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International Conference on Learning Athens Greece

Twenty-fifth International Conference on Learning

2018 Special Focus: Education in a Time of Austerity and Social Turbulence  21–23 June 2018 University of Athens, Athens, Greece http://thelearner.com/2018-conference

Theme 8: Technologies in Learning

  • Technology and human values: learning through and about technology
  • Crossing the digital divide: access to learning in, and about, the digital world
  • New tools for learning: online digitally mediated learning
  • Virtual worlds, virtual classrooms: interactive, self-paced and autonomous learning
  • Ubiquitous learning: using the affordances of the new mediaDistance learning: reducing the distance

Theme 9: Literacies Learning

  • Defining new literacies
  • Languages of power: literacy’s role in social access
  • Instructional responses to individual differences in literacy learning
  • The visual and the verbal: Multiliteracies and multimodal communications
  • Literacy in learning: language in learning across the subject areas
  • The changing role of libraries in literacies learning
  • Languages education and second language learning
  • Multilingual learning for a multicultural world
  • The arts and design in multimodal learning
  • The computer, internet, and digital media: educational challenges and responses

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PROPOSAL: Paper presentation in a Themed Session

Title

Virtual Reality and Gamification in the Educational Process: The Experience from an Academic Library

short description

VR, AR and Mixed Reality, as well as gaming and gamification are proposed as sandbox opportunity to transition from a lecture-type instruction to constructivist-based methods.

long description

The NMC New Horizon Report 2017 predicts a rapid application of Video360 in K12. Millennials are leaving college, Gen Z students are our next patrons. Higher Education needs to meet its new students on “their playground.” A collaboration by a librarian and VR specialist is testing the opportunities to apply 360 degree movies and VR in academic library orientation. The team seeks to bank on the inheriting interest of young patrons toward these technologies and their inextricable part of a rapidly becoming traditional gaming environment. A “low-end,” inexpensive and more mobile Google Cardboard solution was preferred to HTC Vive, Microsoft HoloLens or comparable hi-end VR, AR and mixed reality products.

The team relies on the constructivist theory of assisting students in building their knowledge in their own pace and on their own terms, rather than being lectured and/or being guided by a librarian during a traditional library orientation tour. Using inexpensive Google Cardboard goggles, students can explore a realistic set up of the actual library and familiarize themselves with its services. Students were polled on the effectiveness of such approach as well as on their inclination to entertain more comprehensive version of library orientation. Based on the lessons from this experiment, the team intends to pursue also a standardized approach to introducing VR to other campus services, thus bringing down further the cost of VR projects on campus. The project is considered a sandbox for academic instruction across campus. The same concept can be applied for [e.g., Chemistry, Physics, Biology) lab tours; for classes, which anticipate preliminary orientation process.

Following the VR orientation, the traditional students’ library instruction, usually conducted in a room, is replaced by a dynamic gamified library instruction. Students are split in groups of three and conduct a “scavenger hunt”; students use a jQuery-generated Web site on their mobile devices to advance through “hoops” of standard information literacy test. E.g., they need to walk to the Reference Desk, collect specific information and log their findings in the Web site. The idea follows the strong interest in the educational world toward gaming and gamification of the educational process. This library orientation approach applies the three principles for gamification: empowers learners; teaches problem solving and increases understanding.
Similarly to the experience with VR for library orientation, this library instruction process is used as a sandbox and has been successfully replicated by other instructors in their classes.

Keywords

academic library

literacies learning

digitally mediated learning

 

pedagogically sound Minecraft examples

FridayLive!! Oct 27 THIS WEEK 2:00 PM EDT 

Minecraft for Higher Ed? Try it. Pros, Cons, Recommendations? 

Description: Why Minecraft, the online video game? How can Minecraft improve learning for higher education?
We’ll begin with a live demo in which all can participate (see “Minecraft for Free”).
We’ll review “Examples, Not Rumors” of successful adaptations and USES of Minecraft for teaching/learning in higher education. Especially those submitted in advance
And we’ll try to extract from these activities a few recommendations/questions/requests re Minecraft in higher education.

