background preloader

Connected learning

Facebook Twitter

"The evolution and expansion of the maker movement not only validates Dewey’s theories, but also offers promise that trends in education are gravitating towards the best interest of students. School libraries transforming to stay relevant in digital age. Dive Brief: As books gave way to digital sources of information instantly accessible from anywhere, school libraries and librarians were put under pressure to reinvent themselves, according to eSchool News.School librarians are still supporting reading, writing and research skills, but with a co-focus on digital literacy as well. The digital workshop is one 21st century learning opportunity that school librarians are implementing. Students learn coding and valuable social skills, including teamwork. Dive Insight: School libraries have been having a tough time in recent budget battles. Many schools no longer have a full-time certified librarian on staff. Some administrators still think of a school library as the place where all the books are kept, and with that mindset, make it the first budget line to go.

Administrators can think about how the role of their school librarian can morph to best serve students. Kjære kunnskapsminister – Ytring. I forrige uke leste vi på NRK Ytring om en mor som tenkte på lekser. Hun tenkte på sønnen sin på bare seks år som ble sittende med så mye lekser at lek og moro i det fine maiværet måtte forsakes. Moren konkluderte med: dropp leksene! Blir han bedre på skolen? Neppe. Holder leksene han motivert de neste 12 årene? Neppe. Jeg er enig med henne. For kjære kunnskapsminister, det er så mye som bekrefter at hun har rett. 1. 2. 3. 4. 6. 7. 8. Til slutt: 9. april postet jeg et innlegg på Facebook som ble delt 1.600 ganger. Vi er med andre ord en betydelig mengde mennesker, kjære kunnskapsminister. Listene med underskrifter blir levert til dere 12. juni kl. 13.15, til statssekretær Rikke H. Vi krever forskning på erfaringene med leksefrie skoler.

Jeg håper og tror at du gjør leksene dine, Jan Tore Sanner. What Types of Sound Experiences Enable Children to Learn Best? How Kids Learn Better By Taking Frequent Breaks Throughout The Day. Minecraft and The Future of Transmedia Learning. EPIC HEADSHOP: The Evolution of Minecraft When my 8-year-old son typed “epic headshop at 31;65” into the command prompt, I realized the Minecraft I knew was dead. In its place something new had emerged. If I wanted to keep using it as a vehicle for advancing learning goals, it was high time for a serious reevaluation. BEYOND GAME: The Rise of Transmedia Learning “Minecraft is not a game.” If I had a dime for every time I’ve heard that since first learning of the worldwide phenomenon in Spring of 2011 at the Games For Change Festival… well, I’d have enough to run my own Minecraft server. My wife asked me, when she saw me writing this, “Isn’t it just like Legos?”

Calling Minecraft a “game,” however, seems to be a useful way to conceptualize the experience, not just for me but for the world at large. Not any more. What then will I say? This: Minecraft is our first look at the future of transmedia learning. But what is transmedia learning? Entertainment media experience.” Leveling the STEM playing field for girls, one robot at a time.

I was introduced to competitive student robotics seven years ago, when my fifth-grade son developed an interest with his friends. My daughter followed in those footsteps, and through their experiences, I saw how differently STEM is presented to and approached by boys and girls. I wanted to help level the playing field by making it easier for girls to develop a passion for STEM. I’d already built a space in my garage to coach kids about robotics, and I decided it was time to expand the effort so that more girls could get involved. Last year, along with a scrappy group of Googlers and high school students, I hosted a workshop with the VEX Girl Powered initiative and eventually partnered with the Girl Scouts of Northern California. Tell us about the project your team worked on. Rebecca: The girls built a robot to lift and move cones within a 10’ by 10’ game-zone. What’s been the most rewarding part of working with the girls? 2018 kan bli året appmarkedet snus på hodet.

