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change in the K12 sector

Twelve Years Later: What’s Really Changed in the K-12 Sector? (Part 1)

By Dave Stevenson     Apr 3, 2019

https://www.edsurge.com/news/2019-04-03-twelve-years-later-what-s-really-changed-in-the-k-12-sector-part-1

In fall 2007, Larry Berger, CEO of Wireless Generation (now Amplify) was invited to submit a paper to an “Entrepreneurship in Education”

As education entrepreneurs know, growth in K-12 comes hard. Sometimes very hard. We were living Marc Andreessen’s startup mantra: “You only ever experience two emotions: euphoria and terror.”

The edtech boom of the past two decades promised efficacy and new instructional models. Many teachers instead experience it as “clutter.” But poorly integrated standards, curriculum, assessment, and intervention materials have always been a problem.

When it comes to instruction, the work consists of four segments: core curriculum, supplemental (intervention, test prep, little books) curriculum, assessment, and technology (hardware, infrastructure and connectivity). Each of these workstreams are run by separate teams, using independent funding streams, only rarely coordinating. Schools rely—as they always have—on the hero in the classroom, who has to somehow synthesize everything for a roomful of children, every single day.

Twelve Years Later: How the K-12 Industry and Investment Landscape Has Shifted (Part 2)

By Dave Stevenson     Apr 5, 2019

https://www.edsurge.com/news/2019-04-05-twelve-years-later-how-the-k-12-industry-and-investment-landscape-has-shifted-part-2

Twelve years ago, Amplify CEO Larry Berger and I wrote about the “pareto distribution” of companies in the K-12 sector.

The “oligopoly” was the natural outcome of a highly decentralized system and fragmented demand. To serve 15,000-plus districts and more than 100,000 school buildings, a company needed huge sales and service teams; to afford them, the company needed a bookbag full of products across content areas, grade ranges, and use cases. The structure of demand created the “Big Three”—McGraw-Hill, Houghton Mifflin Harcourt and Pearson.

Meanwhile, the number of small players—further right on the pareto distribution—has grown dramatically. Online distribution and freemium business models have enabled companies like Flocabulary, Newsela, Nearpod, and others

few alternative models to consider:
companies like Remind, ClassDojo, and Edmodo, who all adopted a “West Coast” approach: collect active users now, with plans to monetize later.

The second includes the “platform” players—Schoology, itslearning, Canvas, and other LMS-like platforms. They have set out to do something differently, only possible by means of technology—to be the search, storage and distribution platform for instructional content.  Google Classroom has instead emerged as the de facto standard platform, fueled by the runaway adoption of Chromebooks.

The third includes “policy responsive” players—companies like Panorama, Ellevation or Wireless Generation. hese companies help school systems meet a new policy requirement—social-emotional learning, English Language Learning, and reading assessment, respectively.

capital investment K12 US education

But we’re not “decluttering” our classrooms or in our schools. What would it take for the private and public sectors to work shoulder-to-shoulder?
a catch-22: so long as buying is fragmented, it’s hard to justify the integrated product investment; so long as products are fragmented, it’s hard for a district to create an integrated instructional model.

Digital Destruction of Democracy

The Digital Destruction of Democracy

ANYA SCHIFFRIN JANUARY 21, 2019

https://prospect.org/article/digital-destruction-democracy

Anya Schiffrin is an adjunct faculty member at the School of International and Public Affairs at Columbia University. She worked in Hanoi from 1997 to 1999 as the bureau chief of Dow Jones Newswires.
Network Propaganda: Manipulation, Disinformation, and Radicalization in American Politics
By Yochai Benkler, Robert Faris, & Hal Roberts
Oxford University Press
A Harvard law professor who is a well-known theorist of the digital age, Benkler and colleagues have produced an authoritative tome that includes multiple taxonomies and literature reviews as well as visualizations of the flow of disinformation.
clickbait fabricators
white supremacist and alt-right trolls
a history of the scholarship on propaganda, reminding the reader that much of the discussion began in the 1930s.
Benkler’s optimistic 2007 book, The Wealth of Networks, predicted that the Internet would bring people together and transform the way information is created and spread. Today, Benkler is far less sanguine and has become one of the foremost researchers of disinformation networks.
Fox News, BreitbartThe Daily CallerInfoWars, and Zero Hedge
As a result, mainstream journalists repeat and amplify the falsehoods even as they debunk them.
There is no clear line, they argue, between Russian propaganda, Breitbart lies, and the Trump victory. They add that Fox News is probably more influential than Facebook.
after George Soros gave a speech in January 2018 calling for regulation of the social media platforms, Facebook hired a Republican opposition research firm to shovel dirt at George Soros.
The European Union has not yet tried to regulate disinformation (although they do have codes of practice for the platforms), instead focusing on taxation, competition regulation, and protection of privacy. But Germany has strengthened its regulations regarding online hate speech, including the liability of the social media platforms.
disclosure of the sources of online political advertising.It’s a bit toothless because, just as with offshore bank accounts, it may be possible to register which U.S. entity is paying for online political advertising, but it’s impossible to know whether that entity is getting its funds from overseas. Even the Honest Ads bill was too much for Facebook to take.

