“In the quickly evolving workplace and at a time when graduates are competing for jobs and careers with others around the world, the capacity to change rapidly and apply new skills is paramount. Bottom line: Learning how to learn is a game changer in the global knowledge economy, and it’s never too early to teach students how to begin to learn more independently.”
Donna Wilson and Marcus Conyers share three strategies for helping students become self-motivated and take charge of their learning.
(Repost from 06/11/2007)
Event Tags: FOL2013, hgsepzfol
Anshul Samar is the CEO of Elementeo, a startup company seeking to combine fun and learning. This article provides an overview of the company’s goals, video of Anshul’s CEO speech, and a description of the company’s first game which teaches chemistry through a role-playing board game.
This is interesting to me on many different levels. Watching the video of Anshul’s CEO speech gives me the impression that this may have actually been a class project. Regardless, couldn’t a student activity like this be the jumping-off point for effectively integrating technology with teaching and learning?
- How many content areas/topics/objectives/skills would this kind of activity include? I’ve noticed 1) math, business and economics, 2) science/chemistry, 3) art and graphic design, 4) language arts, 5) perhaps copyright and patents, 6) ……???
- If this was a class project, do you think that the teacher could have ever imagined that this would be the result?
- Elementeo is seeking to put the fun back into learning. Has education taken the fun out of learning? It seems that these students think so. What does that tell those of us that are teachers?
- If this is not a class project and Anshul and his friends did this of their own initiative then perhaps we, as teachers, should reconsider what it is that we have our students doing. I suggest that a traditional lesson/unit on entrepreneurship would likely not teach students nearly as much about the world of business (and the other aforementioned content areas) as this activity likely did.
- While students weren’t necessarily playing games but rather developing games, this could be an example of effectively bringing gaming into the classroom and integrating it with the curriculum.
- Let’s begin to consider all the elements of effective teaching and learning (according to today’s research) that might possibly be identified in a class project like this. Such an activity might include 1) problem solving, 2) discovery learning, 3) legitimate peripheral participation and/or authentic/situated/contextual teaching and learning, 4) communities of practice, 5) collaboration, 6) project management (for those instructional designers among us), 7) ……???
I think this could be a rich discussion. Please, please chime in.
In honor of Teacher Appreciation Day filmmaker George Lucas shares his thoughts about the importance of education. In a blog post at Edutopia he shares, “There is no other job more important than education. It is the foundation of our democracy. By seizing on what’s working, and recreating those successes from one classroom to the next, we can make it better for everyone” (Source).
I encourage you to read the full post and consider George’s personal experiences in the classroom and recommendations for education as we move forward.
I have come to a frightening conclusion.
I am the decisive element in the classroom.
It is my personal approach that creates the climate.
It is my daily mood that makes the weather.
As a teacher I possess a tremendous power to make a child’s life miserable or joyous.
I can be a tool of torture or an instrument of inspiration.
I can humiliate or humor, hurt or heal.
In all situations it is my response that decides whether a crisis will be escalated or de-escalated, and a child humanized or dehumanized.