Study Finds Classroom-Response 'Clickers' Can ‘Impede Conceptual Understanding’ Plenty of peer-reviewed research shows that classroom “clickers” improve student learning when it comes to delivering facts.
But a new study found that the devices can actually work against deeper learning of big-picture concepts. The study, which appears in the latest issue of the peer-reviewed journal “Computers & Education,” states the surprising finding in its long title: “Clickers can promote fact retention but impede conceptual understanding: The effect of the interaction between clicker use and pedagogy on learning.” Millions of students in colleges and schools around the world take classes that require clickers, small remote controls that let students buzz in answers to multiple choice questions during class. They can make a large classroom seem something like a TV game show, and the idea is that the added interactivity will improve student retention (and keep people’s attention).
11 Lessons About Game-based Learning and STEM Education. MIND's third annual K-12 Game-a-thon is now well underway, challenging students from across the country to design, build and share their own math games.
If you're cruious about how game-based learning can engage and excite kids around STEM (science, technology, engineering and math), it's worth checking out the recorded townhall hosted by STEMconnector on “Leveraging Game-based Learning to Increase STEM Engagement.” In case you missed it, here are 11 lessons we learned from the teachers, students, game-designers, philanthropists and experts who participated.
Games are already ubiquitous. Meet Caliper, the Data Standard That May Help Us (Finally) Measure Edtech Efficacy. Over 500 education technologists from companies and districts gathered last week in Denver for the IMS Learning Impact meeting, hosted by the IMS Global Consortium.
What we want our Teacher Tools to do – jaykjapra
This annual event aims to accelerate the development and adoption of data standards that allow technologies used in schools to “talk” to one another.
By enabling these connections, IMS, the nonprofit group that organized this event, hopes to create a plug-and play-educational ecosystem where tools can freely and seamlessly share information about student learning that educators can use to drive better learning outcomes. One of the most exciting and well-attended sessions covered the new IMS Caliper analytics standard, which can capture and share data on student activities in learning apps and software—thus giving teachers and developers a way to measure and glean insights on how students engage with digital tools.
How Digital Games Have Changed the Shape of Learning. A Seven-Part Series | Part Seven Learning is most often viewed as a linear process.
First, the thinking goes, students must be convinced they can do a task. Teachers are using online games and tech tools to bridge the partisan divide. Monkeybusinessimages/iStock The 2016 election and the tumultuous start to Donald Trump’s presidency, which hits the 100-day mark on April 29, have presented civics teachers in red, blue, and purple states alike with a double-edged sword.
Students are suddenly eager to talk politics and government, but the hyperpartisan reality beyond school walls makes it hard to pull off these discussions in class. In a sharply divided nation, even musty topics like the filibuster can spark heated exchanges and raise parental hackles. Peabody Essex Museum hires neuroscientist to enhance visitor experience. SALEM — For decades, museums have sought a minimalist approach when it comes to their galleries, hanging art on clean white walls so viewers can focus intently on the work before them.
But what if they’ve been doing it all wrong? To answer that question, the Peabody Essex Museum is taking what is being hailed as an unprecedented step in the museum world: hiring a neuroscientist to help apply the tenets of modern brain science to enhance the museum-going experience. Advertisement “What we want to create is a sense of exploration and discovery,” said Dan Monroe, the museum’s director and chief executive. “It’s to get people out of the mode of interacting with art on an unconscious level and beginning to think about what’s going on in the paintings.” Rethinking the Option of Failure After #LHRICTLI. Failure is a natural part of the learning process.
We don’t always know the answers and have to struggle productively through failure to achieve real learning and growth. But our schools aren’t made for failure. How do we balance the world of grading and standards with a culture of risk taking, innovation, and intellectual failure? Passwords get the boot as students use their own QR codes. 5 All Too Common Ways Edtech Implementations Fail.
On the surface, adopting technology to support teacher needs or student challenges isn’t terribly complex: define the problem you’re trying to solve, identify the right tools for the job, and implement the tools effectively and with fidelity.
In practice, these areas are fraught with challenges. End users are too often removed from the decision-making process during procurement. Educators argue that too many products don’t actually meet the needs of teachers or students. The 7 Deadly Sins of Online Learning (And 7 Ways to Repent) Education technology is riddled with temptations and false promises.
But if you ask Mark Brown, a professor and director of the National Institute for Digital Learning at Dublin City University in Ireland, problems such as falling for hype around new technology is an absolute moral dilemma. He’s caved in before. “I have a personal confession,” Brown admitted in his keynote address at OLC Innovate happening this week in New Orleans. “I am a very big sinner.” Is Your Edtech Product a Refrigerator or Washing Machine? Education innovators love to talk about adoption curves.
No need to conform, adapt, or create something new. Simply use. Add more detailed paragraph on ease of use in new about page. – jaykjapra
It’s a fancy way of looking at a pretty basic concept: the rate at which a given tool, model or approach saturates a market.
The Hidden Costs of Active Learning. Viewpoint The Hidden Costs of Active Learning Flipped and active learning truly are a better way for students to learn, but they also may be a fast track to instructor burnout. 8 Ways to Level Up Game Based Learning in the Classroom. Game based learning in the classroom should not be worksheets with points. It should be engaging and exciting. Here are eight ways to level up game based learning. Because, face it, many educational “games” fall short. Chocolate on broccoli. What Type of Video Games Are Right for Your Child? At their most basic level, playing video games is akin to reading books. Like books, video games can range in quality from trashy novels to informative historical fiction. Three more reasons why US education is ready for investment. Shifts in the education landscape are opening doors for investment.
