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Παιδείας Εγκώμιον

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Akropolis by Leo von Klenze

Του Νίκου Τσούλια

     Οι νεοαναδυόμενες ψηφιακές εποχές μεταβάλλουν πολλά χαρακτηριστικά των σύγχρονων πολιτισμών και ιδιαίτερα στα πεδία της επικοινωνίας και της ψυχαγωγίας. Αναθεωρούν το πολιτισμικό στερέωμα της ανθρωπότητας. Μετασχηματίζουν επίσης τόσο το τοπίο της γραφής όσο και εκείνο του διαβάσματος. Και να γιατί.

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David Thornburg on the Evolving Classroom (Big Thinkers Series) – YouTube

David Thornburg on the Evolving Classroom (Big Thinkers Series) – YouTube.

Traditional classrooms, the kinds that I certainly grew up in, really don’t reach every child. Not because of teachers, not because of anything the teacher’s doing so much as the actual physical structure of the room.

The idea that children learn best by sitting in uniform rows facing the front of the room, has been known to be ineffective for some learners since the 1300s, as a famous painting that shows what a real classroom looked like at the University of Bologna. And when you look at it, you laugh, because there’s students sleeping, there’s students talking to each other, and there’s the poor professor in the front of the room trying to give a lecture hoping that everyone’s learning something.

So our motivation was to say if the structure of the classroom is at fault, what new structures could we design that might be better?

My name’s David Thornburg. And right now we’re located in Recife, Brazil. But we also live in the United States, and we split our time between the two countries. My background is in science and engineering, mathematics, education, and in particular, the role that technology might play in support of students learning. The Holodeck, which takes its name from science fiction, is basically an empty room that can become anything you want when you turn the computers on. So walls, which are normally white, can suddenly become viewports into outer space. They could become views out of a submarine window. They could become almost anything based on what the computer software is telling it to do. The Holodeck is based on the idea of inquiry driven, project-based learning. They’re actually engaged in a mission, and the outcome of that mission is unclear. And a consequence of that is the students are so engaged that they tend to remember what they learned in that environment for a far longer period of time than most kids remember their learning in a traditional classroom environment.

The first mission that we created was a Mission to Mars to explore whether or not Mars has or had life. Interesting question. Scientists are unclear. I really like having students explore things for which tools like Google can be a terrific resource, but that they’re not going to provide a closed answer. If people already know the answer, and it can be looked up on Google, why ask the question? Let’s ask them real questions that scientists are asking themselves these days? And that gives them a sense also of the reality of science. It’s messy. It’s unclear. There are differing points of view. What I see happening now, though, is a consumer-driven revolution, in that the students themselves are taking control of their informational tools. Students are bringing their own smart phones to school. They’re bringing their own tablets to school with every expectation that they will be allowed to use these devices in the school’s network. The challenges that I see are two-fold. One of them is students may know how to use these tools mechanically, but it doesn’t mean that they know how to judge the value or accuracy of the information that they’re finding, and they need responsible adults to teach them. If you start with four levels of data, information, knowledge, and understanding, data and information are the sorts of things that Google can provide for you. Teachers don’t have to provide that stuff anymore. Historically, they provided a lot of it. But how nice to liberate teachers and say, «Now, you can focus on knowledge and understanding, that’s where the real payoff comes.» I’ve been telling kids that in 1492 Columbus sailed the Ocean Blue,» why on earth waste time presenting that, but instead focus on what were the kinds of challenges that Columbus had with his crew to entice them to go beyond the site of land? Now that’s a very different kind of question. And one that teachers don’t often get to ask, because they spend  so much time on the trivial stuff that can be looked up. The value of the question for the kids is it gets them thinking about topics in a deep way. If history teachers only get to spend time teaching the rough outlines of history in terms of events, the meaning behind those events is amazingly lost! To me the real power of technology in the classroom comes when we use it to do things we couldn’t do before at all. Not just to do old things differently. So technology is important in education to the extent That allows them to achieve educational goals in some powerful new ways.