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more on the issues of digital world and democracy in this IMS blog
https://blog.stcloudstate.edu/ims/2019/02/19/facebook-digital-gangsters/

Verizon school texting fees

‘My reminders are not spam!’: Teachers and parents protest Verizon over new texting fees

‘My reminders are not spam!’: Teachers and parents protest Verizon over new texting fees

Remind, emailed users late Monday to tell them that Verizon had decided to treat their messages as spam — a move that would make it impossible to continue distributing messages for free. The change would affect 7 million of the service’s 31 million users

Remind officials said the company had been trying to negotiate with Verizon since last summer, when the company first announced the rate increase. (They also said they are locked in a similar conflict with a telecommunications company in Canada.)

 

gamification and learning

Student Perceptions of Learning and Instructional Effectiveness in College Courses

https://www.ets.org/Media/Products/perceptions.pdf

Students’ Perception of Gamification in Learning and Education.

https://link.springer.com/chapter/10.1007%2F978-3-319-47283-6_6

College students’ perceptions of pleasure in learning – Designing gameful gamification in education

investigate behavioral and psychological metrics that could affect learner perceptions of technology

today’s learners spend extensive time and effort posting and commenting in social media and playing video games

Creating pleasurable learning experiences for learners can improve learner engagement.

uses game-design elements in non-gaming environments with the purpose of motivating users to behave in a certain direction (Deterding et al., 2011)

How can we facilitate the gamefulness of gamification?

Most gamified activities include three basic parts: “goal-focused activity, reward mechanisms, and progress tracking” (Glover, 2013, p. 2000).

gamification works similarly to the instructional methods in education – clear learning and teaching objectives, meaningful learning activities, and assessment methods that are aligned with the objectives

the design of seven game elements:

  • Storytelling: It provides the rules of the gamified activities. A good gamified activity should have a clear and simple storyboard to direct learners to achieve the goals. This game-design element works like the guidelines and directions of an instructional activity in class.
  • Levels: A gamified activity usually consists of different levels for learners to advance through. At each level, learners will face different challenges. These levels and challenges can be viewed as the specific learning objectives/competencies for learners to accomplish.
  • Points: Points pertain to the progress-tracking element because learners can gain points when they complete the quests.
  • Leaderboard: This element provides a reward mechanism that shows which learners are leading in the gamified activities. This element is very controversial when gamification is used in educational contexts because some empirical evidence shows that a leaderboard is effective only for users who are aggressive and hardcore players (Hamari, Koivisto, & Sarsa, 2014).
  • Badges: These serve as milestones to resemble the rewards that learners have achieved when they complete certain quests. This element works as the extrinsic motivation for learners (Kapp, 2012).
  • Feedback: A well-designed gamification interface should provide learners with timely feedback in order to help them to stay on the right track.
  • Progress: A progress-tracking bar should appear in the learner profile to remind learners of how many quests remain and how many quests they have completed.

Dominguez et al. (2013) suggested that gamification fosters high-order thinking, such as problem-solving skills, rather than factual knowledge. Critical thinking, which is commonly assessed in social science majors, is also a form of higher-order thinking.

Davis (1989) developed technology acceptance model (TAM) to help people understand how users perceive technologies. Pleasure, arousal, and dominance (PAD) emotional-state model that developed by Mehrabian (1995) is one of the fundamental design frameworks for scale development in understanding user perceptions of user-system interactions.

