Learning in a Digital Age
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Learning in a Digital Age
Future of thinking and learning in a digital age
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Can technology fix education? | Startl

Schools typically use technology to automate and support existing practices, rather than to transform learning. Computers and interactive “whiteboards” have been placed in classrooms and have been plugged into the Internet, but little has been done to use the new technology to reshape the school day, the classroom, the curriculum, or the ways in which students and teachers interact. The chief opportunity for innovation in education doesn’t center on automating the status quo, but redesigning the process.

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Math: Evolve

Math: Evolve | Learning in a Digital Age | Scoop.it

Although games can never replace the role of a teacher, games can accomplish a lot of things that traditional teaching methods can’t. Video games let students simulate historical events and scientific processes and experiment for themselves. Games can help get unmotivated students excited about math and ancient history, and reach students who don’t respond to conventional teaching methods. Aside from just teaching new concepts, video games can get students to apply critical-thinking and problem-solving to subjects they have already learned.

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The Coming Paradigm Shift in Education Reform

The Coming Paradigm Shift in Education Reform | Learning in a Digital Age | Scoop.it

Instead of ignoring the role poverty plays in hindering student achievement, the next wave of reformers might tackle it head on.


Via Dr. Susan Bainbridge, HASTAC
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ProfHacker - The Chronicle of Higher Education

ProfHacker - The Chronicle of Higher Education | Learning in a Digital Age | Scoop.it

One of the easiest ways to get started with games in the classroomis by using an already-established game to teach or reinforce a concept. A game can be played during a single lesson, assigned as homework, or even integrated as a class text throughout the semester. It can be a rewarding way to change the pace of the classroom, but it can also be frustrating to try to find an appropriate game without dedicating hours to playing potential titles.Here are a few tips for finding a new game to try out in your class this year.

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Mozillians as inventors

Mozillians as inventors | Learning in a Digital Age | Scoop.it

Making is learning. Learning happens when we make. At least, this is the pattern we see when we look around Drumbeat. Projects explicitly about learning have put making things at their core.

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What today’s Digital Native children can teach the rest of us about technology

What today’s Digital Native children can teach the rest of us about technology | Learning in a Digital Age | Scoop.it

At the NEXT Kids Tech conference, hosted by LEGO in Billund, Denmark last week, Bo Stjerne Thomsen of the LEGO Learning Instituteset out some of the ways that today’s children’s play is influenced by today’s digital landscape.These ways included embracing of Sharism, a concept based around the idea that “The more you give, the more you get. The more you share, the more you are shared.” Today’s children understand that intuitively. They’re also comfortable with shifting between multiple virtual identities via online games and virtual worlds. Meanwhile, ‘mixed reality’ environments like those you experience while playing with a Nintendo Wii or Xbox Kinect, are no novelty to today’s children – they’re just an obvious way to interact with technology.


Via Ana Cristina Pratas
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The rise of K-12 blended learning: Profiles of emerging models | Innosight Institute

The rise of K-12 blended learning: Profiles of emerging models | Innosight Institute | Learning in a Digital Age | Scoop.it

In true disruptive fashion, online learning is expanding beyond its roots in distance learning. Educators and entrepreneurs are increasingly creating blended-learning environments—where rather than doing online learning at a distance, students learn in an adult-supervised school environment for at least part of the time. A small but growing number of schools are starting to introduce blended learning into their core programming for mainstream students.

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White House details plans for more digital learning

White House details plans for more digital learning | Learning in a Digital Age | Scoop.it

The White House will unveil plans Friday for a research center that aims to bring more digital learning into the nation's classrooms.

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What today’s Digital Native children can teach the rest of us about technology

What today’s Digital Native children can teach the rest of us about technology | Learning in a Digital Age | Scoop.it

Being a 'digital native’ makes it easier for children to grasp the possibilities of new technologies, often quicker than adults. “Essentially, if devices are an extension of one’s self, and these devices are increasingly integrated with the physical world, it follows that technology is a gateway to expanding our own experiences with and confidence in the world at large. Technology is no longer an end in itself – instead, it becomes a path to more meaningful experiences with our surroundings. Kids are naturally intuiting this, and we as adults are following closely behind.”

