Seema Bansal forged a path to public education reform for 15,000 schools in Haryana, India, by setting an ambitious goal: by 2020, 80 percent of children should have grade-level knowledge. She’s looking to meet this goal by seeking reforms that will work in every school without additional resources. Bansal and her team have found success using creative, straightforward techniques such as communicating with teachers using SMS group chats, and they have already measurably improved learning and engagement in Haryana’s schools.
By Patricia Brown (Columnist) Mar 22, 2016
Video in the classroom is powerful, because it has the ability to make the classroom come alive, and make meaningful learning experiences and connections. Video allows you to deliver long-lasting images, and reach children with various learning styles. But how do you make sure you’re keeping things fresh?
Here are a few ways you can incorporate video projects in your classroom—on a daily basis.
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/Mar 18, 2016
Nearly every aspect of the world is being transformed by digital tools. Over Thanksgiving weekend in 2015, more people shopped online than braved the aisles of brick and mortar stores fighting for highly discounted items. Globally, there are 2.6 billion active smartphone subscriptions. And self-driving cars have already clocked over 1 million miles on public roads. There is no doubt that technology is impacting how we educate our children and ourselves as well. Over 21 million post-secondary students are enrolled in online courses. Computers are in virtually every school in the country and more of those computers are connected to the Internet than ever before. In fact, the number of students with broadband at school increased by 20 million over just the last two years. Because technology is widely perceived to improve our day-to-day experiences, it is logical to conclude that technology will improve learning outcomes in our nation’s schools by itself. This is an idea that must die.
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Launched in 2013, Code.org® is a non-profit dedicated to expanding access to computer science, and increasing participation by women and underrepresented students of color. Our vision is that every student in every school should have the opportunity to learn computer science. We believe computer science should be part of core curriculum, alongside other courses such as biology, chemistry or algebra.
Code.org increases diversity in computer science by reaching students of all backgrounds where they are — at their skill-level, in their schools, and in ways that inspire them to keep learning.
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- Moving faculty and staff to Gmail and Google Calendar required quickly training IT professionals across campus to support the new systems — which were not a priority among their other pressing concerns.
- Introducing gaming elements to the Google apps training via the Jedi Academy excited staff and faculty and attracted more participants than expected.
- As shown by the Jedi Academy’s success, appropriate use of gaming elements can make otherwise mundane or avoided tasks, including support training, fun and rewarding.
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Posted 06/19/2015 11:12AM
Personalization is all-the-rage across the country, and it’s no small wonder. Until recently, personalizing student learning felt like a dream, but now, in an age where user-driven practices are the standard and where technology helps us function more effectively than ever before, personalization is feeling less and less like a dream, and more like a blissful reality.
Along with any dream, however, comes some unattainable and idealistic myths. While these myths make perfect sense, many of them deter teachers from even attempting to personalize learning, perpetuating the deep sleep of the one-size-fits-all approach. Are you one of those teachers dreaming of personalizing your classroom of thirty kids? Train your brain to break these three myths, and then get to personalizing!
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02/18/2015, Terry Heick, published on te@chthought
When researching student motivation and gamification late last year, I came across the most comprehensive gamification framework I’ve ever seen. Developed by gamification expert Yu-kai Chou, it was an ambitious effort that distinguished black hat gamification (which is “bad”–think Farmville and Candy Crush) from white hat gamification (which is “good”–think Minecraft or even an ACT score). (It’s also copyrighted, but they graciously allowed us to use it.)
While it is designed not as an educational framework, but rather as a way to demonstrate gamification and its many strands, gamification is about human encouragement and motivation. For educators, student motivation is one of the pillars of a academic performance. While the terms are sometimes misunderstood–and risk becoming cliche as we continue to talk about them topically rather than specifically–student motivation and student engagement are prime movers in the learning process. Without either, teaching is an uphill battle.
So what began as a post about gamification became more a matter of student motivation–what motivates students in the classroom and why. If we can nail down those factors–those characteristics that drive student motivation–we can, at worst, be more attentive to them as we design assessments, lessons, units, and even learning models.
8 Core Drives Of Student Motivation
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April 23, 2015 8:03 AM ET
How many different flavors of jam do you need to be happy?
In 2000, a famous experiment showed that when people were presented with a supermarket sampler of 24 exotic fruit flavors, they were more attracted to the display. But, when the sample included only six flavors, they were 10 times more likely to actually buy.
This experiment contributed to the literature of what’s known as “the paradox of choice.” Too many choices can lead to feelings of frustration, dissatisfaction and paralysis, which is especially bad in cases where not making a choice is the worst one of all.
College is no different from jam, according to a surprising new book, Redesigning America’s Community Colleges. The authors, three Columbia University education researchers, argue that the best way to help the largest number of students get through college is to give them fewer pathways than they have now.
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