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Examples:

Minecraft Education Edition: https://education.minecraft.net/
(more info: https://blog.stcloudstate.edu/ims/2017/05/23/minecraft-education-edition/)

K12: 

Minecraft empathy skillshttp://www.gettingsmart.com/wp-content/uploads/2017/04/How-Minecraft-Supports-SEL.pdf 

coding w MineCraft

Minecraft for Math

Higher Ed: 

https://education.minecraft.net/discussion/minecraft-higher-education/

https://education.minecraft.net/discussion/using-mcee-in-higher-education/

Why NOT to use minecraft in education:

https://higheredrevolution.com/why-educators-probably-shouldn-t-use-minecraft-in-their-classrooms-989f525c6e62

College Students Get Virtual Look at the Real World with ‘Minecraft’

Carnegie Mellon University uses the game-based learning tool to help students demonstrate engineering skills. SEP182017

https://edtechmagazine.com/higher/article/2017/09/college-students-get-virtual-look-real-world-minecraft

Using Minecraft in Higher Education

https://groups.google.com/forum/#!topic/minecraft-teachers/cED6MM0E0bQ

Using MinecraftEdu – Part 1 – Introduction

https://www.youtube.com/watch?v=Lsfd9J5UgVk

Physics with Minecraft example

Chemistry with Minecraft example

Biology

other disciplines

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Does learning really happen w Minecraft?

Callaghan, N. (2016). Investigating the role of Minecraft in educational learning environments. Educational Media International53(4), 244-260. doi:10.1080/09523987.2016.1254877

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Noelene Callaghan dissects the evolution in Australian education from a global perspective. She rightfully draws attention (p. 245) to inevitable changes in the educational world, which still remain ignored: e.g., the demise of “traditional” LMS (Educase is calling for their replacement with digital learning environments https://blog.stcloudstate.edu/ims/2017/07/06/next-gen-digital-learning-environment/ and so does the corporate world of learning: https://blog.stcloudstate.edu/ims/2017/03/28/digital-learning/ ), the inevitability of BYOD (mainly by the “budget restrictions and sustainability challenges” (p. 245); by the assertion of cloud computing, and, last but not least, by the gamification of education.

p. 245 literature review. In my paper, I am offering more comprehensive literature review. While Callaghan focuses on the positive, my attempt is to list both pros and cons: http://scsu.mn/1F008Re

 

  1. 246 General use of massive multiplayer online role playing games (MMORPGs)

levels of interaction have grown dramatically and have led to the creation of general use of massive multiplayer online role playing games (MMORPGs)

  1. 247 In teaching and learning environments, affordances associated with edugames within a project-based learning (PBL) environment permit:
  • (1)  Learner-centered environments
  • (2)  Collaboration
  • (3)  Curricular content
  • (4)  Authentic tasks
  • (5)  Multiple expression modes
  • (6)  Emphasis on time management
  • (7)  Innovative assessment (Han & Bhattacharya, 2001).

These affordances develop both social and cognitive abilities of students

 

Nebel, S., Schneider, S., Beege, M., Kolda, F., Mackiewicz, V., & Rey, G. (2017). You cannot do this alone! Increasing task interdependence in cooperative educational videogames to encourage collaboration. Educational Technology Research & Development65(4), 993-1014. doi:10.1007/s11423-017-9511-8

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Abrams, S. S., & Rowsell, J. (2017). Emotionally Crafted Experiences: Layering Literacies in Minecraft. Reading Teacher70(4), 501-506.

Nebel, S., Schneider, S., & Daniel Rey, G. (2016). Mining Learning and Crafting Scientific Experiments: A Literature Review on the Use of Minecraft in Education and Research. Source: Journal of Educational Technology & Society, 19(192), 355–366. Retrieved from http://www.jstor.org/stable/jeductechsoci.19.2.355

Cipollone, M., Schifter, C. C., & Moffat, R. A. (2014). Minecraft as a Creative Tool: A Case Study. International Journal Of Game-Based Learning4(2), 1-14.