Game-Based Learning Ideas from ISTE | Edutopia

Andrew Miller’s Blog

I had a great time at this year’s ISTE (International Society for Technology in Education) conference, as both a presenter and participant. Of course I was excited to hear Jane McGonigal again as she engaged us in thinking about games for learning and other amazing purposes. As ISTE closes, there are many free resources that I saw either introduced or highlighted around game-based learning (GBL), from educational games to gamification in the classroom. I’m always looking for free! (Aren’t we all?) Some of these tools and concepts have already been featured in news reports about education, but following are a few ideas as you consider using them.

SimCity Edu

We have all been awaiting the release of SimCity Edu, and you can now pilot it this summer in anticipation for use in the classroom this fall. Although applications for this pilot close on June 28, I’m sure there will be more to release soon. In the meantime, you can still log in and create your own lesson and ideas as well as browse other sample units and lessons. One sample unit has students focus on creating civic engagement in SimCity, aligned to civics learning objectives and essential questions. Many of the other lessons are aligned to common core standards and other content standards like business, math and science.

Educade

Newly announced from GameDesk is Educade.org, a huge database of games and game lessons that teachers can use in the classroom. It’s free, and you can even create your own lessons to share with the PLN they’ve created. It’s a great way to get your own GBL ideas out there for feedback and collaboration. The lessons are aligned to content, grade level, and even 21st century skills like critical thinking and collaboration. You can also add lessons to your «backpack,» «like» and comment on lessons, and share them on social media. I especially liked the lesson idea of using statistics to predict and plan outcomes for the board game Settlers of Catan (one of my favorites). Educade’s mission is to «zap» boredom, so if you’re using the tools, consider joining the Twitter hastag PLN #EducadeZAP.

Quest Designing Tools

Dr. Chris Haskell of 3D Game Lab has put together some great resources on designing effective gamification environments for learning. One of the best articles I’ve seen on this site — and on this subject — is «Understanding Quest-Based Learning,» which goes over effective usage of game mechanics in the classroom, as well as quest design, incentives and assessment components. 3D Game Lab also has paid Teacher Camps that allow participants to use their learning management system. However, the resources on the site also provide a great framework for ensuring quality gamification in the classroom.

It’s clear that there are more and more tools and resources out there to help support implementation of GBL in the classroom. As you consider some of these resources, don’t go crazy! Make sure to start small. Along with that, be intentional in terms of student learning outcomes. Build or use assessments appropriately, and give feedback to the organizations creating and providing the lessons, resources and tools — because we’re all in this together! I would love to hear how you are using these in your classroom and more.

Game-Based Learning Ideas from ISTE | Edutopia.

Online education as a ‘global classroom’ – CNN.com

By Daphne Koller, Special to CNN

Around the world, and in developing nations especially, there is an overwhelming demand for higher education.

Despite worldwide increases in tertiary enrolment numbers, there still remains disparity between those with access to quality education and those without.

In Sub-Saharan Africa, for example, only 6% of college-age students are enrolled in higher education.

Daphne Koller

Daphne Koller

John Defterios: The world’s next economic powers don’t need the West

That number rises to 72% in North America and Western Europe, but hovers around 20% to 40% for most developing regions, according to UNESCO reports. Without higher education, most people face a grim future.

But once you consider the possibilities provided by an internet connection and the growing availability of quality online education resources, the conversation about accessibility shifts from «where» to «how,» and exciting new opportunities (and challenges) arise. So how do we actualize the idea of education for everyone?

Read more: Does Brazil deserve its ‘B’ for BRIC?

At Coursera, only one-third of our students are from the U.S., and 40% are from the developing world.

Not surprisingly, three of our biggest countries outside the U.S. are Brazil, India, and Russia, where the number of jobs that require a higher education greatly exceeds the number of people with education sufficient to do these jobs.

In Russia, for example, new student enrollments rose 230% since January 2013 (surpassing new student growth from the U.S., which is up 178%). Our large international growth poses challenges in dealing with cultural and language differences.

Professor pushes for free online classes

Assou-Ekotto: Education is key

South Africa’s failing education system

The challenges

Despite our global reach, most of the course material and lectures found on our platform are in English, making the courses inaccessible to many students whose native language is not English.

To address this issue, we are taking a two pronged approach. First, we are working with our partner universities in non-English-speaking countries to offer courses taught natively in languages other than English (currently French, Spanish, Chinese, German, and Italian).

More from Koller: Top college courses, for free?

We are also building up a network of «translation partners» – non-profits, companies, and universities – to translate Coursera lectures from popular courses into a selection of languages common among our students.