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Truthy: Application for Crap Detection

Truthy is a research project that helps you understand how memes spread online. Our first application was the study of astroturf campaigns in elections. With our images and statistics, you can help identify misuse of Twitter. Click when you see a suspicious meme on the Truthy site! Now we're extending our focus to the diffusion of all types of information in social media.

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Five characteristics of an effective 21st-century educator | Featured on eSchool News | eSchoolNews.com

Five characteristics of an effective 21st-century educator | Featured on eSchool News | eSchoolNews.com | Learning in a Digital Age | Scoop.it

A common refrain from school-reform advocates is that an effective 21st-century educator should be a “guide on the side,” not a “sage on the stage”—but according to readers, there’s much more to being effective than that. For instance, one of the most common responses from readers was that 21st-century educators must be lifelong learners … and should be willing to learn not only from their peers, but from their students as well. What do you think of this list? Share your thoughts, and your own ideas of what makes an effective 21st-century educator, in the comments section below.

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How Does Media Multitasking Make Kids Feel? It’s a Mixed Bag. | MindShift

How Does Media Multitasking Make Kids Feel? It’s a Mixed Bag. | MindShift | Learning in a Digital Age | Scoop.it

The survey asked questions about how many hours per average day the respondent participates in one of those media, whether they engage in different media at the same time, and how they feel while they’re engaging in each of these medium about the number of friends they have, their feelings of normalcy, whether they sense peer pressure, and how much sleep they get.

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Youth APPLab

Youth APPLab | Learning in a Digital Age | Scoop.it

We couldn't agree more: "Great site and blog about children making Android apps."


Via Heath Sawyer
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Artists’ videos to infuse Transit TV on 2,000 LA Metro buses with art throughout October and November – Out The Window

Artists’ videos to infuse Transit TV on 2,000 LA Metro buses with art throughout October and November – Out The Window | Learning in a Digital Age | Scoop.it

2010 DML Competition winner Out the Window is creating a new social fabric in LA County. Networked Transit TVs, buses, riders’ cell phones and artists’ videos are all strands in the weave pulling LA closer together. Riders’ answers to evocative questions at the end of each video will shift who gets to define what’s out the window,” says Anne Bray, Executive Director of Freewaves, LA’s public media arts organization.

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The Unintended Consequences of Cyberbullying Rhetoric | DMLcentral

The Unintended Consequences of Cyberbullying Rhetoric | DMLcentral | Learning in a Digital Age | Scoop.it

For most teenagers, the language of bullying does not resonate. When teachers come in and give anti-bullying messages, it has little effect on most teens. Why? Because most teens are not willing to recognize themselves as a victim or as an aggressor. To do so would require them to recognize themselves as disempowered or abusive. They aren't willing to go there. And when they are, they need support immediately. Yet, few teens have the support structures necessary to make their lives better.

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The Shift from Audience to User in Youth-Made Media | HASTAC

The Shift from Audience to User in Youth-Made Media | HASTAC | Learning in a Digital Age | Scoop.it

As we mark the one-year anniversary of the launch of Youth Radio’s Mobile Action Lab, I’m thinking about the video our team produced for our application to the DML competition. In it, we included a clip from Douglas Rushkoff at SXSW 2010.“If you are not a programmer,” Rushkoff argued at that time, “You are one of the programmed... If we don’t create a society that at least knows there’s a thing called programming, then you will end up being not the programmers but the users, or worse, the used.” (March 12, 2010).

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New Toolkit for Educators on Cyberbullying, Digital Citizenship | Spotlight on Digital Media and Learning

New Toolkit for Educators on Cyberbullying, Digital Citizenship | Spotlight on Digital Media and Learning | Learning in a Digital Age | Scoop.it

Common Sense Media has just released a new toolkit on cyberbullying available at no cost to K-12 educators. The toolkit, part of a comprehensive digital literacy and citizenship initiative Commonsense Media launched last year, offers lesson plans on cyberbullying organized by grade level, as well as parent education materials.