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Niemeyer, D. J., & Gerber, H. R. (2015). Maker culture and Minecraft : implications for the future of learning. Educational Media International52(3), 216-226. doi:10.1080/09523987.2015.1075103

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Nebel, S., Schneider, S., & Daniel Rey, G. (2016). Mining Learning and Crafting Scientific Experiments: A Literature Review on the Use of Minecraft in Education and Research. Journal of Educational Technology & Society, 19(192), 355–366. Retrieved from http://www.jstor.org/stable/jeductechsoci.19.2.355

 

Wilkinson, B., Williams, N., & Armstrong, P. (2013). Improving Student Understanding, Application and Synthesis of Computer Programming Concepts with Minecraft. In The European Conference on Technology in the Classroom 2013. Retrieved from http://iafor.info/archives/offprints/ectc2013-offprints/ECTC2013_0477.pdf

Berg Marklund, B., & Alklind Taylor, A.-S. (2015). Teachers’ Many Roles in Game-Based Learning Projects. In Academic Conferences International Limited (pp. 359–367). Retrieved from https://search.proquest.com/openview/15e084a1c52fdda188c27b9d2de6d361/1?pq-origsite=gscholar&cbl=396495

Uusi-Mäkelä, M., & Uusi-Mäkelä, M. (2014). Immersive Language Learning with Games: Finding Flow in MinecraftEdu. EdMedia: World Conference on Educational Media and Technology (Vol. 2014). Association for the Advancement of Computing in Education (AACE). Retrieved from https://www.learntechlib.org/noaccess/148409/

Birt, J., & Hovorka, D. (2014). Effect of mixed media visualization on learner perceptions and outcomes. In 25th Australasian Conference on Information Systems (pp. 1–10). Retrieved from http://epublications.bond.edu.au/fsd_papers/74

Al Washmi, R., Bana, J., Knight, I., Benson, E., Afolabi, O., Kerr, A., Hopkins, G. (2014). Design of a Math Learning Game Using a Minecraft Mod. https://doi.org/10.13140/2.1.4660.4809
https://www.researchgate.net/publication/267135810_Design_of_a_Math_Learning_Game_Using_a_Minecraft_Mod
https://docs.google.com/document/d/1uch2iC_CGsESdF9lpATGwWkamNbqQ7JOYEu_D-V03LQ/edit?usp=sharing

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more on Minecraft in this IMS blog
https://blog.stcloudstate.edu/ims?s=minecraft

Robert Paxton

The Cultural Axis

The Nazi-Fascist New Order for European Culture

by Benjamin G. Martin
Harvard University Press, 370 pp., $39.95
“When I hear the word ‘culture,’ I reach for my revolver.”
Kultur, he explains (along with Bildung, or education), denoted in pre-unification Germany those qualities that the intellectuals and professionals of the small, isolated German middle class claimed for themselves in response to the disdain of the minor German nobles who employed them: intellectual achievement, of course, but also simple virtues like authenticity, honesty, and sincerity.
German courtiers, by contrast, according to the possessors of Kultur, had acquired “civilization” from their French tutors: manners, social polish, the cultivation of appearances. As the German middle class asserted itself in the nineteenth century, the particular virtues of Kultur became an important ingredient in national self-definition. The inferior values of “civilization” were no longer attributed to an erstwhile French-educated German nobility, but to the French themselves and to the West in general.
By 1914, the contrast between Kultur and Zivilisation had taken on a more aggressively nationalist tone. During World War I German patriotic propaganda vaunted the superiority of Germany’s supposedly rooted, organic, spiritual Kultur over the allegedly effete, shallow, cosmopolitan, materialist, Jewish-influenced “civilization” of Western Europe. Martin’s book shows how vigorously the Nazis applied this traditional construct.
Goebbels and Hitler were as obsessed with movies as American adolescents are today with social media.
Music was a realm that Germans felt particularly qualified to dominate. But first the German national musical scene had to be properly organized. In November 1933 Goebbels offered Richard Strauss the leadership of a Reich Music Chamber.
Goebbels organized in Düsseldorf in 1938 a presentation of “degenerate music” following the better-known 1937 exhibition of “degenerate art.”
As with music, the Nazis were able to attract writers outside the immediate orbit of the Nazi and Fascist parties by endorsing conservative literary styles against modernism, by mitigating copyright and royalty problems, and by offering sybaritic visits to Germany and public attention.
Painting and sculpture, curiously, do not figure in this account of the cultural fields that the Nazis and Fascists tried to reorganize “inter-nationally,” perhaps because they had not previously been organized on liberal democratic lines. Picasso and Kandinsky painted quietly in private and Jean Bazaine organized an exhibition with fellow modernists in 1941. Nazi cultural officials thought “degenerate” art appropriate for France.
Science would have made an interesting case study, a contrary one. Germany dominated the world of science before 1933. Germans won fifteen Nobel Prizes in physics, chemistry, and physiology or medicine between 1918 and 1933, more than any other nation. Far from capitalizing on this major soft power asset, Hitler destroyed it by imposing ideological conformity and expelling Jewish scientists such as the talented nuclear physicist Lise Meitner. The soft power of science is fragile, as Americans may yet find out.
American soft power thrived mostly through the profit motive and by offering popular entertainment to the young.

