachThought is notable here because of the absence of technology. There is very little about iPads, social media, 1:10 laptops, or other tech-implementation. In that way, it is closer to the “classic” approach to “good learning” than it is the full-on digital fare we often explore.
The size of the circles on the map are intended to convey priority.
Any company, organization, or individual hoping to take advantage of digital video to educate or entertain the populace or promote a product should have a video strategy in place before springing for the time and equipment involved.
Research on the Information Society, the Digital Divide and Information and Communication Technologies for development (Este artículo es bueno, repitiendo lectura, "#PLE y zonas de desarrollo próximo" http://t.co/X4dEFy98...
For the past few months Michael Drennan's GCSE and A level students have been doing all their writing via student blogs. Here, he reflects on the power of blogging in the classroom. - by Michael Drenna, The Guardian, Tuesday 17 July 2012
If the SAMR model is new to you here is a brief explanation of the four letters that make it up:
S- Substitution - Tech acts as a direct tool substitute, with no functional change. A - Augmentation - Tech acts as a direct tool substitute, with functional improvement. M- Modification - Tech allows for significant task redesign. R - Redefinition - Tech allows for the creation of new tasks, previously inconceivable.
The SAMR Model begins with Substitution (as in read the poster from the bottom up to more clearly understand the model), moving to Augmentation, then Modification and finishing with Redefinition.
The SAMR model is the work of Ruben R. Puentedura, Ph.D. from M.I.T. For more information on the SAMR model check out his website at http://hippasus.com/rrpweblog/.
For an indepth look you may want to check out the presentation from August 23, 2012 with the title "The SAMR Model: Background and Exemplars."
Overall I got confirmation on my ideas where e-Learning will be going. In my viiosn post Ia0 addressed a number of issues. I saw and heard all of them back in Orlando, except. Posted by: Yoko at August 21, 2012 3:18 PM.
See on Scoop.it – teaching with technology An overview of Kineo's responsive e-learning design approach for multiple devices. Shows how the web world is adapting to multiple devices and how e-learning needs to respond.
Whether you are looking for a master’s degree program, computer science classes, a K-12 curriculum, or GED study program, this list gives you a look… (50 Top Sources Of Free eLearning Courses http://t.co/XOXxcdFz...
This past week I was in Nashville where we discussed building interactive scenarios. Part of the discussion revolved around designing some simple scenario strategies to move the projects away from linear elearning and towards meaningful interactivity.
The ultimate goal is transitioning from a push model where we just provide information and move to a more interactive model where the learner makes the same types of decisions she’d make in a real-world environment. These decision-making activities are used to reinforce what you want her to practice and learn so that your courses have real-world impact. (...) - The Rapid eLearning Blog, July 24th, 2012
"A reversed teaching model that delivers instruction at home through interactive, teacher-created videos and moves “homework” to the classroom. Moving lectures outside of the classroom allows teachers to spend more 1:1 time with each student. Students have the opportunity to ask questions and work through problems with the guidance of their teachers and the support of their peers - creating a collaborative learning environment."