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Community PlanIt turns civic engagement into a game — and the prize is better discourse

Community PlanIt turns civic engagement into a game — and the prize is better discourse | Learning in a Digital Age | Scoop.it

If you’ve ever attended a Boston school committee meeting, you know that it can be the opposite of “bowling alone.”This community is not only engaged but raucous: At one meeting, protestors carried in a casket and tombstone to symbolize budget cuts. At another, parents fought with police trying to block a packed chamber. Fed up with the booing and shouting and constant interruptions, the committee drafted a code of conduct to try to keep people in line. But along with trying to curb negative behavior, the committee is trying a civic-media experiment aimed at generating positive behavior. Today the Boston Public Schools is adopting Community PlanIt, a web-based social network that turns planning — in this case, designing standards for gauging school performance — into a big game. (Community PlanIt's Eric Gordon is a 2009 Digital Media & Learning Competition winner for ParticipatoryChinatown.org)

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Mitch Resnick: The Role of Making, Tinkering, Remixing in Next-Generation Learning | DMLcentral

Mitch Resnick: The Role of Making, Tinkering, Remixing in Next-Generation Learning | DMLcentral | Learning in a Digital Age | Scoop.it

Mitch Resnick, a 2010 Digital Media & Learning Competition winner, tells Howard Rheingold (2008 Digital Media & Learning Competition winner), "One thing we’ve seen is that the best learning experiences come when people are actively engaged in designing things, creating things, and inventing things - expressing themselves. It’s not just a matter of giving people opportunities to interact with technologies or using technologies, but if we want people to really be fluent with new technologies and learn through their activities, it requires people to get involved as makers - to create things."


Via sylvia martinez
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Why Badges? Why Not? | HASTAC

Why Badges? Why Not? | HASTAC | Learning in a Digital Age | Scoop.it

Individuals can earn badges from multiple organizations, some certifying human skills such as collaboration or even helpfulness, that mean as much to future employers as skills and experience and credentials from traditional institutions. And an individual can choose to reveal or not reveal an e-portfolio. YOU own your portfolio.

 

These are badges, designed to record and inspire learning and collaboration, and so ownership is key. Yesterday, I heard about (and want to learn more) of a system used among goat herders and mechanics in Africa, where badges on their cell phones certified quality of product, fair exchange, honesty, and innovation in a migrant situation where credibility is key and hard to measure. This is key because no one wants a new form of credentialing that replicates the hierarchies of traditional accreditation. The point is to thing big, think new, think change.

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Don't Play It, Make It! Game-based Learning

Don't Play It, Make It! Game-based Learning | Learning in a Digital Age | Scoop.it

What makes creating games different from just playing them when it comes to learning?

"When students make a game they have to model the system and have a deeper mastery of the subject. It’s a deeper learning experience," says Alan Gershenfeld, president of E-Line Media, developer of the Gamestar Mechanic framework for game creation. "The process also incorporates 21st century skills--game design requires that. To succeed in the workplace, students will have to have those portable skills. Plus, kids love it; they’re just dying to do it."

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How to Focus

How to Focus | Learning in a Digital Age | Scoop.it

The How to Focus Mind Map will help you to create habits and rituals for mixing tasks and leisure, including managing time spent online and offline and scheduling tasks. In addition the mind map explores managing your space, clearing other distractions and doing one thing at a time.

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We Prepare Children to Learn How to Learn

We Prepare Children to Learn How to Learn | Learning in a Digital Age | Scoop.it

Why is it we have such a hard time in this country seeing this “human aspect” of education? Is that something only understood by socialist cultures who see government as a way of lifting everyone up, of providing an equal starting point for all kids, as opposed to countries like ours that are so hell bent on competition that we’ll let millions of kids suffer a mediocre education just so we can have winners and losers?


Via Nik Peachey
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Hope-in-the-Wall: Digital Promise for Free Learning

Hope-in-the-Wall: Digital Promise for Free Learning | Learning in a Digital Age | Scoop.it

Hole-in-the-Wall (HiWEL), a 2010 Digital Media & Learning Competition winner, "take on the role of a laboratory of ideas where they can serve as standing reminders of what we can do with new technologies, and what children are truly capable of." Click the link for research that "examines the tenets and sustainability of such initiatives."

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Science Education: The WildLab

Science Education: The WildLab | Learning in a Digital Age | Scoop.it

Use the WildLab mobile application to collect and share scientific data about birds and wildlife with citizen scientists. Great way to do science with students (+1 on the curriculum too, btw)

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