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The Original Axis of Evil

THE ANATOMY   OF FASCISM By Robert O. Paxton. 321 pp. New York: Alfred A. Knopf. $26.

fascism — unlike Communism, socialism, capitalism or conservatism — is a smear word more often used to brand one’s foes than it is a descriptor used to shed light on them.

World War I and the Bolshevik Revolution of 1917 contributed mightily to the advent of fascism. The war generated acute economic malaise, national humiliation and legions of restive veterans and unemployed youths who could be harnessed politically. The Bolshevik Revolution, but one symptom of the frustration with the old order, made conservative elites in Italy and Germany so fearful of Communism that anything — even fascism — came to seem preferable to a Marxist overthrow.

Paxton debunks the consoling fiction that Mussolini and Hitler seized power. Rather, conservative elites desperate to subdue leftist populist movements ”normalized” the fascists by inviting them to share power. It was the mob that flocked to fascism, but the elites who elevated it.

Fascist movements and regimes are different from military dictatorships and authoritarian regimes. They seek not to exclude, but rather to enlist, the masses. They often collapse the distinction between the public and private sphere (eliminating the latter). In the words of Robert Ley, the head of the Nazi Labor Office, the only private individual who existed in Nazi Germany was someone asleep.

t was this need to keep citizens intoxicated by fascism’s dynamism that made Mussolini and Hitler see war as both desirable and necessary. ”War is to men,” Mussolini insisted, ”as maternity is to women.”

For every official American attempt to link Islamic terrorism to fascism, there is an anti-Bush protest that applies the fascist label to Washington’s nationalist rhetoric, assault on civil liberties and warmaking.

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Is Fascism Back?

https://www.project-syndicate.org/onpoint/is-fascism-back-by-robert-o–paxton-2016-01

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Paxton, R. O. (1998). The five stages of fascism. Journal Of Modern History70(1), 1.

Paxton, R. O. (2012). The Civic Foundations of Fascism in Europe: Italy, Spain and Romania, 1870-1945. New Left Review, (74), 140-144.

Paxton, R. O. (2000). Nationalism, Anti-Semitism and Fascism in France (Book Review). Journal Of Modern History72(3), 814.

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more on history in this IMS blog
https://blog.stcloudstate.edu/ims?s=history

VR trends

6 VR Trends to Watch in Education

By Sri Ravipati  05/16/17

https://campustechnology.com/articles/2017/05/16/6-vr-trends-to-watch-in-education.aspx

VR devices are expected to increase 85 percent by 2020, with gaming and educational applications driving most of that growth.

Maya Georgieva, an ed tech strategist, author and speaker with more than 15 years of experience in higher education and global education. Georgieva is co-founder of Digital Bodies, a consulting group that provides news and analysis of VR, AR and wearables in education

Emory Craig,  currently the director of e-learning at the College of New Rochelle,

six areas with promising developments for educators.

