Eclectic Technology
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Eclectic Technology
Tech tools that assist all students to be independent learners & teachers to become better teachers
Curated by Beth Dichter
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8 Types of Learning Events You Need to Have in Your Classroom

8 Types of Learning Events You Need to Have in Your Classroom | Eclectic Technology | Scoop.it
A good eLearning course requires the right combination of learning events. But what are these exactly?
Beth Dichter's insight:

Although this infographic is geared to eLearning courses the same types of learning events should also be found in the classroom that is face2face. 

The eight learning events discussed are:

* Imitation

* Reception

* Guidance

* Exploration

* Experimentation

* Creation

* Self-Reflection

* Debate or Animation


Does your classroom incorporate these learning events? Do you have strengths in some areas asn weaknesses in others? Do your students demonstrate strengths or weaknesses that might suggest different activities? eLearning is something that many forecast as happening in public schools over the next 3 to 5 to 10 years. Considering these eLearning events today may prepare us to be better teachers tomorrow.

june holley's curator insight, April 3, 2014 7:15 AM

Guide for virtual learning of network weavers.

Sue Alexander's curator insight, April 3, 2014 10:23 AM

eLearn or in the classroom, as we look for ways to engage with content, these events give us choices in the type of transfer we expect in a lesson. Valuable resource in my UbD journey.

David Baker's curator insight, April 3, 2014 11:36 AM

The infographic is a good summary but the blog is even better as a description. 

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What Does ‘Design Thinking’ Look Like in School? | MindShift

What Does ‘Design Thinking’ Look Like in School? | MindShift | Eclectic Technology | Scoop.it

"Design thinking can seem a bit abstract to teachers. It’s not part of traditional teacher training programs and has only recently entered the teachers’ vernacular.

Design thinking is an approach to learning that includes considering real-world problems, research, analysis, conceiving original ideas, lots of experimentation, and sometimes building things by hand. But few schools have the time or wherewithal to integrate these processes into the school day."

Beth Dichter's insight:

Why would we ask students to learn design thinking? Perhaps because the concept of "considering real-world problems, research analysis..." (as quoted above) is called for in the Common Core. Based on my readings it plays hand in hand with the Maker Faire movement that is growing. This post in valuable because it discusses how a school is putting design thinking into practice, providing great tips as you read. 

And if you are thinking of trying some design thinking yourself you should check out the website Design Thinking for Educators (http://www.designthinkingforeducators.com/) and download their free toolkit which "contains the process and methods of design along with the Designer’s Workbook, adapted specifically for the context of K-12 education." This toolkit has been updated and is now version 2.

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Before Reading or Watching Videos, Students Should Experiment First

Before Reading or Watching Videos, Students Should Experiment First | Eclectic Technology | Scoop.it
A new Stanford study shows that students learn better when first exploring an unfamiliar idea or concept on their own, rather than reading a text or watching a video first.
Beth Dichter's insight:

What is the best way to flip a classroom? Perhaps it is not showing videos first, but allowing the student to experiment first and then watch videos or read material. This study shows that students experimented first had substantial improvement in performance.

This study used a specific "new interactive tabletop learning environment, called BrainExplorer, which was developed by Stanford GSE researchers to enhance neuroscience instruction." Based on the use of this environment students did better exploring first. The experiment is described and data is shared in this article and it shows that the group who experimented first had a significant improvement in their final score.

There is an explanation as to why they chose the field of neuroscience as their goal (quoted from post below):

“Part of our goal,” the researchers write, “is to create low-cost, easy-to-scale educational platforms based on open source, free software and off-the-shelf building blocks such as web cameras and infrared pens so that our system can be easily and cheaply deployed in classrooms.”

The article also notes that this 'many educational researchers and cognitive scientists have been asserting for many years: the “exploration first” model is a better way to learn.'

Ra's curator insight, July 21, 2013 5:43 PM

Implications for fabric tech in relation to systems. Trial and error as the lead in. Provide basic skill set and try to evolve the understanding of the systems and processes required to achieve identified outcomes.