Reducing language barriers opens up new possibilities and applications of online education.

Experiments in global learning

Moscow-based Digital October (one of our translation partners) has experimented with creative ways to use online education to transcend cultural and language barriers.

The center for new technology and entrepreneurship recently hosted a multi-national «ideahack.»

This interactive meet-up centered around the University of Pennsylvania’s online Gamification course, and attracted more than 200 live students from Moscow and 15 students from three continents around the world via video conference, with the event being simultaneously translated for Russian and English audiences.

Fareed Zakaria: How to beat inequality

Those attending worked in small groups applying principles learnt from Professor Kevin Werbach’s Coursera course. Professor Werbach participated virtually throughout the event.

Princeton’s Professor Mitch Duneier taught his sociology class to a global audience. He says that: «Within three weeks I had received more feedback on my sociological ideas than I had in a career of teaching, which significantly influenced each of my subsequent lectures and seminars.»

These insights have reshaped the way he teaches his Princeton students on campus. One student wrote to him, saying, «It has been an incredible experience for me, one that has not only taught me sociology, but the ways in which other cultures think, feel, and respond.»

Bill Gates: I just don’t see room for education cuts

By their very nature, Massive Open Online Courses (MOOCs) foster an open environment where people from all walks of life can contribute to a thriving collaborative community.

Translation of online courses further helps increase access to people from diverse backgrounds, and thereby enables the true globalization of education.

Other models for online education are also being explored, such as the flipped classroom, which makes high-quality course content available in conjunction with local instruction.

This can provide much needed expansion of education in the many countries that lack qualified instructors.

The future

With the rise of online education, the notion of a «global classroom» is being discussed by educators and the media alike.

To me, achieving a «global classroom» means using education to erase barriers between people of different cultures and backgrounds; it means giving people the opportunity to learn without the limits imposed by physical or socio-economic circumstances; and it means giving schools and instructors around the world the ability to transcend boundaries to bring high-quality education to their students.

Online education as a ‘global classroom’ – CNN.com.

100 Great Game Based Learning and Gamification Resources »

by Steve Boller

Lots people want to get started with game based learning, gamification and serious games in their training. We’ve been curating game related content for over a year and a half while conducting our own research and case studies. Here are 100 articles related to games and learning. Some of them are research-based, while others just offer an interesting perspective to spark discussion. Take what you need and share this with a colleague.