1) More Affordable Headsets

the Oculus Rift or HTC Vive, which I really like, you’re talking close to $2,000 per setup. the 2017 SXSWedu conference,

Microsoft has been collaborating with its partners, such as HP, Acer, Dell and Lenovo, to develop VR headsets that will work with lower-end desktops. Later this year, the companies will debut headsets for $299, “which is much more affordable compared to HoloLens

many Kickstarter crowdfunding efforts are bound to make high-end headsets more accessible for teaching.

the NOLO project. The NOLO system is meant for mobile VR headsets and gives users that “6 degrees of freedom” (or 6 DoF) motion tracking that is currently only found in high-end headsets.

2) Hand Controllers That Will Bring Increased Interactivity

Google Daydream  Samsung has also implemented its own hand controller for Gear VR

Microsoft  new motion controllers at Microsoft Build

zSpace, with their stylus and AR glasses, continue to develop their immersive applications

3) Easy-to-Use Content Creation Platforms

Game engines like Unity and Unreal are often a starting point for creating simulations.

Labster, which creates virtual chemistry labs — will become important in specialized subjects

ThingLink, for example, recently introduced a school-specific editor for creating 360-degree and VR content. Lifeliqe, Aurasma and Adobe are also working on more interactive tools.

5) 360-Degree Cameras

6) Social VR Spaces

AltspaceVR h uses avatars and supports multiplayer sessions that allow for socialization and user interaction.

Facebook has been continuing to develop its own VR platform, Facebook Spaces, which is in beta and will be out later this year. LectureVR is a similar platform on the horizon.

 

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more on augmented reality in this IMS blog
https://blog.stcloudstate.edu/ims?s=augmented

collaboration in academia

International Survey of Research University Faculty: Means of Scholarly Communications and Collaboration (ISBN No:978-157440-446-3 )

http://www.primaryresearch.com/AddCart.aspx?ReportID=397

The survey data is based on a survey of more than 500 scholars drawn from more than 50 major research universities in the USA, Canada, the UK, Australia, New Zealand and Ireland. Data is broken out by various criteria, such as type of university, scholar’s country, gender, political views, academic subject specialty, academic title and other criteria.

  • 50.69% of respondents are currently collaborating or coordinating research with scholars or other researchers from other universities or colleges outside of their country.
  • Web based meetings were most common in the Engineering, Mathematics, Computer Science, Physics, Chemistry and other Science and Technology fields, 33.70, and least common in the Literature and Languages fields, 2.92.
  • 7.72% of respondents routinely use Adobe Connect to communicate with scholars at other locations.
  • 87.52% of respondents have co-authored a journal article with one or more other authors. Co-authorship was most common in Australia/New Zealand, 96.77%, followed by Canada, 93.10%, and the UK/Ireland, 89.83%. It was least common in the USA, 85.07%.

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more on collaboration in academia in this IMS blog
https://blog.stcloudstate.edu/ims?s=collaboration

Text and Data Mining

Webinar: Text and Data Mining: The Way Forward, June 30, 10am (EDT)

LITA announcement. Date: Thursday, June 30, 2016,  Time:  10am-11:30am (EDT), Platform: WebEx. Registration required.

a critically important means of uncovering patterns of intellectual practice and usage that have the potential for illuminating facets and perspectives in research and scholarship that might otherwise not be noted. At the same time, challenges exist in terms of project management and support, licensing and other necessary protections.

Confirmed speakers include: Audrey McCulloch, Executive Director, ALPSP; Michael Levine-Clark, Dean of Libraries, University of Denver; Ellen Finnie, Head, Scholarly Communications and Collections Strategies, Massachusetts Institute of Technology; and Jeremy Frey, Professor of Physical Chemistry, Head of Computational Systems Chemistry, University of Southampton, UK.

