- By Geoffrey H. Fletcher
Chat software (text or media-based) provides an excellent tool in supporting academic dialog (exchange), critical thinking, and knowledge building. The immediacy of the technology provides students with a direct connection with the instructor as well as other students. While chat software is usually used for "chatting," and, therefore, it has a relaxed and colloquial protocol, with a little thought and planning, it can also be used well to support instruction.
It is inevitable that eventually a school will be able to purchase a total, mobile learning package. But today, putting a pedagogically effective mobile learning initiative into a K-12 classroom means putting pieces to a puzzle together. Based on personal experiences in mobile learning classrooms we are here to bear witness: it IS worth the struggle!
- By Cathie Norris, Elliot Soloway
Much has been written recently about the impact of social networking tools in teaching and learning and how educators can build on the skills of their students in using these tools. But if educators only integrate the ability of students to connect and socialize, deeper points of learning will be missed. While good teaching and learning rests on effective relationships, in an active learning community, those relationships should evolve into actual idea exchange and knowledge construction.
Leslie Wilson of the One to One Institute explains how when it comes to 1-to-1 programs, it's not about the device. It's about teaching, learning, and transforming school.
In "Crossing the Chasm," the high-tech marketing bible, G. Moore advises that If we want to convince mainstream educators to adopt mobile technologies, we need to (1) stop focusing on the technology per se (screen size, chip version, etc.), and (2) paint pictures of what goes on in the classroom when mobile technologies are used and what the kids will be like after using the mobile technologies. Here’s a crack at painting those pictures.
- By Cathie Norris, Elliot Soloway
Over the last decade or so, numerous articles have appeared that conflate the ideas of a virtual science lab and a simulated science lab. For example, the College Board, in its guidelines, says, "A virtual lab is an interactive experience during which students observe and manipulate computer-generated objects, data, or phenomena in order to fulfill the learning objectives of a laboratory experience."
- By Harrison Keller
Students can have a range of physical, cognitive, sensory, and learning disabilities that affect their entire lives. Any of these might pose unique academic challenges, particularly when learning mathematics. The good news is that technology is removing barriers for the education of students with disabilities in regular classrooms. Unfortunately, not all software is based on principles of universal design.
With the right tools, students can experience science in a meaningful way, while being challenged and engaged. Erika Fosgreen, accelerated program coordinator at Imagine Rosefield and Imagine Prep Surprise in Arizona, shares her experience doing just that.
- By Erika Fosgreen
In the first segment in this series, we covered the pedagogy behind student videogame development. We addressed how learning as doing, collaborative & peer learning, tutoring, ownership, and publication are critical components to game development. We also addressed benefits of videogame making, including content area knowledge acquisition, students as producers of information, and the potential of game-making for encouraging STEM-related careers for women and minorities.