Technology Acceptance Model from Damian T. Gordon

Introduction of the basic emotional impact of environments from Sekine masato

Van der Heijdedn (2004) asserted that pleasurable experiences encouraged users to use the system for a longer period of time
Self-determination theory (Deci & Ryan, 1985) has been integrated into the design of gamification and addressed the balance between learners’ extrinsic and intrinsic motivation.

Self determination theory from Jeannie Maraya
Ryan and Deci (2000) concluded that extrinsic rewards might suppress learners’ intrinsic motivation. Exploiting the playfulness and gamefulness in gamification, therefore, becomes extremely important, as it would employ the most effective approaches to engage learners.
Sweetser and Wyeth (2005) developed GameFlow as an evaluation model to measure player enjoyment in games
Fu, Su, and Yu (2009) adapted this scale to EGameFlow in order to measure college students’ enjoyment of e-learning games. EGameFlow is a multidimensional scale that consists of self-evaluated emotions.

Gamification and Flow from Martin Sillaots
Eppmann, Bekk, and Klein (2018) developed gameful experience scale (GAMEX) to measure gameful experiences for gamification contexts. one of the limitations of GAMEX to be used in education is that its effects on learning outcome has not been studied
the Big Five Model, which has been proposed as trait theory by McCrae & Costa (1989) and is widely accepted in the field, to measure the linkages between the game mechanics in gamification and the influences of different personality traits.

The Big Five Personality Model from Devina Srivastava

Storytelling in the subscale of Preferences for Instruction emphasizes the rules of the gamified learning environments, such as the syllabus of the course, the rubrics for the assignments, and the directions for tasks. Storytelling in the subscale of Preferences for Instructors’ Teaching Style focuses on the ways in which instructors present the content. For example, instructors could use multimedia resources to present their instructional materials. Storytelling in the subscale of Preferences for Learning Effectiveness emphasizes scaffolding materials for the learners, such as providing background information for newly introduced topics.

The effective use of badges would include three main elements: signifier, completion logic, and rewards (Hamari & Eranti, 2011). A useful badge needs clear goal-setting and prompt feedback. Therefore, badges correlate closely with the design of storytelling (rules) and feedback, which are the key game design elements in the subscale of Preferences for Instruction.

Students can use Google to search on their laptops or tablets in class when instructors introduce new concepts. By reading the reviews and viewing the numbers of “thumbs-up” (agreements by other users), students are able to select the best answers. Today’s learners also “tweet” on social media to share educational videos and news with their classmates and instructors. Well-designed gamified learning environments could increase pleasure in learning by allowing students to use familiar computing experiences in learning environments.

 

Churchill and the Greek resistance

How Churchill broke the Greek Resistance

How Winston Churchill and the British government attacked the Greek Resistance and sowed the seeds of civil war.