Audrey McCulloch, Chief Executive, Association of Learned Professional and Society Publishers (ALPSP) and Director of the Publishers Licensing Society

Text and Data Mining: Library Opportunities and Challenges
Michael Levine-Clark, Dean and Director of Libraries, University of Denver

As scholars engage with text and data mining (TDM), libraries have struggled to provide support for projects that are unpredictable and tremendously varied. While TDM can be considered a fair use, in many cases contracts need to be renegotiated and special data sets created by the vendor. The unique nature of TDM projects makes it difficult to plan for them, and often the library and scholar have to figure them out as they go along. This session will explore strategies for libraries to effectively manage TDM, often in partnership with other units on campus and will offer suggestions to improve the process for all.

Michael Levine-Clark, the Dean and Director of the University of Denver Libraries, is the recipient of the 2015 HARRASOWITZ Leadership in Library Acquisitions Award. He writes and speaks regularly on strategies for improving academic library collection development practices, including the use of e-books in academic libraries, the development of demand-driven acquisition models, and implications of discovery tool implementation.

Library licensing approaches in text and data mining access for researchers at MIT
Ellen Finnie, Head, Scholarly Communications & Collections Strategy, MIT Libraries

This talk will address the challenges and successes that the MIT libraries have experienced in providing enabling services that deliver TDM access to MIT researchers, including:
· emphasizing TDM in negotiating contracts for scholarly resources

· defining requirements for licenses for TDM access

· working with information providers to negotiate licenses that work for our researchers

· addressing challenges and retooling to address barriers to success

· offering educational guides and workshops

· managing current needs v. the long-term goal– TDM as a reader’s right

Ellen Finnie is Head, Scholarly Communications & Collections Strategy in the MIT Libraries. She leads the MIT Libraries’ scholarly communications and collections strategy in support of the Libraries’ and MIT’s objectives, including in particular efforts to influence models of scholarly publishing and communication in ways that increase the impact and reach of MIT’s research and scholarship and which promote open, sustainable publishing and access models. She leads outreach efforts to faculty in support of scholarly publication reform and open access activities at MIT, and acts as the Libraries’ chief resource for copyright issues and for content licensing policy and negotiations. In that role, she is involved in negotiating licenses to include text/data mining rights and coordinating researcher access to TDM services for licensed scholarly resources. She has written and spoken widely on digital acquisitions, repositories, licensing, and open access.

Jeremy Frey, Professor of Physical Chemistry, Head of Computational Systems Chemistry, University of Southampton, UK

Text and Data Mining (TDM) facilitates the discovery, selection, structuring, and analysis of large numbers of documents/sets of data, enabling the visualization of results in new ways to support innovation and the development of new knowledge. In both academia and commercial contexts, TDM is increasingly recognized as a means to extract, re-use and leverage additional value from published information, by linking concepts, addressing specific questions, and creating efficiencies. But TDM in practice is not straightforward. TDM methodology and use are fast changing but are not yet matched by the development of enabling policies.

This webinar provides a review of where we are today with TDM, as seen from the perspective of the researcher, library, and licensing-publisher communities. 

polling clickers education

Using a Mobile Solution to Empower Students in and out of the Classroom

Date: Tuesday, February 23, 2016.  Time: 11:00 AM Pacific Standard Time.  Sponsored by: i>clicker

archived webcast here:
http://w.on24.com/r.htm?e=1130110&s=1&k=281F43456B7CB0FF8CFD94D02CBC7DDC&partnerref=theremind
(you need to register. That means, sharing personal data, so fill out cautiously).

REEF polling is a proprietary for i>Clickers.
All other contenstors, TopHat, Turning Technologies etc. have the same scheme

methodology of the chemistry teacher:
flipped classroom active learning

quizzes: may not use external resources, graded on accuracy
questions: may use external sources, graded on participation (chemistry teacher wants students to be active and not penalized for wrong answer).

think: students consider the question. submit an answer individually
pair: instructors shows the results (no answer is given); students form groups to discuss their answers; students must agree on the answer
share: students submit an answer individually; the instructor shows the result (an answer is given)

kate.biberdorf@cm.utexas.edu @FunwithChem

follow up q/s, also standard:
1. what to do, if students don’t have smart phones, 2. CRS integration with CMS 3. data export

