Eclectic Technology
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Eclectic Technology
Tech tools that assist all students to be independent learners & teachers to become better teachers
Curated by Beth Dichter
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How Does Multitasking Change the Way Kids Learn? | MindShift

How Does Multitasking Change the Way Kids Learn? | MindShift | Eclectic Technology | Scoop.it

Although the students had been told at the outset that they should “study something important, including homework, an upcoming examination or project, or reading a book for a course,” it wasn’t long before their attention drifted: Students’ “on-task behavior” started declining around the two-minute mark as they began responding to arriving texts or checking their Facebook feeds. By the time the 15 minutes were up, they had spent only about 65 percent of the observation period actually doing their schoolwork.

Beth Dichter's insight:

This post looks at how multi-tasking in impacting student work. Although based on a recent study the post states that there is "a growing body of research focused on a very particular use of technology: media multitaskingwhile learning." The evidence shows "learning is far spottier and shallower than if the work had their full attention. They understand and remember less, and they have greater difficulty transferring their learning to new contexts."

After a brief review of a number of studies the post looks at information about the brain and multitasking as well as what might be done to help students prioritize.

Links to resources are provided within the article.

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Teachers’ Ultimate Guide to Using Videos | MindShift

Teachers’ Ultimate Guide to Using Videos | MindShift | Eclectic Technology | Scoop.it

"With one billion monthly users (and growing), YouTube's popularity is a pretty clear indication that video is a powerful medium. And kids' unrelenting fascination with videos is motivating many educators to find ways to leverage them for all kinds of purposes."

Beth Dichter's insight:

If you are looking for a great guide on using videos in our classroom check out this post and download this Teachers' Guide to Using Videos. The guide is split into the following sections:

* 5 Awesome Sites for Instructional Videos

* 6 Excellent Sites that Supplement your Lessons

* What’s Good? Curating and Evaluating Video Content

* Blending Videos into your Curriculum – This section looks at:

     Ignite Conversations

     Pique Interest, Create Perplexity and Inspire Inquiry!

     Flip Your Classroom: Extend and Engage!

     Exercises for Flipped Classrooms

     Demonstrate Labs, Experiments and Abstract Concepts

     Opportunities for Publishing

     Ten Great Examples of Educational Videos

The post ends with this statement: "You’ll find a slew of valuable resources, including video links for all kinds of subjects — history, math, science, language arts, and more — and ideas on how to inspire students to use videos as a conduit to dig in, ask questions, and learn." Take the time to download the pdf (available at the site).

 

Sheila Sillery's curator insight, October 25, 2014 3:58 PM

Using Videos with purpose 

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For Low-Income Kids, Access to Devices Could Be the Equalizer | MindShift

For Low-Income Kids, Access to Devices Could Be the Equalizer | MindShift | Eclectic Technology | Scoop.it

"No device should ever be hailed as the silver bullet in "saving" education -- nor should it be completely shunned -- but when it comes to the possibility of bridging the digital divide between low-income and high-income students, devices may play a pivotal role.

ccess to the Internet connects kids to all kinds of information — and for low-income students especially, that access has the power to change their social structure by allowing them to become empowered and engaged..."

Beth Dichter's insight:

Would providing students with access to cell phones at school improve their test scores? According to this article the answer is yes. A recent Pew report noted that there are significant differences in students access between higher and lower income schools. A study from QualCom "showed that low-income students’ test scores increased by 30 percent after they were given smartphones to access more information and instruction and to collaborate with their peers." 

What should be done to help decrease this digital divide? Below are suggestions from this post. Additional detail is provided (as are links to additional resources).

* Give students access.

* Give students prompts.

* Provide instructional objectives.

* Make yourself available.

* Invite observers to your mobile enhanced class.

* Inventory the devices.

* Use discretion.

* Use everything you have.

* Reframe productivity.

* Teach process not content.

* Value collaboration.

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10 Lessons Teachers Can Learn from YouTube’s Popularity

10 Lessons Teachers Can Learn from YouTube’s Popularity | Eclectic Technology | Scoop.it

This post provides a look at "what might happen if educators experimented with some of the lessons YouTube's staggering success has taught us."

Ten items are listed, with explanation and a section called "possibility for teachers."

The list includes: interdependence, diversity, brevity, selective social interaction, non-traditional, humor, cultural hyperbole, passive consumption, active selection and assisted discovery.