in December 1944: Nazi troops were still resisting the Allies, which were making slow progress in Italy and being pushed back in the Ardennes faced with the Wehrmacht’s final counter-offensive. Yet the “bands” here targeted by Churchill were not groups of collaborators, but the partisans of the great National Liberation Front (EAM), which had for three years mounted mass resistance against the German occupiers.
Throughout the nineteenth century, the eastern Mediterranean had been the center of a rivalry between Britain and Russia. The Bolshevik Revolution of October 1917 having put an end to the latter country’s ambitions in the region, in the early 1940s, Greece was under unchallenged British influence. In this context, the country was of some strategic importance.
during the Quadrant Conference with Roosevelt in Quebec (August 17-24, 1943), Churchill saw his last hopes of an Allied landing in Greece vanish. Meanwhile, the Red Army’s advance beyond the USSR’s own frontiers was no longer in doubt. Churchill now took matters directly in hand, despite his advisers’ reticence, blocking off any possibility of negotiation and sending the EAM delegates home. At the same time, in a note to his high command, he drafted what would later become the MANNA plan: namely, to send an expeditionary corps to Greece after the German troops’ withdrawal.
The EAM-ELAS nonetheless succeeded in liberating a large part of the country. It established popular institutions which formed a counter-state. The worries among the British peaked in March 1944, when a “government of the mountains” was created that organized elections. Conversely, this approach awakened the enthusiasm of the Greek armed forces in Egypt, who immediately demanded that the Resistance be included in the exile government. Churchill replied with pitiless repression. He had “rebellious” elements deported to camps in Africa, and set up a praetorian guard prepared to return to Greece with the King and the British troops upon Liberation.
Everything was set for the application of the MANNA plan, which had been prepared the previous year. The victorious Red Army offensive in Bulgaria in September 1944 forced the Wehrmacht to withdraw from Greece, under attack from ELAS partisans. It was after this retreat that the British expeditionary corps arrived, accompanied by Papandreou and Scobie. Establishing themselves in the capital on October 18, the two men demanded that ELAS lay down its weapons, even as they rejected the disarming of the praetorian guard that had been formed in Egypt and, conveniently enough, transferred to Athens in early November.
December 3, 1944, saw a monster demonstration in Syntagma Square to demand Papandreou’s resignation and the constitution of a new government. The massacre that followed — the police opened fire on unarmed civilians, leaving over twenty dead and more than a hundred wounded — triggered the insurrection of the people of Athens. This was the pretext that Churchill had sought in order to be able to break the Resistance.
While the ELAS was still present across the rest of Greece’s territory, its leaders dreaded imposing new trials on an exhausted and famished population: 1,770 villages had been burned, more than a million people did not have a roof over their heads, and grain production had fallen by 40 percent. Meanwhile, the Allies’ aid only reached those who collaborated with them. With the Varkiza accord signed on February 12, 1945, the ELAS agreed unilaterally to give up its weapons. At the same time at Yalta, Churchill, together with Roosevelt and Stalin, solemnly proclaimed “the right of all peoples in liberated Europe to choose their own form of government.”
In breaking the Greek Resistance, the British had precipitated a civil war that would last — in open or latent forms — for some thirty years, with a brief lull between 1963 and 1965. It would only end with the fall of the colonels’ dictatorship in 1974. This “coup in Athens” reminds us that through its history, modern Greece has only enjoyed a very limited sovereignty.

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

Games for Students to Play at Home

7 Places to Create Your Own Educational Games for Students to Play at Home

https://www.freetech4teachers.com/2018/07/7-places-to-create-your-own-educational.html

ProProfs Brain Games provides templates for building interactive crossword puzzles, jigsaw puzzles, word searches, hangman games, and sliding puzzle games. The games you create can be embedded into your blog or shared via email, social media, or any place that you’d typically post a link for students. If you don’t want to take the time to create your own game, you can browse the gallery of games. Most of the games in gallery can be embedded into your blog.

ClassTools.net  templates for creating map-based games, word sorting games, matching games, and many more common game formats.

Purpose Games is a free service for creating and or playing simple educational games. The service currently gives users the ability to create seven types of games. Those game types are image quizzes, text quizzes, matching games, fill-in-the-blank games, multiple choice games, shape games, and slide games.

TinyTap is a free iPad app and Android app that enables you to create educational games for your students to play on their iPads or Android tablets. Through TinyTap you can create games in which students identify objects and respond by typing, tapping, or speaking. You can create games in which students complete sentences or even complete a diagram by dragging and dropping puzzle pieces.

Wherever I’ve demonstrated it in the last year, people have been intrigued by Metaverse. It’s a free service that essentially lets you create your own educational versions of Pokemon Go. This augmented reality platform has been used by teachers to create digital breakout games, augmented reality scavenger hunts, and virtual tours.

There was a time when Kahoot games could only be played in the classroom and only created on your laptop. That is no longer the case. Challenge mode lets you assign games to your students to play at home or anywhere else on their mobile devices.

You can even share those challenges through Remind. And the latest update to Kahoot enables you and your students to build quiz games on your mobile devices.

Flippity’s assortment of game templates.

AI AR customers

Can A.I. and AR Turn Your Prospects Into Customers?

These technologies are the next step in business. Here are three ways to grow.

1. Enhance the retail experience with AR.

Tech-savvy retailers and e-commerce e-tailers are incorporating augmented reality technology to enhance the customer experience. Given that 61% of consumers prefer stores which provide AR experiences, integrating AR technology is an effective way to improve customer experiences with your brand and turn prospects into customers.

2. Identify and follow up on leads through AI.

AI technology can be used by businesses as an ultra-reliable sales assistant. An AI-enhanced assistant can collect and analyze data about the lead, and it can remind you when to follow up on leads and ensures no vital stones are left unturned. Even better, AI can help you focus on the leads that are more likely to turn into sales and prompt you when you should take specific actions.