Såkalte Progressive Web Apps er i ferd med å bli allemannseie. Plutselig trenger du ikke lenger en app for å betale eller ha videosamtaler på mobilen. Hva kan dette bety for deg og meg? Vi har jobbet lenge nok i bransjen til å huske tida hvor nettsider ble stemplet som håpløst gammeldagse og alle ville ha en app. Slik er det ikke lenger. Ser man på amerikanske tall fra ComScore, laster over halvparten ikke ned en eneste app i måneden. I 2018 kan imidlertid hele appmarkedet snus på hodet, takket være såkalte Progressive Web Apps, gjerne forkortet til PWA. Plutselig kan vi gjøre mye mer med mobilen uten å laste ned apper: betale, ha videosamtaler, overføre filer og bruke dem offline. Hva er egentlig en Progressive Web App? PWA er definitivt buzzord nummer én for webutvikling i 2018. Vi kan også se at Google-søk etter «PWA» jevnt og stødig øker: Flere store aktører har allerede lansert PWAer: Twitter, Spotify og Google Maps er noen av dem.

Kjapp begrepsrydding En sentral forkortelse: API. Connected Learning: Gaming and Writing. I was doing some searching for something else entirely when I came across this piece by Mimi Ito about the connections between gaming and writing. Ito shares a case study profile of a girl whose interests in Minecraft expanded her sense of self as a writer. Read From Writing to Gaming to Writing I appreciate this section, where Ito talks about how the student followed her interest in gaming by writing scripts that take place in Minecraft, and how the teacher was open enough to understand that the students was following a passion. Tal got the idea to write scripts for her and her friends to film as animated plays in the game from a post on a Minecraft online forum.

She got support for doing so from her social studies teacher, who had noticed Tal’s interest in creative writing. I’ve written quite a bit here about how to connect writing to game design, and still find it a powerful connector point. This chart comes from my Game Design Unit in the writing classroom. Peace (game it for success!) What Is the Point of a Makerspace? Digital kompetanse - barnehagelærere og lærere. Nå skal de få fart på kodinga i skolen: – Dette er et gigantisk gjennombrudd for oss - Digi.no.

20 Strategies for Motivating Reluctant Learners. Flere hundre selskaper sitter på min personlige informasjon. Ny personvernlov gir deg flere rettigheter til å bestemme over dine data, men hvem sitter egentlig på dem? Her får du flere tips til hvordan du kan rote frem aktører som har dataene dine, inkludert en ny app som scanner epostkontoen din. Internett er ikke bygget for å gjøre deg anonym. Faktisk lagrer de fleste IT-systemer haugevis med informasjon om oss. Til DN sier Datatilsynet at jeg sannsynligvis vil få en 800 meter høy papirbunke med A4-ark om jeg printet ut all informasjon om meg som er lagret digitalt.

Noe av dette er av svært personlig art, mens noe deler jeg allerede offentlig. Ofte brukes dette til å gjøre tjenester bedre. Selv tok jeg en sjekk på de stedene det er størst sannsynlighet for å finne organisasjoner jeg har vært i kontakt med. De fleste selskap jeg har et kundeforhold til (og derfor har data om meg), er koblet opp mot min primære epostkonto. Cambridge Analytica-skandalen handlet om hvor mye personlig informasjon apper fikk fra Facebook. Innsynsrett. Innovation: Creating and Learning in AR, VR. Every day brings a new opportunity to implement a new tool or method into the classroom, and what better way than to have students be able to immerse in a learning experience. Augmented and virtual reality are becoming more commonly used in K-12 classrooms and higher ed for this purpose.

With the increased focus on and questions surrounding the use of AR and VR tools, educators and parents may be wondering about the benefits for student learning. In a recent report from Common Sense, 62% of the parents surveyed, stated they believe that VR will provide educational experiences, this same belief was shared by 84% of parents surveyed, who have children already using VR. In the recently published book Learning Transported, author Jaime Donally focuses a chapter on the reasons that these tools should be welcomed into our classrooms. Some reasons include more authentic learning, innovative learning spaces and a means to transform how students are learning. CoSpaces: Bring a story to life. Forskning: Hyppige pauser gjør deg mer effektiv. Publisert:24.05.18 10:42 Del saken på: Lenken er kopiert De som insisterer på å ta hyppige pauser på jobben, er slett ikke unnasluntrere, men blir derimot mer effektive, viser dansk forskning.

