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Rescooped by John Thompson from 21st Century skills of critical and creative thinking!

CCSS Videos - The Reading & Writing Project

CCSS Videos - The Reading & Writing Project | Reading |

Via, Lynnette Van Dyke
more...'s curator insight, March 9, 2013 12:08 AM

Pathways to the Common Core: Videos from Inside Classrooms features almost 40 clips of Common-Core aligned teaching and learning. We captured these scenes of classroom teaching in an effort to help you imagine methods of teaching that can support students in moving towards the ambitious standards set by the Common Core.

Rescooped by John Thompson from iPads, MakerEd and More in Education!

16 Apps That Motivate Kids to Read

16 Apps That Motivate Kids to Read | Reading |

"For every kid who is caught hiding beneath his covers with a flashlight and a novel at midnight, there is another who has to be begged and pleaded with to read.  And the latter might need a little extra—shall we call it encouragement?—to become a great reader. To help, we've rounded up a list of the top apps that not only teach essential reading skills but also motivate kids—even the most book-phobic—to read, read and read some more."

Via John Evans
Mª Jesús García S.M.'s curator insight, July 11, 2013 6:56 AM

Apps que fomentan la lectura.

stevecarter's curator insight, August 6, 2013 8:28 AM

A nice new summary of good reading Apps

Dave Sharp's curator insight, May 10, 2016 7:13 PM
Reading apps allow students to overcome difficulties with reading skills. With sound and visual effects students become engaged with the app and can be used for many ages.
Rescooped by John Thompson from iGeneration - 21st Century Education (Pedagogy & Digital Innovation)!

Watch a Classroom Management Expert

Watch a Classroom Management Expert | Reading |
See how this 9th-grade English teacher connects with his students, earns their trust, and then invites them to contemplate their future with -- or without -- reading skills.

At the beginning, wa

Via Tom D'Amico (@TDOttawa)
LundTechIntegration's curator insight, September 5, 2013 10:09 AM

Great to see actual examples from teachers doing great things in their classrooms. 

Samantha Burton's curator insight, October 25, 2013 6:02 AM

Teachers connect with students everyday. We can choose the quality of those connections and look for those incidental teaching " moments" to build positive relationships with students.

Rescooped by John Thompson from Primary French Immersion Education!

What I learned at school today: Daily 5 Listen to reading using IPads

What I learned at school today: Daily 5 Listen to reading using IPads | Reading |

There are many apps that allow your students to read and interact with books on the ipad. For intermediate students there are endless options for free or nearly free resources. In french immersion primary however the resources are more limited. There are many picture books available for the ipad, unfortunately many of them cost money and only include 1 book per app. There are some other options for getting books of the ipad however. In my class I am using two apps: Itubelist and Rover.

Via MmeHawtree
MmeHawtree's curator insight, January 10, 2013 9:06 AM

A blog post on two great apps for Listen to Reading in a French Immersion classroom.

Rescooped by John Thompson from Eclectic Technology!

Before Reading or Watching Videos, Students Should Experiment First

Before Reading or Watching Videos, Students Should Experiment First | Reading |
A new Stanford study shows that students learn better when first exploring an unfamiliar idea or concept on their own, rather than reading a text or watching a video first.

Via Beth Dichter
Beth Dichter's curator insight, July 18, 2013 9:33 PM

What is the best way to flip a classroom? Perhaps it is not showing videos first, but allowing the student to experiment first and then watch videos or read material. This study shows that students experimented first had substantial improvement in performance.

This study used a specific "new interactive tabletop learning environment, called BrainExplorer, which was developed by Stanford GSE researchers to enhance neuroscience instruction." Based on the use of this environment students did better exploring first. The experiment is described and data is shared in this article and it shows that the group who experimented first had a significant improvement in their final score.

There is an explanation as to why they chose the field of neuroscience as their goal (quoted from post below):

“Part of our goal,” the researchers write, “is to create low-cost, easy-to-scale educational platforms based on open source, free software and off-the-shelf building blocks such as web cameras and infrared pens so that our system can be easily and cheaply deployed in classrooms.”

