"Nature and humankind are both great artists, and when they join forces, amazing masterpieces can be produced. Today Bright Side has collected for you works in which the combined efforts of mother nature and photographic artists have captured magic moments showing the wondrous diversity of modern life and the natural world. Pictured above is the Westerdok District in Amsterdam."
Nowadays, many educators use the same methods over and over again in their lessons for students to express themselves and demonstrate their new knowledge. Today’s students want to express themselves in a variety of different ways. They want their academic work to be relevant, engaging and fun.
Below is a diverse list adapted from resources found at fortheteachers.org of potential student products or activities learners can use to demonstrate their mastery of lesson content. The list also offers several digital tools for students to consider using in a technology-enriched learning environment.
"Could a robot do your job? Millions of people who didn’t see automation coming will soon find out the painful way. The answer is a resounding yes.
The World Economic Forum’s Future of Jobs study predicts that 5 million jobs will be lost before 2020 as artificial intelligence, robotics, nanotechnology and other socio-economic factors replace the need for human workers.
The good news is that those same technological advances will also create 2.1 million new jobs. But the manual and clerical workers who find themselves out of work are unlikely to have the required skills to compete for the new roles. Most new jobs will be in more specialized areas such as computing, mathematics, architecture and engineering."
"In a recent post, I wrote about why I want to see students become innovators:
Unfortunately, the system isn’t designed for innovation. For years, schools have been stuck in a one-size-fits-all factory model, where students passively consume content. Some people will point out that this model is outdated. However, I would argue that factory education was a bad idea from the start. Because here’s the thing: kids aren’t widgets.
While one-size-fits-all works great for socks, it’s not ideal for minds. Kids need to dream and wonder and imagine. They need to design and build and tinker. This is why I love design thinking. It’s a flexible framework that guides students through specific phases in the creative process."
Before the advent of the uber-popular show Mythbusters or the push for more STEM (Science, Technology, Engineering and Mathematics) in schools, parents and their kids were doing at-home science experiments. Now, the trend continues to blossom, although many of the experiments have remained somewhat the same…and always awesomely exciting!
If you’re a parent and you want to do something with your kid that isn’t related to cleaning the toilets or forging through homework, check out these 20 great science projects that you can complete in the confines of your humble abode. Most of them use around-the-home items that you probably have on hand, although some will require a little bit of shopping ahead of time. To help you decide which are best for your children’s needs, the 20 have been divided into projects for younger students and projects for older ones.
The Comic Creator invites students to compose their own comic strips for a variety of contexts (prewriting, pre- and postreading activities, response to literature, and so on). The organizers focus on the key elements of comic strips by allowing students to choose backgrounds, characters, and props, as well as to compose related dialogue (shown at left). This versatile tool can be used by students from kindergarten through high school, for purposes ranging from learning to write dialogue to an in-depth study of a formerly neglected genre. The tool is easy to use, made even easier with the Comic Strip Planning Sheet, a printable PDF that comic creators can use to draft and revise their work before creating and printing their final comics. After completing their comic, students have the ability to print out and illustrate their final versions for feedback and assessment.
Imagine, for a second, a duck teaching a French class. A ping-pong match in orbit around a black hole. A dolphin balancing a pineapple. You probably haven’t actually seen any of these things. But you could imagine them instantly. How does your brain produce an image of something you’ve never seen? Andrey Vyshedskiy details the neuroscience of imagination.
In our interactive session for “Makerspace in the Library: What it means for your Classroom,” we really let our participants drive the learning.
We started out with an introduction for each expert presenter (here is our slidedeck with presenter info and resources we referred to during the session.) Then the rest of the learning was hashed out through lively table discussions.
Other Workshop Leaders:
Buffy Hamilton, Title I Writing teacher, former librarian; Atlanta, GA Zach Duensing, Nashville Public Library Valerie Jopeck, Elementary Library Education Specialist, Fairfax County Public Schools, VA K-Fai Steele, Program Associate, National Writing Project
Jim Lerman's Insight:
Quite a substantial and informative recap of what must have been a lively discussion.
The iPad has found its way into hospitals, retail stores and homes across the nation, but it’s also making a big splash in the classroom, even with some of the best online colleges. With a great selection of apps focused on everything from word processing to keeping in touch with classmates, the tablet computer can be an invaluable tool for learning — no matter your age. Online science students haven’t been left out, of course, and there are a wide range of applications offering help with chemistry, biology, astronomy and even the math that comes along with certain fields. If you’re a college student looking to supplement your science studies, these apps are some of the best for learning, sharing, researching and just plain having fun.
This project was launched because there is a lack of consensus across the field about how to define digital literacy and implement effective programs. A survey was disseminated throughout the NMC community of higher education leaders and practitioners to understand how digital literacy initiatives are impacting their campuses. The NMC’s research examines the current landscape to illuminate multiple models of digital literacy — universal literacy, creative literacy, and literacy across disciplines — around which dedicated programs can proliferate a spectrum of skills and competencies. These initiatives have the potential to generate more excitement around learning for students, especially as their growing fluency enables deeper connections with others and equips them with a new lens to critically evaluate the world around them.
In analyzing the progress and gaps in this area, the NMC’s report has identified a need for higher education leaders and technology companies to prioritize students as makers, learning through the act of content creation rather than mere consumption. Additionally, the publication recommends that colleges and universities establish productive collaborations with industry, government, and libraries to provide students with access to the latest technologies and tools. All four recommendations are summarized below.
"In the mobile-first 21st century, apps have become one of the most important elements of any product or brand. But as the users of millions of crappy apps can attest, designing a good one is tricky. So what separates a great app from shovelware?
After receiving hundreds of submissions for this year's 2016 Innovation by Design Awards, our jury selected the apps that landed on that magic formula. Check out this year's 33 finalists, and two winners, below."
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