Want to keep this one in mind for the last section about the corporate training market. – jaykjapra
The US market for educational products and services, across K–12, higher education, and corporate learning, is more than $1.75 trillion, and growing. While that figure alone warrants attention from investors, much of this market has historically been difficult for investors to access. K–12 and higher education are largely seen as public goods for the government to provide.
Corporate learning has been the responsibility of employers, which often have little appetite for innovation. Gamification of Learning Deactivates the Default Mode Network. Introduction Games offer incentivised conditions that are remarkably effective in engaging players in goal-directed behavior (Przybylski et al., 2010). This ability of games to engage their players has prompted the idea that “gamifying” learning experiences (i.e., embedding the learning in a game-like context) might improve learning outcomes. This interest may reflect common-sense reasoning that, if gamification leads to a more rewarding environment for learning, we might be more engaged and so learn more rapidly. A scientific basis for this idea is provided by data showing incentives can enhance a range of cognitive processes (Krawczyk and D’Esposito, 2013) including working memory, which is considered a strong predictor of educational learning (Gathercole et al., 2004; Alloway and Alloway, 2010).
Materials and Methods Participants. A useful rule of technology — ICT & Computing in Education. These UK teachers are about to tell the world how to really do edtech. Five teachers from the UK have been chosen to attend a Microsoft event in Canada that showcases the best use of technology in education across the world.
Digital evangelists that prove it can make a difference in the classroom. Congrats! – jaykjapra
‘Learn’-Launching the 2017 Edtech Conversation With Cautious Optimism. China's edtech is set to surpass the rest of the world. The Importance of Going Slow to Go Fast with Technology. How Does Gamification Affect the Learning Process? – The Tech Edvocate.
Games won't be the end all of improved education, but they can enhance it for the digital age given their popularity. – jaykjapra
Immigration Protests Cast Spotlight on Social Studies Teachers, Content Developers. Blockchain can increase online trust of higher ed systems. If you haven’t heard of blockchain yet, then it’s time to add this term to your technology lexicon. The most widely known use of the technology to date has been bitcoin, but blockchain is ripe with possibilities that go far beyond digital currency, with the potential to impact many industries, including higher education. Demand for Digital Courseware Is Higher Than Supply, Survey Says. Now, more than ever, higher education stakeholders believe digital course materials are the key to solving systemwide problems. A recent Pearson Education survey called “Digital appetite vs. what’s on the table,” found that at least 84 percent of students, teachers and administrators said a shift to digital could help with challenges they face.
The broken edtech ecosystem investors once avoided is changing. “Don’t go into education technology, no one makes any money,” was the advice I once got from an early founder of an edtech startup that failed. Is Your School Toyota or General Motors? Creating a Culture of Proactiveness. Obama’s Education Dept Issues Last Hurrah: A National Edtech Plan for Higher Education. What Makes a Smart Course ‘Smart’? Can Edtech Support—and Even Save—Educational Research? 3 Non-Negotiables When Teaching Students to Evaluate Their Own Learning. Has Your School Reached an Edtech Plateau? Here’s the Key to Moving the Needle. Collaboration at Springfield Public Schools. Don’t Ignore Teachers in Evaluation Studies of Education Technology.
Monetization Over Massiveness: Breaking Down MOOCs by the Numbers in 2016.
Help boost retention of the information in these new MOOCs with MazeFire. #collaboration #bettereducation (or some other such popular hashtags-Shannon?) – jaykjapra
10 Ways to Set STEM in Motion. A Sesame Spin on a Seuss Classic. Alternative Assessments: How I Took the Dread Out of Grading—and Replaced It With Fun. Who Thinks Tech Makes Learning More Fun? Frederick County’s Call to Administrators: Focus on the “Innovator” and “Early Adopter” Teachers, First. A Shift Toward Learning Design: What It Isn't, Why It's Needed, and If It's Right for You.
Shared dec. 28 FB twitter google – murphyshan
The 4-Letter Word You Need to Know—and How Teachers and Administrators Can Embrace Data Literacy. The Marriage Between Tech and Higher Ed is Imminent - LearnLaunch. We all create silos out of fear, necessity, and sometimes by chance. Gamification and Games-Based Learning. Why Partnerships—Not VC Funding Alone—Will Ensure Continued EdTech Innovation. Game On: How Four Community College Professors Spawned the CUNY Games Network. Composition Games for the College Classroom. Feds Award Grant to STEM Video Game Startup. (TNS) — A small Minneapolis start-up that makes educational games has been awarded a federal grant to develop apps to help students learn difficult science and math concepts. Andamio Games and two science educators at the University of Minnesota will use the $150,000 grant from the National Science Foundation to design a series of tablet-based lessons for high school and college biology.
Improving science, technology, engineering and math education has been a of the Obama administration. The U.S. could face a shortage of as fewer American students master difficult math and science concepts, and the nation ranks below many developed countries in math and science education. Digital Learning Games Become Increasingly Popular in the Classroom. 3 Reasons Teachers Are Integrating More Games, Videos into the Classroom. Digital games and videos are becoming more popular in classrooms as teachers look for ways to help students learn. Higher-Ed Edtech Conferences You Need to Know for 2017.