Institutt for psykologi ved Københavns Universitet har undersøkt sammenhengen mellom pauser og produktivitet. Om man ikke tar hyppige pauser, faller konsentrasjonen, kreativiteten og produktiviteten, og man får gjort mindre, konkluderer arbeids- og organisasjonspsykolog Janne Skakon Hjernen må hvile Forskningen viser at en pause på 10 til 15 minutter hver halvannen time er optimalt dersom man vil gjenvinne konsentrasjonen. Selv et par minutters pause, der man kikker ut av vinduet, kan imidlertid ha god effekt. – Man trenger mulighet for å koble bort oppgaver som er kognitivt krevende, for så å vende tilbake med fornyet kraft. .

– Når vi for eksempel arbeider med nye ting, oppleves oppgavene mer krevende, og vi har derfor bruk for pauser fordi vi raskere blir trøtte. Bort fra arbeidsplassen. Connecting Learners Through Hashtags, Focal Points. Bali is an educator of educators — she teaches educational technology to in-service school teachers. Far from being confined to a technical support role, Bali’s pedagogy — and her writing about it — is expansive and multifarious. She wrote a sentence I could have written myself in her article on critical pedagogy that I recommend to all who are interested in classrooms as learning communities: “Critical pedagogy, for me, is not about knowing how to do everything right, or getting it right the first time, or every time. It is about putting faith in our learners to take control of their learning, and teach us, each other, and themselves in the process.” I remember how scary it was to “put my faith in our learners to take control of their learning” the first time I did it, and how the fear receded as student enthusiasm, engagement, and ingenuity kicked in, surpassed my expectations, and taught me a few things every time.

Banner image credit: Tamari 09. Practicing the Principles of Connected Learning. I’ve met and profiled active contributors for years, but Kevin Hodgson has to be one of the most active co-learners I’ve encountered. He was part of my Twitter personal learning network, but I began to understand how much energy he puts into sharing his knowledge and imagination when we participated in Connected Courses, “a collaborative community of faculty in higher education developing networked, open courses that embody the principles of connected learning and the values of the open web.” We had a plan, but part of that plan was what I call “co-learning” — we knew that the learners in this course were also educators, and we knew that they would come up with ideas that the course planners had not thought of.

We knew that leaders we had not picked would emerge. Hodgson, a prolific edublogger and tweeter, started posting “daily connects” — a brief activity, every day, that led the far-flung participants to connect with each other. Blogs.windows. A new culture of work is emerging. One where unlocking the power of the team has never been more important. I see it with our team daily. People coming together, creating together. Making products stronger through collaboration, whether they’re in the same room or separated by thousands of miles. Today’s most effective businesses have a team-based, collaborative culture and place an emphasis on enabling creativity and productivity. It’s not just that how we work is changing, it’s that where we work is changing too.

There is a need for a device built for teams and designed for these new environments. Today, I’m excited to introduce that device, the next generation – Surface Hub 2. Unlock the power of the team Surface Hub 2 was designed from the ground up to be used by teams – to get people out of their seats, to connect and ideate, regardless of location. Perfect for any space The magic of tiling Tiling is one of my favorite features on Surface Hub 2. The future of collaboration is coming. Personalized Learning vs. Personalized Practice [Video] Interactive Storytelling Through Minecraft, Fantastic Mr. Fox.

How does one best engage the audience in a story? At Shapescape, our answer has always been Minecraft. Through Minecraft we seek to tell some of the best stories in new ways, involving and educating the audience in the process, all the while having the experience be a joyful game. Most recently we had the pleasure of telling the magnificent story Fantastic Mr. Fox by novelist Roald Dahl, revolving around the clever Mr. By utilizing the freedoms of Minecraft, we are able to retell stories and use new means of creating interest with young people. When it comes to telling stories in Minecraft, realizing the strengths and weaknesses is key.

