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What’s the Difference Between a Flipped Classroom and Flipped Learning?

What’s the Difference Between a Flipped Classroom and Flipped Learning?
"If only [insert subject here] were taught this way when I was in school, I might actually know how to do it." I have said this countless times, and I hear it often from ­others. As ­executive director of the Flipped Learning Network (FLN), I have an "elevator speech" at the ready ­whenever people ask what flipped learning is. Once I ­explain the ­concept — and they register how a flipped classroom could have changed their own learning ­experience — they nearly always respond with some variation of that refrain. Defining the Terms Usually, the quick explanation I offer describes a flipped classroom: In this scenario, teachers record their lectures, which students watch outside of class, and then dedicate class time to doing the homework. Why do I characterize this explanation as a flipped classroom and not flipped learning? What are the most common misconceptions about a flipped classroom and flipped learning? Fact or Fallacy? Fallacy Per FLN's "What Is Flipped Learning?" Fact or Fallacy?

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Why Rote Learning Doesn’t Work — And What Does Work? – Medium Why Rote Learning Doesn’t Work — And What Does Work? Do you know Judy Willis? She’s a board certified neurologist, classroom teacher, and Edutopia blogger. According to Dr. The “WHY” Guide to #Edchat topics Although many educational models and pedagogies can seem like a conveyer belt of fads sometimes, many of them at least focus on one or two key educational concerns. Regardless of whether you think it a passing fad, many of them have an aim that you should know about and be considering as a teacher in the 21st Century. I must admit though, as busy teachers, it is understandable that to fully implement a number of them is unrealistic. So here’s my summary of the key take-aways from each model that you should aim to implement in your teaching. (Click for larger version)

Introducing a Game-Based Curriculum in Higher Ed Continuing from last week’s post about “The Gamification of Education”, this week we bring you a guest post from Justin Marquis, who examines the why’s and how’s of incorporating game based learning elements into the higher education curriculum. The gamification movement is in full-effect with its fair share of proponents and opponents. Those in favor of the idea most often cite student motivation and the ability of games to simulate real world circumstances so that learners can safely explore these environments without endangering themselves or others. Why Games & Learning The meaning of knowing today has shifted from being able to recall and repeat information to being able to find it, evaluate it and use it compellingly at the right time and in the right context. Education in the early part of the twentieth century tended to focus on the acquisition of basic skills and content knowledge, like reading, writing, calculation, history or science. Many experts believe that success in the twenty-first century depends on education that treats higher order skills, like the ability to think, solve complex problems or interact critically through language and media. Games naturally support this form of education. They are designed to create a compelling complex problem space or world, which players come to understand through self-directed exploration. They are scaffolded to deliver just-in-time learning and to use data to help players understand how they are doing, what they need to work on and where to go next.

How to Start Incorporating Games Into the Classroom From dice to educational video games, classes led by instructional technology teacher Ryan Read are increasingly full of game-based learning! Ryan's responsibilities at Jackson Charter School in Rockford, IL include supporting other teachers as they try out new modes of instruction in the classroom. Ryan shares his experiments with technology and game-based learning extensively on Twitter as @Ryan7Read. 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.

5 Video Game Principles that Motivate Endless Play and Learning Everyone is well aware that video games captivate audiences around the world. By 2015, their annual market share is projected to be $111 billion. If we can understand what makes video games so engaging (their core principles, not superficial mechanics), we can harness these principles to make our schools more effective. From my experience researching and designing math games for MIND Research Institute, here are five basic principles video games embody to create engaging experiences for players: 1. A Look Back: Giving Teachers the Opportunity to Say “Yes” to Ed Tech Next February, this blog will be celebrating its ten-year anniversary! Leading up to it, I’m re-starting a series I tried to do in the past called “A Look Back.” Each week, I’ll be re-posting a few of my favorite posts from the past ten years. You might also be interested in:

The Ultimate Guide to Teaching Science Looking to invigorate your science curriculum and teaching this year? Help Teaching’s team of teachers understands the time and commitment it takes to prepare meaningful science classes and lab activities, not to mention stay up-to-date with the latest scientific advances. Updated for the 2016-2017 school year, we have gathered links to over 70 of our favorite resources to help support rookie and veteran science teachers and homeschooling parents alike. Happy Teaching! Next Generation Science Standards 6 Activities to Promote Computer Science Education Did you know that experts estimate there will be 1.4 million computing jobs open in 2020 and only 400,000 students to fill them? Since 2013, Computer Science Education Week has been held during the second week of December. This week is designed to make students and teachers more aware of computer science and the importance of building computing skills at early age.

How to bring the flipped classroom model to professional development The flipped classroom model is, as regular readers will know, quite the thing and the starting point for a possible new model of education in schools and a move away from the traditional classroom approach. That classroom approach is, however, adopted in education models away from schools – so could the flipped approach change adult education or professional development? In the case of the latter, this infographic, from Bill and Candace, would certainly think so. Although on the rosy end of the spectacles spectrum, it does outline an approach which makes the process a two-way one, with learners outlining their needs and educators tailoring their approach in response. It wouldn’t be the easy way – ‘feedback loops’ and tailored content need attention and work – but as a way of getting PD learners engaged and active, it’s certainly got our attention.