More on polling and CRS in the classroom in this blog:

https://blog.stcloudstate.edu/ims/?s=clickers&submit=Search
https://blog.stcloudstate.edu/ims/?s=classroom+response+systems&submit=Search
https://blog.stcloudstate.edu/ims/?s=crs&submit=Search

More on flipped classroom and active learning in this blog:
https://blog.stcloudstate.edu/ims/?s=flipped+classroom&submit=Search
https://blog.stcloudstate.edu/ims/?s=active+learning&submit=Search

student-centered learning literature review

resources on student-centered learning and the use of rubrics, multimedia, social media to personalize and engage learners

WHAT:
what is student-centered learning:
Student-centered learning, also known as learner-centered education, broadly encompasses methods of teaching that shift the focus of instruction from the teacher to the student. In original usage, student-centered learning aims to develop learner autonomy and independence [1] by putting responsibility for the learning path in the hands of students.[2][3][4] Student-centered instruction focuses on skills and practices that enable lifelong learning and independent problem-solving.[5] Student-centered learning theory and practice are based on the constructivist learning theory that emphasizes the learner’s critical role in constructing meaning from new information and prior experience. https://en.wikipedia.org/wiki/Student-centred_learning

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Student-centered learning moves students from passive receivers of information to active participants in their own discovery process. What students learn, how they learn it and how their learning is assessed are all driven by each individual student’s needs and abilities.

At the system level, this requires implementing curriculum planning practices, pedagogy and assessment methods that support a student-centric approach. In the classroom, teachers craft instruction and apply technology in a way that best serves each student’s learning journey. Technology use is always guided by two primary criteria:

  1. What’s appropriate for the task at hand?
  2. How can activities be designed to develop higher-order thinking skills?

http://www.iste.org/standards/essential-conditions/student-centered-learning

Why is it important?

When students take responsibility for their own learning, they become explorers capable of leveraging their curiosity to solve real-world problems. To that end, the ISTE Standards guide teachers toward designing learning experiences that permit student independence and foster lifelong learning.

Technology allows for an unprecedented level of personalized learning, with valuable opportunities to monitor progress and engagement, follow student thinking, and digitally assess competencies. When schools effectively leverage both technology and pedagogy, both students and teachers become empowered to make decisions about their own learning and teaching.

True student-centered learning requires more than just an increase in technology implementation. It represents a shift in the educational culture toward a system that supports technology for standards-based learning and real-world problem solving. As a system transitions to a student-centered approach, educators can more effectively apply technology to improve learning outcomes and help students develop the skills for college and career readiness.

http://www.iste.org/standards/essential-conditions/student-centered-learning

HOW:

student-centered learning is including different methods, such as:

  • active learning.
  • cooperative learning.
  • inductive teaching and learning.
  • minimizing or eliminating student resistance to student-centered teaching methods.
  • Links to relevant web sites.

The University of Minnesota Cooperative Learning Center.

http://www4.ncsu.edu/unity/lockers/users/f/felder/public/Student-Centered.html

  • personalized learning
  • anytime anywhere learning

http://edglossary.org/student-centered-learning/

student-centered learning through assessment : create the right rubrics

#2 from http://www.edweek.org/tm/articles/2013/12/24/ctq_powell_strengths.html

Steffens, K. (2014). E-rubrics to facilitate self-regulated learning. Revista De Docencia Universitaria, 12(1), 11-12.

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Rejab, M. M., Awang, I. b., Hassan, S. b., & Ahmad, M. b. (2010). Customizable Rubrics Model for Formative Evaluation of Problem-Based Learning Course. Annual International Conference On Infocomm Technologies In Competitive Strategies, 126-131. doi:10.5176/978-981-08-7240-3_I-51

CORLU, M. S. (2013). Insights into STEM Education Praxis: An Assessment Scheme for Course Syllabi.Educational Sciences: Theory & Practice, 13(4), 2477-2485. doi:10.12738/estp.2013.4.1903

Ma, A. W. (2009). A Longitudinal Study of the Use of Computer Supported Collaborative Learning in Promoting Lifelong Learning Skills. Issues In Informing Science & Information Technology, 665-86.
http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3daph%26AN%3d44457533%26site%3dehost-live%26scope%3dsite

