:: The 4th Era ::
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Exploration of the new era in human history marked by invention of the Internet
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Lean Production-Inside the Real War on Public Education | Jacobin

Lean Production-Inside the Real War on Public Education | Jacobin | :: The 4th Era :: | Scoop.it

By Will Johnson

 

"On September 10, nearly 30,000 Chicago teachers went on strike for the first time in 25 years. This was no mere breakdown in negotiations over wages or healthcare contributions. At issue, as many have noted, was the fundamental direction of public education. The Chicago teachers asserted themselves as the first institutional force to combat what’s often called the “business model” of education reform.

 

"Meanwhile, in Detroit, students and teachers returned to dramatically altered schools. Over the summer, Roy Roberts, the schools’ “emergency financial manager,” had unilaterally imposed a contract on the city’s teacher union allowing elementary school class sizes to jump from 25 to 40 students and high school classes to 61 students. These class size reforms were coupled with a ten percent pay cut for Detroit teachers.

 

"While Detroit’s example is extreme, increased workloads for decreased pay are what teachers around the country — including in Chicago— are experiencing to varying degrees as the business model of education reform gains traction with policy-makers. But stretching workers past their breaking point and increasing hours while gutting compensation is nothing new. The business model of education reform is an extension of a process called lean production that transformed the U.S. private sector in the 1980s and 90s. In education, just as in heavy manufacturing, the greatest damage done by lean production is not done at the bargaining table, but in the destruction of teachers’ working (and students’ learning) conditions."

Jim Lerman's insight:

An infrequently encountered view on the current state of affairs in schools.

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Vol 24 No 1 (2012): The potential of a game based learning approach to improve learner outcomes (HTML) | Diigo

Vol 24 No 1 (2012): The potential of a game based learning approach to improve learner outcomes (HTML) | Diigo | :: The 4th Era :: | Scoop.it

Abstract


Whilst some critics may argue that games have no place in the classroom, in this article I argue that student achievement can benefit from building on the technology skill of the young people, allowing them to address real-life challenges within the safety of the virtual worlds of games. The young people of today play video games for entertainment and relaxation, and they are skillful at manipulating the virtual worlds that they inhabit during the games. Examples from classroom research illustrate how the use of video games in teaching and learning has the potential to change the way that we teach and improve the learning outcomes for the students by enabling them to experience real life examples. Teachers can harness these experiences and interests to engage and motivate students by taking advantage of the dynamic and interactive features of these digital games, thus enabling engagement in learning activities. This article highlights some of the issues and challenges facing teachers considering the use of game based learning in their classroom.


Via Dennis T OConnor
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