While the brilliance of Roald Dahl is undeniable, much can be added by allowing the fantasy of a host of players to add their creative ideas and interpretations to the universe; at the very least it teaches a thing or two about storytelling. Recreating a wonderful place such as the world of Fantastic Mr. August G. Download the world of Fantastic Mr.

Let The Technology Serve The Curiosity, Not The Other Way Around - Lifelong Kindergarten: Q&A with Mitch Resnick - Connected Learning Alliance. March 27, 2018 at 1PM Pacific Time Join Mimi Ito, director of the Connected Learning Lab at UC Irvine, as she interviews Mitch Resnick, the director of the Lifelong Kindergarten group at the MIT Media Lab, about his new book, “Lifelong Kindergarten: Cultivating Creativity through Projects, Passion, Peers and Play.” Mimi Ito is a cultural anthropologist, studying youth new media practices in the U.S. and Japan. She oversees research activities of the Digital Media and Learning Hub and is Chair of the MacArthur Research Network on Connected Learning and Director of the Connected Learning Lab at the University of California, Irvine.

Mitchel Resnick, an expert in educational technologies, is Professor of Learning Research at the MIT Media Lab. He has worked closely with the LEGO toy company for thirty years, collaborating with them on such innovative projects as the LEGO Mindstorms robotics kits, and he holds the LEGO endowed chair at MIT. Kampen mot eksamensangsten – Rogaland. Linn Eliesen (22) sitter med bøkene og Macen foran seg på et grupperom på Universitetet i Stavanger. Det er under én måned til eksamen, og deretter skal bacheloroppgaven være klar. Lærerstudenten fra Lørenskog tenker på alt hun skal rekke før sommerferien. I tillegg til skole, har hun jo flere frivillige verv, jobb, venner og lacrosse med studentlaget. Først begynner hun å svette.

Rommet blir mindre, og tankene om hvor mye pensum hun må gjennom strømmer på. De blir vanskeligere å konsentrere seg. . – Det kjennes ut som noe trykker på brystet, og det føles ut som at jeg ikke får puste. 22-åringen blir redd for å mislykkes. Hun må ut fra lesesalen nå! Dette er bare ett av mange panikkanfall som Linn opplever i eksamensperioden.

Flere enn tidligere har psykiske utfordringer Linn er derimot ikke alene om å slite med eksamensangst nå som mange av landets studenter har eksamensperiode. I 2014 svarte 13 prosent av landets studenter at de har mye eksamensangst, og 25 prosent svarte at de har litt. Why Late Nights Lead to Crankier, More Emotional Teens. Kids are not better at technology than adults. Why Journalism Might Actually Be the Class of the Future. Raspberry Pi Becomes Cycle Exact Commodore Drive Emulator. Lifehacker. How Teaching Is Like the Muppets. Why Minecraft. Young People Are Lonelier Than Their Elders : Shots - Health News. Promoting a Global Community of Educators. The Minecraft Effect. Understanding Dyslexia and the Reading Brain in Kids. Bit, Block, Sketch, Build: Bricolage and Educator Learning - Hybrid Pedagogy.

Five Social Benefits of Introducing Minecraft to Your School. Microsoft Store for Education. Ken Robinson sier at skoler dreper kreativiteten. MInecraft som læringsarena. Students build coding skills block by block. 19 Apps to Bring App Smashing to Your Classroom. Retropie 3.6 Tutorial - A beginners Guide to Setting up RetroPie on the Raspberry Pi 3. BBC Sound Effects Player. The Six Must-Have Elements Of High Quality Project-Based Learning. Tech in Asia - Connecting Asia's startup ecosystem. Semantris. 6 Design Principles Of Connected Learning. - Connected Parenting for a Connected World. Connectedcamps. DATASPILL , SPILL - Derfor bør barna spille dataspill. Mimi Ito - Connected Learning. How I use Pearltrees to organize my homeschool bookmarks. HOW TO USE PEARLTREES.

Let's Play Minecraft with VintageBeef - EP01 - Elusive Chicken.