Klein, G. C., & Carney, J. M. (2014). Comprehensive Approach to the Development of Communication and Critical Thinking: Bookend Courses for Third- and Fourth-Year Chemistry Majors. Journal Of Chemical Education,91(10), 1649-1654. doi:10.1021/ed400595j

Moore, T. J., Guzey, S. S., Roehrig, G. H., Stohlmann, M., Park, M. S., Kim, Y. R., & … Teo, H. J. (2015). Changes in Faculty Members’ Instructional Beliefs while Implementing Model-Eliciting Activities. Journal Of Engineering Education, 104(3), 279-302. doi:10.1002/jee.20081

student-centered learning through engagement and buy-in: engage with multimedia

More on student centered learning in this blog:

https://blog.stcloudstate.edu/ims/?s=student+centered+learning&submit=Search

student-centered learning through engagement and buy-in: engage with social media

#3 from http://www.facultyfocus.com/articles/effective-teaching-strategies/five-characteristics-of-learner-centered-teaching/

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Attard, A., Di lorio Emma, Geven, K., & Santa, R. (2010, October). Student-Centred Learning Toolkit for students, staff and higher education institutions. Education International. Retrieved from http://pascl.eu/wp-content/uploads/SCL_toolkit_ESU_EI.pdf

engagement and contemplative practices

The On Course National Conference

http://oncourseworkshop.com/national-conference-overview/

has several sessions of interest:

Padlet Possibilities – Using Their Phones to Keep Their Attention in Class
Presenters: Kathy Magee and Paul Phillips, Faculty, Occupational Health and Safety, Northern Alberta Institute of Technology
Summary: Tired of fighting your students’ phones for their attention? Maybe it’s because the phone is more interesting than the lesson (or worse, than you). Why not use those phones to encourage participation in the day’s classroom activities and keep the on the learning and lessons you have planned. This session will have participants using their Ipads, tablets, and phones to access Padlet in order to identify, discuss, and adapt ways that this free software can be used in multi-disciplines.

Using PBL, and Active and Collaborative Techniques in Science Teaching
Presenter: Stamatis Muratidis, Faculty, Chemistry, Palo Alto College, TX
Summary: Participants interested in tips for successfully involving students by developing Active and Collaborative Learning (ACL) techniques will be engaged by use of a variety of topics, models and tools. Most of the workshop will take place in a collaborative group format and best practices for forming, molding and nurturing collaborative groups will be emphasized. Along the way the presenter will be promoting data-driven best practices, while identifying and mitigating some of the common pitfalls of implementing PBL and ACL activities.

Relax, Reflect, Relate: 3 R’s of Contemplative Practice
Presenter: William H. Johnson, Jr., Student Success Coordinator/Personal Development Coach, University of North Carolina, Greensboro, NC
Summary: Is life moving too fast? Are you busy beyond belief? Well, slow down! Would you attend a session that allows you to take the time to relax and be still, reflect on your life, and relate your thoughts and feelings to others? If you answered “yes” to at least one of these questions, then this workshop is for you. Research has shown that people applying some type of contemplative practice in their lives are likely to be more engaged, and are healthier and happier in life. Attendees in this session will participate in two forms of contemplative practice – meditation and reflective writing – that enhance personal growth. By the end of the session, you will learn strategies to quiet the mind, engage the spirit, and connect with others!

Study Smarter, Not Just Harder!
Presenter: Amy Munson, Director of Instructional Design, United States Air Force Academy
Summary: The United States Air Force Academy Science of Teaching and Learning program is conducting a study on how students learn about their own learning. The research team hypothesizes that students learn more from peers than from “outsiders” such as faculty members and has set out to develop a peer training and messaging program alongside a faculty training and messaging program using the same three highly successful learning/self-management strategies. On Course structures and strategies were implemented for the training components as researchers shared the benefits of practice testing, spaced practice and successive relearning as defined in Dunlosky and Rawson’s meta-analysis of learning strategies. This workshop will give participants an opportunity to learn more about those three strategies while also learning about how to implement a student “train the trainer” program.

 

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