Math Open Reference provides interactive simulations that can be used for teaching Plane Geometry, Coordinate Geometry and Trigonometry. Because the illustrations are interactive and animated, the teacher can use this effectively in teaching all students with this library of 'digital manipulatives'. At the same time, students could use these interactive simulations to gain a better understanding of geometry concepts, vocabulary and topics. Most importantly. the interactive tools permit better visualization for learners that have challenges in this area. Why UDL? (From the UDL Center) Math Open Reference is organized into pages that highlight the critical features of geometry concepts. Topics are separated to clarify distinct features. Critical terms are linked directly to a glossary so as not to hinder the viewer based on lack of vocabulary knowledge. UDL principle: Multiple Means of Representation - Checkpoint 2.5: Illustrate through multiple media
Via Kathleen McClaskey
En cualquier proyecto en el que trabajamos con una organización para definir su forma en que estar presente en Internet pasamos obligatoriamente por las competencias digitales de quienes trabajan en ella. Además de aclarar qué objetivos perseguirán con su actividad global en Internet hay un aspecto inicial que conforma la capa base sobre la que se monta todo el edificio. Por supuesto, tiene que ver con las competencias digitales de quienes trabajan en esa organización.
The department chair handed me a textbook to teach from. I took one look at it, and decided I couldn't inflict such dry, pedantic stuff on my students. I also noticed that my classroom door was closed and no one was watching me.
It is based, in spirit, of our Inside-Out School: A 21st Century Learning Model. It is intended to function as a guide for students–likely with the support and facilitation of teachers, parents, and mentors–to help students become expert learners. The goal of the model isn’t content knowledge (though it should produce that), but rather a learning literacy–learning how to learn, understanding what’s worth understanding, and perhaps most importantly, analyzing the purpose of learning (e.g., personal and social change), and examining the relationship between study and work, and the need to know with citizenship and legacy. It is therefore built around the central concept of self-knowledge–better understanding one’s self, and using work and study to inform one’s interactions with the world. It sounds very hippie, we know, but that’s part of the reason it exists–to offer an alternative to standards and content-focused and institutionally-centered “delivery” of information.
A decade ago, electronics and cell phones in the classroom were considered little more than a distraction. Today, new devices such as tablet computers and smartphones are changing this perception. Educators are finding innovative ways to supplement their lectures with the newest technology, and students are beginning to see their devices as essential components of their college experience.
"The table below shows five popular design methodologies (Instructional System Design, Design Thinking, Agile Design, System Thinking, and X Problem). It includes definitions, visual models, primary focus and goals, values, main steps, and further readings. I don't claim these are the absolute parts that make up each design approach as the definitions, goals, primary focuses, and steps may vary greatly from source to source. However, the tables notes the key points that seem to separate them from each other.
"Going from left to right, the models generally are designed for solving semi-structured problems to increasingly ill-defined problems, however, the type of problem and the skills of the designer will generally depict which model might work best for a particular situation. In addition, choosing a primary methodology does not mean you cannot borrow or change processes with another model as you are in control of the design, rather than the methodology being in control—design is both art and science.
"If you would like to discuss any of these design models, please leave a comment on my blog"
We are Sherry and Donna and together we welcome you to 'irresistible ideas for play based learning', a blog designed to inspire and assist Teachers who follow a Developmental Curriculum, Tertiary Students of the Early ...
This podcast features an interview with Stefanie Rocco, Assistant Director for Learning Design in the John A. Dutton e-Education Institute at The Pennsylvania State University. In this conversation with AJ Kelton, she talks ...
“ The demand is on for educators to provide more digital content that allows for the integration of technology, but where does the professional start? A great place to start would be a website aligned to Bloom’s Digital Taxonomy.”
Via Pedro Ramalho
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Gameful Design for Learning T+D This sentence does not stem from some lofty education pamphlet or e-learning supplier brochure with the inescapable stock image of a group of Millennials smiling and excitedly pointing at some nondescript laptop.
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