Game Based Learning

  1. Mobile Games for Adult Learning: What’s the Appeal?
  2. 10 Things We Know About Video Games for Learning
  3. How Game-Based Learning Can Save the Humanities
  4. Game Design: The Key to Education?
  5. Game Based Learning – Why Does it Work?
  6. Mobile Game Get Water Teaches About Water Scarcity with Good Gameplay and Narrative
  7. The Quest for the Holy Grail of Serious Games
  8. How to Invest in Game Based Learning
  9. Why Games & Learning
  10. Why Learning Games Succeed Where Traditional Training Fails 
  11. Weekend Reads: Taking Games to Work, Governance in the Cloud
  12. Motivation and #Games: Motivational Theories for Instructional Games
  13. 6 Board Games That Ruined It for Everyone
  14. 3 Ways to Use Game Based Learning in Corporate Training
  15. One Game Fits All? 
  16. Three Questions to Ask Before You Create a Learning #Game
  17. Learn to Play and Play to Learn: The Secret to Games That Teach – State of Play
  18. The game changer: Gaming in healthcare
  19. A Primer on Play: How to Use Games for Learning (Free Webinar) 
  20. Pass it On! Game  #gbl
  21. How to be a Better Game Designer
  22. Traditional eLearning Versus Online Game-based eLearning — The Dialogue Continues
  23. 5 stages of Games Based Learning
  24. How to Start Designing Game Based Learning (Free Webinar) 
  25. Addiction vs. Reflection: Unlocking the Potential of Games
  26. Pushy business: The world of mobile gaming engagement
  27. A Counterpoint to Ruth Clark’s “Why Games Don’t Teach” 
  28. Mario Kart in the classroom: the rise of games-based learning
  29. Are Online Games Going To Be The New Apprenticeship?
  30. User Interface Considerations for Learning Games
  31. 10 Design Considerations when Developing a Learning Game
  32. Game Mechanics and Learning Theory
  33. Using Games and Avatars to Change Learner Behavior
  34. Designing Learning Games for Multiple Devices
  35. Games: More than Just Reward Systems
  36. Mediocrity versus Mastery: The Case for Game-Based Learning
  37. Video Games in the Brain: Study Shows How Gaming Impacts Brain Function to Inspire Healthy Behavior
  38. Games Teach!
  39. #Gamification vs. Game Based Learning in Education
  40. Brenda Brathwaite: Gaming for understanding TED talk
  41. 7 reasons for Games Based Learning
  42. Motivation and #Games: Motivational Theories for Instructional Games
  43. The 20 Best Blogs About Game-Based Learning
  44. ROI of Learning Games: Knowledge Guru and ExactTarget [Infographic]
  45. Game-Based vs Traditional Learning – What’s the Difference?
  46. 10 reasons game based learning isn’t so hard
  47. The Big Five: Five Reasons Why Educational Games Work
  48. An In-Depth Look at Game-Based Learning
  49. Ruth Clark Claims “Games Don’t Teach”
  50. Using Fantasy in Instructional #Games
  51. Gaming in the Classroom Is Becoming the Norm
  52. Cognitive Flow: The Psychology of Great Game Design
  53. Thiagi: Which are more effective – training games or lectures?
  54. Creating “Mind-Blowing” Learning Games for Social Impact and Business Results
  55. Educator’s Checklist for Game-Based Learning (#GBL) 
  56. The technique LucasArts used to design its classic adventure games
  57. Understanding and applying the in-game compulsion loop
  58. Mistakes and (Games Based) Learning
  59. 10 Findings About Game-Based Learning (#GBL)
  60. Mobile Learning and Games: 3 Ways They Mix
  61. Knowledge Guru Sharon Boller On Games, Learning, and MOOCS
  62. Collaborative Learning Game Design Environment

 

Gamification

  1. #Gamification in the Realm of Employee Training
  2. The #gamification revolution here to stay
  3. Why #gamification is serious business
  4. Understanding and applying the in-game compulsion loop
  5. #Gamification in the Workplace [INFOGRAPHIC] 
  6. Gamification Myths: The Difference Between Game Design and #Gamification
  7. 4 Ways #Gamification Drives Business Results 
  8. Real games for health and the trouble with #gamification 
  9. #Gamification may be the next trend in municipal government 
  10. Demand for #Gamification Skills Are Up 293% From 2011 
  11. The justification of workplace #gamification 
  12. HR #Gamification, Social & Mobile Work for Employees of All Ages
  13. #Gamification: How Siemens got 23,000 engineers to learn about its brand 
  14. #Gamification: The Engagement Success Mantra 
  15. Motivating Your Reps To Learn
  16. Two Types of #Gamification 
  17. #Gamification works but let’s be reasonable, it’s not “perfect”! 
  18. #Gamification in the Realm of Employee Training
  19. Driving KM behaviors and adoption through #gamification
  20. Games Grow Up: Colleges Recognize the Power of #Gamification 
  21.  Game Mechanics and #Gamification
  22. How #Gamification Can Impact Employee Engagement [Infographic] 
  23. Good #Gamification Isn’t Child’s Play 
  24. Blitz Brainstorming #Gamification Tool Fosters Organizational Creativity and Innovation
  25. Gartner #Gamification Report Offers Good and Not-So-Good Points
  26. Does #Gamification Have Advantages Over Traditionally Designed Instruction?
  27. What’s the Difference Between #Gamification and Serious Games?
  28. Why #gamification is serious business 
  29. Can “Green #Gamification” Save the World? 
  30. eLearning & #Gamification: The Octalysis Framework 
  31. How Deloitte Made Learning a Game
  32. How to Gamify: 15 ways to introduce gaming concepts into eLearning 
  33. 3 More Ways #Gamification in Healthcare is Making a Difference
  34. #Gamification Isn’t About “Slapping Badges on Everything” 
  35. 4 #Gamification Tips & Tricks for Improving Audience Engagement 
  36. Points mean prizes in workplace
  37. 19 #Gamification Trend Articles for 2013 
  38. The #Gamification of Business

100 Great Game Based Learning and Gamification Resources ». (Ο σύνδεσμος του άρθρου)