Leaders who demonstrate a continual desire to learn and connect whenever possible help set a precedence of transparency and innovation in a school’s culture.
People love to speculate about what the future will look like, including the kinds of skills and knowledge we will need to find well-paid work. That’s a big question in the field of education right now, as many states shift to a new set of standards meant to highlight skills over content.
Contrary to the popular image of the gamer as an awkward, socially inept loner, players are actually engaged with one another. Gamers play cooperatively. They play competitively. They share tips and tricks. They work together. The teach each other how to get better at the game.
Hip hop has unequivocally captured the imagination of young people in a way that no other phenomenon ever has. With that strong belief, Columbia professor Chris Emdin launched Science Genius, mashing hip hop and science education.
Game-based learning forces students to apply knowledge in a contextualized way, it creates an interdisciplinary learning experience where subject-specific knowledge is used in a context that requires diverse applications. The borders between disciplines become fuzzy and ambiguous.
It’s a provocative question, and it may be argued that “choosing” is not exactly the right term. For schools using any online tools — from Edmodo to any of Google’s apps to student information systems, are they risking exposure to a data breach, or is the issue being blown out of proportion?
Genom att utnyttja internet och sociala medier har Hamid Yasin, mattelärare på Wieselgrensskolan i Helsingborg, hjälpt eleverna att höja sina resultat i matematik. Rejält. Förra året klarade 9 av 10 elever i årskurs 9 målen i matematik när de fick sina slutbetyg, jämfört med 6 av 10 året före.
Forskningsprojektet #tagga2014, som påbörjades våren 2014, har nu nått en mer utåtriktad fas. Den 27 maj får två skolelever börja använda Google Glass för att lösa problem som de får när de närmar sig vissa platser.