STEM Education models and innovations with Gaming
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STEM (Science Technology Education & Mathematics) K-20 education models and innovations
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US NSF - Multimedia Gallery - Bionic Limbs -- Science of Innovation

US NSF - Multimedia Gallery - Bionic Limbs -- Science of Innovation | STEM Education models and innovations with Gaming | Scoop.it
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Snapshot of a Deeper Learning Classroom: Aligning TED Talks to the Four Cs

Snapshot of a Deeper Learning Classroom: Aligning TED Talks to the Four Cs | STEM Education models and innovations with Gaming | Scoop.it

"...this year I have been dedicated to using the 21st Century four Cs. The four Cs are a rubric of sorts that help align lessons to more reality-based learning and assessing.

As I design a lesson or assessment, I ask myself if what I've designed, or what the students must master, correlates to the important skills of:

* Collaboration

* Communication

* Critical Thinking
* Creativity" 


Via Beth Dichter
Philippe Trebaul's curator insight, February 28, 12:56 AM
Snapshot of a Deeper Learning Classroom: Aligning TED Talks to the Four Cs


"...this year I have been dedicated to using the 21st Century four Cs. The four Cs are a rubric of sorts that help align lessons to more reality-based learning and assessing.

As I design a lesson or assessment, I ask myself if what I've designed, or what the students must master, correlates to the important skills of:

* Collaboration

* Communication

* Critical Thinking
* Creativity" 


Snapshot of a Deeper Learning Classroom: Aligning TED Talks to the Four Cs via @BethDichter http://sco.lt/...

davidconover's curator insight, February 28, 1:28 PM

These are the same skills used when high school students, in teams, design their game documentation, 2D/3D graphic design and programming.

eduPLEX's comment, March 1, 6:38 AM
I think the C's have to be: Creativity, Collaborative, Connected, Contextual - I make sure all the courses I design have all of these C elements.