Education writer Suzie Boss considers the importance of effective assessments and how they can be used to measure student learning on project-based lessons. A new
classroom guide developed by Edutopia, Top Ten Tips for Project-Based Learning Assessment, offers tips and resources for assessing
learning at each stage of a project-based lesson, from project planning to a
culminating event when students present their conclusions. Susi Boss' Blog/Edutopia.org
Musings, reflections and comments on educational technology, online learning, faculty development issues, and anything else that comes to mind.
Saturday, March 26, 2011
Tuesday, March 8, 2011
Kindle Used to Motivate Young Readers
Dalzell Grade School, a grade school in Illinois is using Kindle e-readers to help encourage students of
all levels to get excited about reading. The devices' dictionary feature has
allowed students in fifth and sixth grade to better understand Washington
Irving's "Rip Van Winkle," and the highlighting feature is being used to help
kindergarten students sound out new words. Each device can hold up to 3,500
titles, a feature that educators say helps make up for their school's lack of
sufficient library space. News-Tribune (La Salle, Ill.) (3/5)
Thursday, March 3, 2011
Student Engagement on the Go
"This is my 3-year old daughter the day the iPad
came out," said Patrick McGee as he displayed a movie of a young girl
sitting at a kitchen counter, gripping an iPad in both hands. The
audience watched as the little girl found, launched, and began to use a
Dr. Seuss app; all without intervention or explanation from an adult.
"Kids know--intuitively--how these things work; even at 3," he said. "We
need to use that."
McGee also pointed out the many productivity uses of the devices, listing several apps that he deploys regularly, including iBooks, e-mail, LogMeIn, KeyNote, and Pages; many available for both devices. T.H.E. Journal (3/2)
Learning in a Virtual World--Whyville
Whyville is an educational virtual world created for kids, which launched
in 1999. It was one of the first solely for children and pre-teens and remains one of the few whose purpose is purely educational. Players earn "clams"—the currency of Whyville—by engaging in various games and role-playing scenarios.
Players do everything from helping to publish the community's newspaper,
The Whyville Times to running the power grid for Whyville to even taking out loans to buy big-ticket items such as cars.
It is quite literally a self-organized community of kids that has been
up and running for more than a decade.
Whyville has received a number of awards from independent parent groups for its educational value and safety--and is reported to be one of the most popular virtual worlds (Wikipedia)
Subscribe to:
Posts (Atom)