This ebook was designed with English language teachers in mind but should have some value for any teacher who is interested in developing their students’ digital literacy and critical thinking skills.
The book contains a wide range of suggested activities for both the creation and exploitation of infographics in the classroom. It also helps teachers with tips and advice on how to plan and create infographics and suggestions for which tools to use to produce different types of infographic.
There are no new questions. Have a research question? Trust me, it’s been asked before. Put your exact question into quotations as a search term, and you will find, at the very least, a lead to your answer. Want to find out how much of the ocean has been explored? Type “How much of the ocean has been explored” into your search engine, and you will likely get your answer.
Gamifying a lesson or longer learning experience provides powerful differentiation opportunities to support achievement so all can learn. The best way to start gamifying is to try it with one lesson. Having gamified whole courses, I recommend starting small—try developing some achievements and badges. (Find more game mechanics at Badgeville Wiki.) If you are concerned that students might not do work if they’re not earning extra credit, establish experience points and levels. As in open sandbox games, adding one game mechanic at a time can transform your classroom.
There are over 100 million registered Minecraft players and it’s the third-best-selling video game in history, after Tetris and Wii Sports. The great news, just out this summer: Now it’s free, courtesy of Microsoft. Minecraft Education Edition is designed specifically for classroom use and gives teachers the tools they need to use Minecraft in their lessons.
When asked what my first language is, I often answer, “visual.” I think in images, prefer to be taught through images, and like to express what I know through images. I find it disconcerting that as learners progress to the higher grades, there is less use of images and visuals to teach concepts.
Research suggests both benefits and risks of media use for the health of children and teenagers. Benefits include exposure to new ideas and knowledge acquisition, increased opportunities for social contact and support, and new opportunities to access health-promotion messages and information. Risks include negative health effects on weight and sleep; exposure to inaccurate, inappropriate, or unsafe content and contacts; and compromised privacy and confidentiality.
By writing a soothing sentence, we exercise a type of graphotherapy, says Seifer. Writing down something like, “I will be more serene” twenty times every day may, in fact, exert an effect, particularly in people with attention deficit disorder.
Nik Peachey's insight:
There's not much here I agree with. Seems a bit simplistic and is only looking at writing as physical act rather than the more cognatively enaging process of organising and refining the way you express and structure ideas.
Microsoft's new speech recognition technology is able to transcribe conversational speech as well as (or even better than) humans. The technology scored a word error rate (WER) of 5.9%, which was lower than the 6.3% WER reported just last month.
Trainers, bloggers and education pundits tend to use lots of catch phrases and buzz words to talk about the power of technology in education. The same people who throw out all of those generalities and prognostications are often the ones that don’t provide concrete examples. It’s easy to talk about the possibilities in theory, drop the microphone and walk away.
It occurs to me that a “hipsterfication” of learning and teaching is about the elevation of the teaching profession rather than an “uberfication” which seems to be a way of diminishing the role of the teacher and, for that matter, the learner.
A critical perspective on digital learning is desperately needed, and I hope that future scholarship will engage with this perspective, not simply to criticize online learning for being unlike face-to-face learning, but to drastically improve the design and functions of education overall. Scholarship should evoke change, and academics, particularly academics in schools of education, should strive to improve our societies in meaningful ways. By applying research to practice, we can make strides towards creating equitable, effective and supportive digital learning environments.
Research has shown that a majority of the educators who teach English-language learners (ELLs) are creating their own instructional materials — often with little oversight — that don’t necessarily match the student’s grade level or the rigor required by state academic standards.
Nik Peachey's insight:
I suspect that the teachers have a better idea of what their learners want and need than the researchers do.
They aim to do this by combining an extreme form of "peer-to-peer learning" with project-based learning. Both are popular methods among education researchers, but they usually involve the supervision of a teacher.
They complete a project using resources freely available on the internet and by seeking help from their fellow students, who work alongside them in a large open-plan room full of computers. Another student will then be randomly assigned to mark their work.
I believe that all human beings are creative, and that creative thinking is a central part of self-expression. Self-expression is a gift we give ourselves and the world. Creativity, therefore, is at the heart of being fully engaged in life and work. Creativity, like any other skill, can be fostered and developed. Under the right conditions, the muse (creative inspiration) will visit each and every one of us in its own unique way.
Students need to be active and reactive viewers -- comprehending and critiquing, reading and reacting, getting and giving knowledge. Below you'll find great tools, tips, and strategies for helping to foster both of these essential media-literacy skills.
Nik Peachey's insight:
A nice collection of materials to help teachers exploit online video.
We can make all sorts of assumptions about the way technology is changing learning, but what does the science actually say? According to Alfred Spector, Google’s vice president of research, it says a lot. For example, virtual tutors have helped average students reach the top 2% of their course; video games provide immersive environments that take the bordedom out of studying; and social networks are being used to increase interaction between students.
At the most basic level, one way to embrace ‘Genius Loci’, the spirit of a place, is to provide students with opportunities to tell digital stories about local areas of interest powered by ThingLink’s interactive 360 image editor. The tool provides a seamless way for students to capture learning on the go through mobile devices, and it offers a platform for constructing deep digital stories.
Nik Peachey's insight:
A really interesting article with some great example activities.
In an education that continuously presents students with questions relating to themselves and their world, they cannot help but feel challenged to respond in order to transform it. Liberation, as he says, is active: “The action of men and women acting upon their world in order to transform it”.
Project Tomorrow has been collecting data on the use of technology in American schools on a massive scale for more than a decade. Since 2003, the organization’s Speak Up Research Project has involved more than 4.5 million participants — teachers, parents, students, administrators and technology professionals — from more than 35,000 schools representing all 50 states.
Nik Peachey's insight:
US focused but still interesting data for educators in other countries.
This study provides an investigation of the processes and practices involved in conducting action research on the use of ICT and new technologies in the classroom as experienced by 12 teachers located across different international contexts, from Europe, the Middle East and Asia.
Any internet search will show that there are a huge number of online tools available for the creation on polls and surveys. The ones included here are some of the best I have used and show some of the variety of polling tools available.
Sharing your scoops to your social media accounts is a must to distribute your curated content. Not only will it drive traffic and leads through your content, but it will help show your expertise with your followers.
How to integrate my topics' content to my website?
Integrating your curated content to your website or blog will allow you to increase your website visitors’ engagement, boost SEO and acquire new visitors. By redirecting your social media traffic to your website, Scoop.it will also help you generate more qualified traffic and leads from your curation work.
Distributing your curated content through a newsletter is a great way to nurture and engage your email subscribers will developing your traffic and visibility.
Creating engaging newsletters with your curated content is really easy.