Talia Joy Castellano, from Orlando, Florida, was first diagnosed with stage four neuroblastoma cancer on Valentine's Day in 2007.
Soup for thought
Feminism is not a 4 letter-word
Curated by malek
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Wondering how to launch an eLearning YouTube Channel? Read this article to discover 4 simple steps to launch your eLearning YouTube channel.
In this article, you will discover the 3 key benefits of creating an eLearning YouTube channel, as well as 4 simple steps you can follow to launch one of your own.
Students can experience new cultures, history, and understand the world in better ways with virtual reality, augmented reality, and wearables. Teachers are using these technologies to send learners on virtual field trips or getting students to keep track of their steps, cardio, and health with fitness bands. These technologies help engage learners by providing sensory learning and sparking curiosity and imagination.
E- This article caught my eye in my Feedly reader today. While the author aptly describes bad e-learning, there is also bad classroom learning - and vice-versa. Is one better than the other? I live technology, e-learning, and online learning but I will still say that you can't compare the two. The only comparison? They…
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Multimedia instruction helps learners understand concepts with the use of words and images. Dr. Mayer explained that there are three cognitive processes required for meaningful learning: selecting, organizing, and integrating. The multimedia techniques of his research aim to prime these processes.
Summer’s the perfect time for a new creative outlet, but it’s far too easy to slip into “consumer” mode, passively watching TV or playing video games. Coding is a great way to break the cycle and flex your creative and logical muscles. Anyone can learn to code!
We’ve chosen six fun starter activities that help kids see that making their own games is much more fun than playing a game made by someone else. They can just fire up their web browser (or the Tynker app for tablets) and choose whichever activity most strikes their interest! Kids follow easy step-by-step instructions to make their own games and stories while creatively customizing the project as they go. They can access hundreds more free activities by going to tynker.com or downloading the Tynker app for iPads or Android tablets.
We at Reverse Tide love to speculate about the future and we’re going to take on one of our favorite subjects… online education. For years, people have said that the future of education are MOOCs or other forms of online learning. The field has grown substantially from individual teachers to larger enterprises to bigger companies starting to get involved. There are more and more students across the world. However, where online education has struggled to hit the lofty predictions is through any replacement of traditional education sources. So where will online education be in the next decade? Here’s our predictions:
Though my focus is always andragogy (adult education, coined by Malcolm Knowles) I often make the argument that more and more often the line between pedagogy and andragogy is blurred. This article brought me back to some fundamental differences. Regardless of information accessibility and immersion in special interests, very few people under 17 have…
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Agile Transformation is a major change, it aspires to create a new mindset, that is value driven instead of plan driven or schedule driven. Lot of organizations fail in their agile transformation as they overlook the culture component. Any agile transformation requires change in culture and for most organizations this is the most difficult phase…
Making is as old as learning itself. While the maker movement may only be about a decade old, the human desire to create dates back to the earliest forms of human activity, from making stone tools to drawing on cave walls (Halverson & Sheridan, 2014; Martinez & Stager, 2014). Thinkers such as Pestalozzi, Montessori, and Papert helped paved the way for the maker movement by stressing the importance of hands-on, student-centered, meaningful learning. Instead of viewing learning as the transmission of knowledge from teacher to student, these thinkers embraced the idea that children learn best when encouraged to discover, play, and experiment.
More recently, maker education is being used as a way to connect do-it-yourself informal learning to classrooms. Driven by new technologies such as 3D printing, robotics, and kid-friendly coding, making is emerging as an effective way to introduce students to STEM, particularly women and minorities. By incorporating elements of making into the classroom, educators can bridge the gap between what students are passionate about and what they're learning in school.
This book explores the many pedagogical uses of Story in psychology instruction. Rich with teaching tips, examples, resources, and outcome data, the collected chapters serve as both a reference for developing creative uses of Story in the (real or virtual) classroom and as an example of evidence-based scholarship in the field. The volume is organized into sections focusing on the theoretical underpinnings of Story, the autobiographical use of Story, application of Story in different course contexts, and interdisciplinary perspectives on the pedagogical use of Story.
In a study entitled “Placebo effects in cognitive training” published on Monday in the journal Proceedings of the National Academy of Sciences, researchers found that participants who engaged in brain-training games for a single, one hour session showed improvements in IQ by up to ten points, but only if they believed the games would benefit them.
The group of cognitive scientists from George Mason University, Virginia, set up the experiment in a particular way to determine whether or not the placebo effect was involved.
50 participants were recruited, after two different posters asking people to sign up to a study were plastered around campus: one labelled “brain training & cognitive enhancement” and the other “email today & participate in a study”. The rewards for the former promised boosts in intelligence, while rewards for the latter granted study credits. Unknown to participants, however, was that both tests were the same, meaning any resulting changes to IQ were as a result of what participants were telling themselves about the tests.
The tests centred around the engagement of working memory and other factors to impact fluid intelligence – a type of intelligence which revolves around the application of logic and reason, independent of acquired knowledge. Those who chose to sign up to the “brain training & cognitive enhancement” study, aka the placebo study, were the ones to show remarkable gains in IQ after completing a post-brain games IQ test; gains of five to ten IQ points being made. Those who signed up for the control showed no signs of improvement.
Speaking to the Huffington Post, researcher and co-author of the study Cyrus Foroughi said: “Placebos are very pervasive and they have to be controlled for in a tremendous number of fields. This field is no different. So we put together the study to actually test whether expectation for a positive effect can lead to a positive outcome.”
Engaging students has become increasingly difficult as technology has continued to shape our culture. Overheads, DVDs, and lecturing just don’t cut it. This is a generation of students growing up with YouTube, Vimeo, and Khan Academy to name a few. So many creative, eye grabbing, funny videos to choose from, and all of them are available on a device that fits in their pocket.