One example is Zia, the Zoho Intelligent Assistant built into the Zoho CRM application. Zia can predict which leads are more likely to close, so you can prioritize your sales rep time and better forecast sales.

3. Improve marketing campaigns with augmented reality.

AR can enable businesses to deliver marketing strategies in real time. This means customers can experience your products or services as they are meant to be. In the retail sector, savvy brands are using AR as a powerful form of marketing. Timberland, for example, invested in Lemon and Orange’s virtual fitting room technology, to allow customers to ‘try before they buy’ remotely.

 

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more on artificial intelligence in this IMS blog
https://blog.stcloudstate.edu/ims?s=artifical+intelligence

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

instruments and methods for formative assessment

********* reserve space: register here |  запазете си място: регистрирайте се тук *********

Open Discussion: Instruments and Methods for Formative Assessment: by invitation of teachers from Plovdiv region |  Тема: Инструменти и методи за актуални училищни занятия

Where | Къде: СУ „Димитър Матевски“  https://goo.gl/maps/rojNjE3dk4s and online ( виртуално)
When | Кога: 2. май, 2018, 14 часа |  May 2, 2018, 2PM local time (Bulgaria)
Who | Кой: преподаватели и педагози  |  teachers and faculty
How | Как: използвайте “обратна връзка” за споделяне на вашите идеи  | use the following hashtag for backchanneling #BGtechEd

short link: http://bit.ly/teachassess

open URL on cell phone

qr code formative assessment event

Live stream:
https://www.facebook.com/InforMediaServices/
and recording available
(предаване на живо и запис)

https://youtu.be/oYBtJSzUvrk

  1. Intro | Представяне – 5мин.
    Who are we (please share short intro about your professional interests) | Кои сме ние: споделете накратко професионалните си интереси (използвайте “comment” section под този блог)
    http://web.stcloudstate.edu/pmiltenoff/faculty/
  2. Plan | Защо сме се събрали? Представяне на плана. – 5-10мин.
    https://blog.stcloudstate.edu/ims/2018/04/15/ed-leadership-and-edtech/
    Edtch why | защо учебни технологии? how to choose edtech | как избираме технологии? who chooses/decided | кой решава кои технологии?
    https://blog.stcloudstate.edu/ims/2016/02/09/collaborative-tools/
    virtual collaborative board | да се срещнем тук: https://www.notebookcast.com/en/board/showboard/fw56dmgj/
  3. Reality Check (before we do tech) | минута за откровение (преди да започнем с технологии):
    who is our audience | кого учим/обучаваме?
    https://blog.stcloudstate.edu/ims/2018/04/21/in-memoriam-avicii/
    https://blog.stcloudstate.edu/ims/2018/04/17/edtech-implementation-fails/
    why technology application fails | защо се проваля използването на технологии в обучението?
    Understanding Purpose | какъв е смисълът
    Insufficient Modeling of Best Practices | недостатъчен или несподелен опит
    Bad First Impressions | лоши първи впечатления
    Real-World Usability Challenges | ежедневни проблеми
    The Right Data to Track Progress | кои данни определят успеха
    Share your thoughts for the fails | Сподели твоите мисли за провала

Тема1. Сравняване на Kahoot, Edpuzzle и Apester –  1-1, 1/2 час продължителност
Topic 1: A comparison of Kahoot, Apester and EdPuzzle

definitions | термини : BYOD (BYOx), flipped classroom, formative assessment (vs summative assessment)

Kahoot (https://kahoot.it/) – 10 мин.
 kahoot
Apester (https://apester.com/ )– 10-15мин.
 apester
    • Представяне | short demonstration
    • Споделяне на опит | ideas and experience exchange.
      Comparison to other tools (e.g. flipped classroom advantage to Kahoot; difference from EdPuzzle, similarities to EdPuzzle) | съпоставяне с други инструменти: например, обърната класна стая – предимство пред Кахут; разлики и прилики с ЕдПъзил и тн)

