"Teachers regularly pose questions to their students, but the purpose and form of these questions can vary widely. This book is about a particular kind of question—one we call "essential." So, what makes a question "essential"? Let us begin by engaging you in a bit of inquiry using the following concept-attainment exercise to examine the characteristics of an essential question. The exercise has three parts, as explained in the next several paragraphs."
"The 20 breakthrough school models recognized by the Gates Foundation funded Next Generation Learning Challenges (NGLC) took on the turnaround challenge, leveraged higher education partnerships, and improved the performance and sustainability of school networks (as outlined in part one of this three-part series). They also illustrate how blended learning supports and extends experiential learning (part two).
"This final blog illustrates ways in which NGLC blogs promote system redesign. Most of the profiled models (many referenced below) illustrate innovative staffing strategies that extend the reach of great teachers, pilot new platforms, and model new resource allocation patterns."
In the innovation field, a rebirth of Renaissance thinking is brewing. Scientists and engineers are engaging with the arts to think creatively.
The idea is also currently reflected in the debates on re-vamping the U.S. educational system to boost the innovation skills of U.S. students. Media artist John Maeda, president of the Rhode Island School of Design, has spoken at numerous events — including before Congress — about the value of incorporating the arts to STEM (science, technology, engineering, and math) educational initiatives, turning STEM to “STEAM,” as Maeda has said.
There's a lot of buzz out there about STEM - not only in the realm of teaching and learning, but in terms of job growth and potential, too.
According to the Smithsonian Science Education Center (the makers of the handy infographic), People who understand science and technology are smarter, more competitive, more productive, and more engaged global citizens.
"Knowledge in science, technology, engineering, and math STEM_ canbe a key to a successful future. Here's why a STEM education matters and how you can inspire students to pursue STEM careers.
80 % of the fastest growing occupations in the United States depend on mastery of mathematics and scientific knowledge and skills, but students are not currently equipped to satisfy this growing need."
"As children, young children, everything meant playing and art. We saw the world as a playground and a canvass. It didn’t matter whether or not we could actually draw. What mattered was the thrill of creating something beautiful.
"Need more convincing that Minecraft can be a powerful tool for learning? Check out this fun video from PBS Idea Channel's Mike Rugnetta, who specifically (and very quickly) lists a number of ways the video game can and has been used to learn everything from physics to history."
"As educators, we constantly strive to prepare our students for the ‘real world’ that exists around them. We teach them how to read, write, and calculate. Then, of course, there are the less tangible skills we teach; such as how to work in a team, think critically, and be curious about the things they encounter each day.
We want to prepare them to lead productive and successful lives once they leave us and enter into the realm of adulthood. But what lies ahead for our students in the future? Did educators of twenty years ago know that so much of our world would be based on computers and technology now? Could they have known what skills would be needed in the job market today?"
This is a great article to read for thought leaders. In my opinion, appropriate Video Game Art, Design, Development, Programming, along with community outreach, social media, educational research prepares students for the 21st Century.
The American Association of School Librarians has just released "The 2013 Best Websites for Teaching and Learning foster the qualities of innovation, creativity, active participation, and collaboration. They are free, Web-based sites that are user friendly and encourage a community of learners to explore and discover."
"As we venture into the 21st century, we as a society, are faced with more innovation and challenge than ever before. We now live in an interconnected world, where the Internet and global communications are simultaneously uniting and isolating us as a society. How do we raise critical thinkers to best face the challenges that face our modern society?"
"The evolution of the web from Web 1.0 to Web 2.0 and now to Web 3.0 can be used a metaphor of how education should also be evolving, as a movement based on the evolution from Education 1.0 to Education 3.0."
Have you ever Googled yourself ? Have you ever checked your virtual identity? Do you know that you leave a digital footprint every time you get online? Do you know that whatever you do online is accumulated into a digital dossier traceable by others ? These and several other similar questions are but the emerging tip of the sinking iceberg.One that is packed full of concerns related to issues of our online identity and privacy issues.
Social media has become an essential part of most people’s everyday lives, from checking Facebook and Twitter to posting blogs, Pinterest listings, and uploading YouTube videos. However, and with smartphones making it easier than ever to spend time on social media networks, in what ways can these networks be leveraged to engage and build a foundation for future student learning? While the potential of distraction is there, the right social media teaching strategies can lead to creative learning, and a productive approach to making social media part of ongoing professional development.
"There seems to be a perception that online gaming has a detrimental impact on children’s development. Nothing could be further from the truth, and there are countless–and complex–reasons for this, but it also makes sense at the basic benefits of game-based learning."
"SimCity As game-based learning gains momentum in education circles, teachers increasingly want substantive proof that games are helpful for learning...GlassLab is working with commercial game companies, assessment experts, and those versed in digital classrooms to build SimCityEDU, a downloadable game designed for sixth graders."