Showing posts with label critical thinking. Show all posts
Showing posts with label critical thinking. Show all posts

Thursday, November 19, 2009

I think critically, therefore I am

Times Higher Education, August 6 2009 Dr. Linda Elder

Teaching students to read and understand a text properly is essential to their intellectual survival in a complex world. Elder has developed a four-part approach to teaching her psychology students to think critically. As you read through the series of activities, remember that any of the details can and should be contextualized to fit the situation, student group, and so forth. I also found the comments interesting.
  • Part one: reading closely
  • Part two: analyzing the text
  • Part three: sharing papers and giving feedback to one another
  • Part four: speaking in the voice of the author (role-playing)

Friday, February 8, 2008

Using Blogs to Expand the Curriculum--2 ideas

I was reading David Warlick's blog "Mr. Blogmeister" where he provided several examples of assignments using blogs to fit the new ISTE standards. The following two I thought would especially be useful in higher education. I've included them with minor grammatical adjustments. Both these assignments take blogging beyond just the journaling/diary-keeping concept. The first assignment asks students to think about the learning process--how they actually found the information and to evaluate that information. Warlick only asks the teacher to respond, but I think student responses might also generate discussion about why certain information was appropriate and how the student came to his/her conclusions. As always, having students role play or take on the persona of a character in a story, poem, or play adds a new dimension to the study. But having them choose a particular place/sentence in the text requires them to read closely and to evaluate. As the other students play out the second character, the story changes. The blog also allows for commentary on why the students chose particular sections and why they answered the way they did.

  • Research & Information Fluency
  • Assignment:
    As students are engaged in a major research assignment, ask them to journal daily about their experience, listing what information they have found, how they found it, and how they evaluated the information to assure its appropriateness to the assignment. Read and comment on the blog entries, giving support, tips, corrections, and other aide.

  • Critical Thinking, Problem-solving, & Decision-Making
  • Assignment:
    After reading a story, novel, or play, ask students to pretend to be one of the characters, and describe one sentence that might have been spoken to another character and at what time that might have overcome the roadblocks of the problem more quickly and with less cost. Ask classmates to read the blog entries and comment what the second character would logically have said in return.


    Tuesday, September 25, 2007

    Help Me Solve a Mystery ARG

    This week John Farquhar from Western Washington University, posted an email to the DEOS-L listserv about an alternate reality game (ARG) hosted by a team of faculty, librarians, instructional designers and student volunteers. The game, which is totally Internet-based, is designed to provide practice in critical thinking and help develop information literacy skills. The game is targeted to college students yet will be open and promoted to everyone to attract a broad range of participants. The game opened September 21 and is set to end in mid-December. "Help Me Solve A Mystery" (http://HelpMeSolveAMystery.com) I'm not sure exactly what information literacies are targeted.

    Below is a summary of the experience as well as a description of how students can participate:

    William Lewis has a mystery to solve. He found a volume of a 1933 World Book Encyclopedia among his own books. Inside the book was a note with some mysterious and cryptic messages. How did it get there? What does it mean? And, where will all of this lead? Join William's mystery and expect to uncover new mysteries and puzzles throughout the fall.

    Participate in the online forum or create your own blog of your experience. Use the online tools to:
    1) describe search strategies that successfully locate additional clues
    2) critically examine the clues, documents and other sources of information
    3) guide other participants to successfully search for and critically examine information. Perhaps you'll
    make new friends and learn new things.

    I know very little about the entire concept behind alternate reality games, but I am interested in knowing more about what they hope to teach and how it would happen. I have looked at the site. It looks interesting. However, since I do not play these kinds of games on a regular basis, I'm not sure how I would incorporate it into my classroom. I'm not sure what they are asking/expecting the students to do. Does this game operate similar to a scavenger hunt? Should the students post suggestions on how to decode the cryptic page? Should they pose questions for others to answer? I am assuming that additional clues will be found or supplied by the game hosts. Or do the students provide additional clues?

    If anyone can tell me more about the project, let me know. John indicated that since the project is just getting started, now is the time to get in on the fun. I would love to see how my Developmental Reading students could use this project.

    Saturday, September 22, 2007

    Interaction Economy meets Interactive Education?

    In searching for information on personalized homepages today, I came across the following information on Tim Leberecht's blog iPlot: According to a McKinsey & Company study of US economic activity, "Raising the productivity of employees whose jobs can’t be automated is the next big performance challenge." The study argues that "as more companies come to specialize in core activities and outsource the rest, they have greater need for workers who can interact with co-workers, partners, and vendors," supported by highly personalized organizing and communication tools. 40 percent of labor activity, says McKinsey, comes not from making things or from traditional transactions but from what the consultancy calls the "Interaction Economy," which it defines as the "searching, coordinating, and monitoring required to exchange good[s] or services."

    Think of how this impacts higher education! It boggles the mind. The whole purpose of education must change. It's not about defining a set body of knowledge that every learned individual must know. It is more about how we enable students to efficiently/effectively access information and collaborate in solving problems. The traditional behaviorist model worked for the industrial age, but today's service-driven economy requires more. Students must be allowed and encouraged to create their own meanings--based on their experiences and interactions with others. We also need to make sure that they have a wide variety of experiences--exposure to alternative ways of thinking and approaching problems. I am reminded of Taco Bell's slogan "Think outside the bun" and now Wendy's new promotion which suggests that just because everyone else is doing it doesn't mean that it is right. Just because this was the way you or your parents were taught doesn't mean that it is the "right way" or only way to teach/learn.

    Higher education (especially the 4-year institutions) has been the bastion of tradition--changing slowly. The technical schools and 2-year institutions have seen the need to change to meet the needs of their student population. Most adopted technology in teaching and learning years ago, offering online programs (not just online courses). 4-years institutions held out--sticking to chalk or dry erase markers and the lecture model. The professor was hired for his/her content knowledge, right? Then it is up to him/her to pass on that knowledge to students passively waiting to receive it. The problem comes when the students are passive--learning is active/interactive. Students must be involved in the process. Web 2.0's user-created content tools (blogs, wikis, social bookmarking, etc.) allow that interaction--in a public sphere. No longer must students create, synthesize, and produce for just the instructor or classroom. Instead, their ideas can go out into cyberspace for others to read, comment, and digest. There is an authenticity to this kind of publication.

    CAVEAT: This also means that we, as instructors, can no longer "control" what and how our students learn. How does this affect assessment--what exactly are we assessing, then?