The article also notes that this 'many educational researchers and cognitive scientists have been asserting for many years: the “exploration first” model is a better way to learn.'

Ra's curator insight, July 21, 2013 5:43 PM

Implications for fabric tech in relation to systems. Trial and error as the lead in. Provide basic skill set and try to evolve the understanding of the systems and processes required to achieve identified outcomes. 

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Gaming improves multitasking skills: Study reveals plasticity in age-related cognitive decline

Gaming improves multitasking skills: Study reveals plasticity in age-related cognitive decline | Reading |

Commercial companies have claimed for years that computer games can make the user smarter, but have been criticized for failing to show that improved skills in the game translate into better performance in daily life. Now a study published this week in Nature convincingly shows that if a game is tailored to a precise cognitive deficit, in this case multitasking in older people, it can indeed be effective.


Led by neuroscientist Adam Gazzaley of the University of California, San Francisco, the study found that a game called NeuroRacer can help older people to improve their capacity to multitask — and the effect seems to carry over to tasks in everyday life and is still there after six months. The study also shows how patterns of brain activity change as those cognitive skills improve.


NeuroRacer is a three-dimensional video game in which players steer a car along a winding, hilly road with their left thumb, while keeping an eye out for signs that randomly pop up. If the sign is a particular shape and colour, players have to shoot it down using a finger on their right hand. This multitasking exercise, says Gazzaley, draws on a mix of cognitive skills just as real life does — such as attention focusing, task switching and working memory (the ability to temporarily hold multiple pieces of information in the mind).


Gazzaley and his colleagues first recruited around 30 participants for each of six decades of life, from the 20s to the 70s, and confirmed that multitasking skills as measured by the game deteriorated linearly with age. They then recruited 46 participants aged 60–85 and put them through a 4-week training period with a version of NeuroRacer that increased in difficulty as the player improved.


After training, subjects had improved so much that they achieved higher scores than untrained 20-year-olds, and the skill remained six months later without practice.


The scientists also conducted a battery of cognitive tests on the participants before and after training. Certain cognitive abilities that were not specifically targeted by the game improved and remained improved — such as working memory and sustained attention. Both skills are important for daily tasks, from reading a newspaper to cooking a meal.


That is significant, says Gazzaley. “Neuro­Racer doesn’t demand too much of those particular abilities — so it appears that the multitasking challenge may put pressure on the entire cognitive control system, raising the level of all of its components.”


The team also recorded brain activity using electroencephalography while participants played NeuroRacer. As their skills increased, so did activity in the prefrontal cortex of the brain, which is associated with cognitive control, in a manner that correlated with improvements in sustained-attention tasks. Activity also increased in a neural network linking the prefrontal cortex with the back of the brain.


But Gazzaley’s study confirms that cognitive function can be improved — if you design training methods properly, says Klingberg, who is a consultant for Cogmed, a company he founded in 1999 to market computer-based training methods, particularly for people with attention-deficit disorders.


Last year, Gazzaley also co-founded a company, called Akili, for which he is an adviser. It is developing a commercial product similar to NeuroRacer, which remains a research tool, and will seek approval from the US Food and Drug Administration to market it as a therapeutic agent. A ‘games’ approach might also help people with particular cognitive deficits, such as depression or schizophrenia, adds Daphne Bavelier, a cognitive neuroscientist at the University of Geneva in Switzerland, who develops computer games to improve brain function and who also advises Akili.


Gazzaley cautions against over-hyping: “Video games shouldn’t now be seen as a guaranteed panacea.” But Linsey, for her part, is happy with what the game did for her and about her own contribution. “It’s been exciting to discover the older brain can learn — and I’m glad my own brain helped make the discovery.”



Via Dr. Stefan Gruenwald
JMS1 Group9's curator insight, September 30, 2013 7:53 AM

Not only is gaming a great leisure activity that can unwind stress and serve as an escapism, but now it has also been proven to help the gamer with muti-tasking and other skills.