Archive
component:how.learning-experiences
Blended Learning: What Research Says
A new Kaplan white paper suggests that effective online and/or blended learning is personalized and adaptive to meet individual learning needs; supports high levels of cognitive engagement in meeting learning objectives; and balances computer- or teacher-led guidance with learner control.
Blended Learning Lessons from Miami
Miami-Dade uses Florida Virtual powered learning labs to extend options for student. The blending occurs across courses rather than within courses. SRI drew 7 lessons from first year implementation. In short, do your homework, pick a strong partner, and communicate a lot.
From the Source, the Potential of Personal Digital Learning
Earlier this month, the Pacific Research Institute released a video that showcased the power of personal digital learning and the challenges that the parents, students and educators face in realizing its full potential. The following video, directed by Nick Tucker and produced by Lur Films and Ozymandias Media, looks at the tools that are generating the tipping point in an educational technology revolution.
Building a Thoughtful Blend
Innosight Institute’s report The Rise of Blended Learning defines it as “any time a student learns at least in part at a supervised brick-and-mortar location away from home and at least in part through online delivery with some element of student control over time, place, path, and/or pace.” To their definition, I add a requirement that the shift to an online environment for part of the student is intended to boost learning and operating productivity. Here's a description of rotation and flex schools and tools.
How Will the Shift to Digital Learning Happen?
New schools can provide quality options and great examples of what's possible but they won't serve many students. Here's ten change strategies that build on trends and may accelerate the transition to personal digital learning.
A 2020 Vision for Riverside Unified School District
By: David Haglund The introduction of information technologies into virtually every aspect of our lives has led education leaders, parents, and students to think differently about where and how learning takes place. Traditional concepts of schools, classrooms, and learning are being challenged as technologies introduce new ideas and capabilities into the system and new school models are emerging (e.g., Riverside Virtual School www.rvslink.net). Beyond the school walls, the global business market is demanding a new set of skills from college graduates and has an increasingly growing pool of workers from which to draw the best qualified employees.
Is Your School Preparing Learners for Success? 5 Questions to Consider
This post by Shane Krukowski first appeared on Innovative Educator on 11/23/11. Shane is CEO of Project Foundry, a great project-based learning platform. “The future is something which everyone reaches at the rate of sixty minutes an hour, whatever he does, whoever he is.” ~C. S. Lewis Redesigning education involves much…
Deeper Learning: Engaging Students Across the Humanities
Personalized math products are becoming more common in classrooms from kindergarten to college. These tools are really promising for building math skills and fluency. But I hear a growing number of people that compartmentalize learning technologies to skill building. Since raising my kids on Dr Brain, Oregon Trail, and Sim…
How the Best Math Software Avoids the Worst Teaching Mistakes
Like many of us in the education community, my first year of teaching was a disaster. Five periods of Algebra I with 10th and 11th graders at an urban Los Angeles high school was a tough start, and on top of it I made pretty much every mistake in the book. Classroom management was one thing, but the bigger frustration was that I knew I was making no headway in actually teaching math to my students.
SKYRIM: How far r uu??!!
Pretty far, compared with typical learning environments. Not just for kids either: according to the Entertainment Software Association, the average age of video-gamers these days is 37, with 29% over the age of 50! (You know who you are.