Edpuzzle (https://edpuzzle.com )– 10 – 15мин.
 edpuzzle
    • Представяне | short demonstration
    • Edpuzzle виртуална класна стая | interactive virtual classroom
    • Създаване на акаунт | account creation and building of learning objects
      Comparison to other tools (e.g. flipped classroom advantage to Kahoot; difference from EdPuzzle, similarities to EdPuzzle) | съпоставяне с други инструменти: например, обърната класна стая – предимство пред Кахут; разлики и прилики с Еиптстър и тн)

https://edpuzzle.com/assignments/5ad4cad48f4df34107c58bd0/watch

Тема 2. Виртуална реалност в учебния процес – теория и практика-  1-1, 1/2 час продължителност
Topic 2. Virtual reality in teaching and learning – theory and hands-on

When a student is brilliant on the street corner but falling asleep in class, something is wrong with the schooling system
Ако учащ се е страхотен на ъгъла на улицата, но се проваля или заспива в клас, тогава нещо е грешно с учебната система
https://blog.stcloudstate.edu/ims/2018/04/17/education-teched-frenemies/

VR can be inexpensive and effective | Виртуална / разширена реалност може да бъде ефикасна и ефективна: https://blog.stcloudstate.edu/ims/2018/04/26/teaching-virtual-reality/

  1. Кратък теоретичен преглед на видео 360 – 10 мин

https://www.linkedin.com/groups/2811/2811-6391674579739303939

Definitions for VR/AR/MR | дефиниции на:  виртуална реалност; разширена реалност; смесена реалност
https://blog.stcloudstate.edu/ims/2018/03/21/t4tl-games-and-vr-library/

  1. Практически опит с видео 360 – 25 – 30 мин
  • Заснемане с камера
  • Редактиране на заснетия материал и възможности за интерактивност
  1. Дискусия относно методиката на приложение в учебния процес
  2. По избор – разговор с Марк Гил от Щатския университет Сейнт Клауд и демонстрация на виртуална реалност в учебния процес – 10-15 мин
  3. По избор –
    1. gaming and gamification and the role of VR and V360
      http://web.stcloudstate.edu/pmiltenoff/bi/
    2. digital storytelling and the role of VR and V360 | цифрово разказване и ролята на ВР и В360: http://web.stcloudstate.edu/pmiltenoff/lib490/
      Дискусии в тази ФБ група | Discussions welcome here: https://www.facebook.com/groups/SCSUDigitalStorytelling/

#3 from the following blog entry: https://blog.stcloudstate.edu/ims/2018/04/17/practical-about-vr-and-ar-in-schools/ (go beyond storytelling)

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Additional Information |  Дпълнителна литература/информация

https://blog.stcloudstate.edu/ims/2016/02/22/formative-assessment-ideas/

Formative Assessment Tools:  https://blog.stcloudstate.edu/ims/2016/01/13/formative-assessment-tools/

https://blog.stcloudstate.edu/ims/2014/12/09/formative-assessment/

empathy parents teens

How Empathy Is Important For Parents And Teens When Things Get Stressful

The brain develops rapidly during the adolescent years, which partially explains why teens experience anger, sadness and frustration so intensely.
2014 survey published by the American Psychological Association found that teens report feeling even more stressed than adults, and that this affects them in unhealthy ways. Approximately 30 percent of the 1,018 teens surveyed reported feeling sad, overwhelmed or depressed, and 25 percent said that they had skipped meals because of their anxiety.

Sheryl Gonzalez Ziegler, a psychologist in Denver, Colo., explains, “When teens are overwhelmed, parents may try to connect with their kids’ feelings by drawing on their own childhood experiences. They may say things like, “When I was fourteen, I had a job, and I still did my homework and made time for my friends. I know that you can do this, too.'”

They mean well when they try to connect with their teens in this comparative way, but often it prompts a communication breakdown.

Instead:

When I was your age, I had difficulty with my friends. I felt confused, and my heart was broken, too.”

She says that these disclosures remind kids that even if technology is different, human emotions are the same. Parents can bond with their kids by focusing on these similarities.

It’s particularly important to teach adolescents how to develop a specific type of empathy called cognitive empathy

If empathy helps us sympathize with how another person is feeling, cognitive empathy also allows us to try to understand someone else’s perspective and how they perceive the world, even when our feelings differ.

Because teenagers are so emotionally driven, they may be prone to react in exaggerated ways. Hence, a conflict with a teacher, a clash with a friend or an unanswered text can feel like the end of the world. By strengthening their cognitive empathy, teens can develop an emotional pause button, which reminds them that even when feelings take over, stressful circumstances are temporary.

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

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