6. “What’s Going On?” Teaching 50 Years Ago Teaching Today 1 Teacher/30 Students Whole Group Technology = Typewriters Student Achievement Scores 1 Teacher/17 Students Small Groups 98% of all schools own computers 85% of schools have multimedia computers ¾ have access to cable TV 1/3 have videodisc technology 64% of schools have access to the Internet 38% of schools use LAN for student instruction Policy Information Report: Computers and Classrooms, The State of Technology in U.S. Classrooms
8. Left v. Right Left-Side of the Brain Right Side of the Brain Highly verbal Primarily a sequential learner All-or-none outcome oriented Logical and analytical thinking Rational Objective Not easily able to express ideas or experiences or verbal form Excellent spatial memory Experiences the “whole” Feeling Creativity Subjective Caine & Caine, 1991
9. Brain-Based Learning Brain-based learning involves using approaches to schooling that rely on recent brain research to support and develop improved teaching strategies. Researchers theorize that the human brain is constantly searching for meaning and seeking patterns and connections. Authentic learning situations increase the brain’s ability to make connections and retain new information.
10. Brain-Based Learning (continued) Teaching strategies that enhance brain-based learning include: Manipulatives Active Learning Field Trips Guest Speakers and Real-Life Projects that allow students to use many learning styles and multiple intelligences. An interdisciplinary curriculum or integrated learning also reinforces brain-based learning, because the brain can better make connections when material is presented in an integrated way,
11. Brain-Based Learning (continued) rather than as isolated bits of information. A relaxed, nonthreatening environment that removes students’ fear of failure is considered best for brain-based learning. Research also documents brain plasticity, which is the notion that the brain grows and adapts in response to external stimuli. Source: Adapted from The Language of Learning: A Guide to Education Terms, by J.L. McBrien & R.S. Brandt, (1997). Alexandria, VA: Association for Supervision and Curriculum Development.
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13. Daily TV time 4 hours/day
14. Daily computer time 1 hour/day
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16. Average time reading books 23 minutes/day
17. Homework > 1 hour/daySource: Kaiser Family Foundation, Generation M: Media in the Lives of 8-18 Year-olds, 2005 (http://www.kff.org/entmedia/7251.cfm)
25. Activity #2: How Are You Using “Games” In Your Classroom? TWBAT: Discuss all the ways they use games (i.e. video games, online computer games, board games) in the classroom to increase student engagement.
26. Taking a Second Look Inspiration Kidspiration InspireData Connie Concepts Cmap Tools
30. Why Use Game-Based Learning? Encourages teamwork Allows students to learn from their mistakes Models constructive behavior Immerses students in the material Develops a shared sense of mission Teaches leadership and problem-solving
45. Board Games in the Classroom Scrabble Scrabble clubs 1 million students in 200,000 schools School Scrabble Program Educational Uses Math Spatial relations Spelling Vocabulary Social Interaction
46. More Ideas Tom Barrett’s 23 Interesting Ways to Use a Nintendo DS In the Classroom Tom Barrett’s Nintendo Wii Golf Addition and Subtraction Sudoku Scrabble
49. Lego WeDo WeDo Education Possibilities Hands-on, minds-on learning experience Students 7 – 11 years of age Actively involves students in own learning Promotes Creative thinking Teamwork Problem-solving skills Language and literacy: narrative and journalistic writing, storytelling, explaining, interviewing and interpreting Mathematics: measuring time and distance; adding, subtracting, multiplying, dividing, estimating, randomness; using variables Science: working with simple machines, gears, levers, pulleys; transmission of motion Technology: programming; using software media; designing and creating a working model
51. Lego Robotics Robotics Education Possibilities Language and literacy: narrative and journalistic writing, storytelling, explaining, interviewing and interpreting Mathematics: Time and distance, randomness; using variables Science: transmission of motion, gravity, force, Technology: programming; using software media; designing and creating a working model Hands-on, minds-on learning experience Students 11+ years of age Actively involves students in own learning S.T.E.M. Promotes Creative thinking Teamwork Problem-solving skills
54. What We Can Do Constructing meaning = being mentally engaged Anticipate what your lesson will lead students to think about. Use discovery learning carefully (“Generation Effect”, Slamecka & Graf, 1978). Gary Stager (Computer Software) Design reading assignments that allow students to actively process text. Source: Marlowe & Canestrari, Educational Psychology in Context: Readings for Future Teachers. SAGE, 2006