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For Storytelling Projects, Cool New Multimedia Tools | MindShift

For Storytelling Projects, Cool New Multimedia Tools | MindShift | Eclectic Technology | Scoop.it

"Writing will always be important, but weaving text, images, sound, and presentation together can give students more and different ways to express themselves. Easy-to-use online tools allow students the opportunity to create multimedia projects that demonstrate knowledge and develop useful skills. Check out these new three tools on the scene."

Beth Dichter's insight:

This post discusses three tools:

* Meograph, an online tool that allows you to create multimedia presentations that use video, maps, images, text, timelines, audio and links. You can check out a Meograph created by a student (on the water cycle) in the post.

* Zeega allows you "to create an interactive web-based story, pulling content from online sources, including photos, music, animated GIFs, and videos." Zeega is free for individuals. Please note that Zeega is for users over the age of 13.

* Wevideo is a primarily used to create videos, but it allows you to "several people collaborate at the same time." 

There is a comparision chart of these three tools (as well as Windows Live Movie Maker and iMovie11 included in the post.

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Teachers, Students, Digital Games: What’s the Right Mix? | MindShift

Teachers, Students, Digital Games: What’s the Right Mix?  | MindShift | Eclectic Technology | Scoop.it

"When St. Louis fifth-grade teacher Jenny Kavanaugh teaches history, she uses her laptop to look at a map, or to give kids a virtual 

our of the historical landmarks they’re studying. “Students can interact with history in very cool ways online,” she said."

But when it’s time for math, she puts the computer away. Even though Kavanaugh thinks technology is a great tool to enhance and deepen certain lessons, for drill and practice of key concepts in class, she finds one-on-one practice to be much more effective than its technological equivalent – digital practice games.

Beth Dichter's insight:

When is the right time to use computer games and when is practice with paper and pencial a better way to learn concepts in teaching? Below are two quotes that appear in this post.

"...Gary Stager, founder of theConstructing Modern Knowledge Summer Institute, recommend that computers be used to add “deep and meaningful experiences” to teachers’ lessons, much of what the 91percent of teachers with access to computers are doing may be just the opposite."

and "43 percent of classroom computing goes to playing educational digital games, while a Joan Ganz Cooney study showed that nearly 50 percent of teachers use digital games in class. But with nearly half of all classroom computer time dedicated to games — many of which are played to reinforce basic skills like phonics, spelling or multiplication tables — some teachers are wondering if games really are innovative techniques used to enhance student learning. Or are they just flashy, colorful ways of dishing out more of the same?"

The post also discusses the best use of iPads as well as SimCityEDU. Two questions are also raised in this post, are games being used to enhance instruction, and do we lose something when students use technology rather than paper and pencil to learn?

Katie S.'s curator insight, April 9, 2015 4:29 PM

This blog post discusses the use of technology and games in the classroom.  While teacher Jenny Kavanaugh uses games and technology for teaching history, she criticizes the drill like nature of math games and the post sees that developments need to be made in educational games to make them more useful and engaging.  It seems that history is at the forefront though, as online content is able to give a more direct experience of past, place, and events.

benjamin costello's curator insight, May 20, 2015 5:36 PM

Kids like many people learn in a variety of ways so whether you teach the "old fashion" way or through technology I think you must be aware of this. Digital games are just one way to achieve this but I think you have to fully immerse yourself and your students in the technology to be able to fully grab the good intention of it. Trial and error still work.

Gabrielle's curator insight, May 21, 2017 8:53 PM
Helps students engage in historical periods they're studying.
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SimCityEDU: Using Games for Formative Assessment | MindShift

SimCityEDU: Using Games for Formative Assessment  | MindShift | Eclectic Technology | Scoop.it

"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."

Beth Dichter's insight:

When you ask a middle school student what computers are good for they often reply "playing games." SimCity is going to be releasing a SimCity EDU version in the fall of this year. This new version "grew out of research conducted by the MacArthur foundation on how gaming can mirror formative assessments [PDF] – measuring understanding regularly along the learning path, rather than occasionally or at the end of a unit, as is most common. Their research found that games gather data about the player as he or she makes choices within the game, affecting the outcome. In games, players “level-up,” moving on to higher levels when they’ve mastered the necessary skills; similarly teachers scaffold lessons to deepen understanding as a student grasps the easier concepts."

The post also notes that there are those who question if assessment belongs in games. That is a topic that will continued to be debated.

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