From DSC:
After reviewing the article below, I wondered...if we need to interact with content to learn it…how might mixed reality allow for new ways of interacting with such content? This is especially intriguing when we interact with that content with others as well (i.e., social learning).

Perhaps Mixed Reality (MR) will bring forth a major expansion of how we look at “blended learning” and “hybrid learning.”

 


Mixed Reality Will Transform Perceptions — from forbes.com by Alexandro Pando


Excerpts (emphasis DSC):

Changing How We Perceive The World One Industry At A Time
Part of the reason mixed reality has garnered this momentum within such short span of time is that it promises to revolutionize how we perceive the world without necessarily altering our natural perspective. While VR/AR invites you into their somewhat complex worlds, mixed reality analyzes the surrounding real-world environment before projecting an enhanced and interactive overlay. It essentially “mixes” our reality with a digitally generated graphical information.

All this, however, pales in comparison to the impact of mixed reality on the storytelling process. While present technologies deliver content in a one-directional manner, from storyteller to audience, mixed reality allows for delivery of content, then interaction between content, creator and other users. This mechanism cultivates a fertile ground for increased contact between all participating entities, ergo fostering the creation of shared experiences. Mixed reality also reinvents the storytelling process. By merging the storyline with reality, viewers are presented with a wholesome experience that’s perpetually indistinguishable from real life.

 

Mixed reality is without a doubt going to play a major role in shaping our realities in the near future, not just because of its numerous use cases but also because it is the flag bearer of all virtualized technologies. It combines VR, AR and other relevant technologies to deliver a potent cocktail of digital excellence.

 


 

 

 

As Pedagogy Changes, Learning Spaces Are Transforming Too — from thejournal.com by Dennis Pierce
The American architect Louis Sullivan coined the phrase “form follows function,” and this is true of classrooms as well.

Excerpt:

In Johnson’s classroom at H.D. Isenberg Elementary School in Salisbury, NC, students can choose from a variety of seating options. There are tables for students to collaborate in groups of four, as well as bar-style seating on taller stools and even a few couches where they can sit comfortably while they work or read independently. The school provided the tables, and Johnson supplied the rest of the furniture himself.

To teach his students about citizenship, Johnson operates his classroom like a community. “I call it the Johnsonville Learning Community,” he said.

His fourth- and fifth-grade students can earn currency by coming to class each day and successfully completing assignments, and they also hold various classroom jobs. “The students who keep the classroom clean are part of our janitorial service,” he explained. “The student who brings things to the office is our delivery service.” Students use part of their currency to pay “rent” each month, and that entitles them to sit where they want.

Johnson’s school system is a 1-to-1 district, and every student is given an iPad to take home. Much of his instruction is project-based, with students working in small groups on tasks using curriculum from sources such as Defined STEM. In one recent project, his students used 3D modeling software on their iPads to create a multi-touch book about the human body systems.

 

 

Johnson’s classroom is an example of how changes in both the design of the learning space and the teaching that takes place there have combined to making learning much more engaging and effective for students.

A growing body of research suggests that the design of a learning space can have a significant effect on student success. For instance, a study by researchers at the University of Salford in England found that classroom design can have a 25 percent impact, either positive or negative, on student achievement over the course of an academic year — with factors such as color, complexity, flexibility, lighting and student choice having the most influence.

 

 

From DSC:
I saw the word CHOICE (or some variant of it) mentioned several times in this article. That’s a helpful step in developing the kind of mindset that our students will need in the future. Making choices, thinking on their feet, being able to adapt and pivot, NOT looking to be spoon fed by anyone — because that’s likely not going to happen once they graduate.

 

 

 

 

 

When redesigning learning spaces, let the type of learning experiences you want to foster be your guide, Jakes advised. “Focus on experiences, not things,” he said. “This is not about furniture; it’s about the learning. What experiences do I want to create for students? Then, what design would support that?”

David Jakes

 

 

 

Expert Dive: Active Learning in STEM Courses — from teachinginhighered.com by Bonni Stachowiak

 

 


As part of ACUE’s Expert Dive series and collaboration with the Teaching in Higher Ed podcast, Paul Blowers sat down with TiHE’s Bonni Stachowiak to discuss the active learning strategies—and practices to increase student persistence—he uses in his chemical engineering courses at the University of Arizona. One of his practices includes showing students the first exam on which he received a failing grade, explaining the steps he took to master the subject to illustrate how failure can lead to success and mastery of the material.

Listen to Paul share the active learning practices that are the cornerstone of his teaching on the Teaching in Higher Ed podcast, and read Paul’s post, Three Misconceptions About Using Active Learning in STEM, on The Q Blog.

 


 

Also see:

Top 10 Recommended Podcasts
If you’re new to the TiHE podcast, check out our top 10 recommended episodes with a number of experts whose work is explored in detail in ACUE’s Course in Effective Teaching Practices.

1. Teaching Lessons from the Road with Penny MacCormack, ACUE

2. Motivating Students in Large Classes with Brenda Gunderson, a senior lecturer at the University of Michigan, whose practices to engage and motivate students are featured in multiple ACUE modules, such as Using Active Learning Techniques in Large Classes, and on ACUE’s community site, where you can see exclusive footage of Dr. Gunderson doing a cartwheel during class

3. Teaching Naked Techniques with José Bowen, president of Goucher College; ACUE subject matter expert for the modules Engaging Underprepared Students, Embracing Diversity in Your Classroom, and Using Student Achievement and Feedback to Improve Your Teaching; and an ACUE community site contributor

4. Teach Students How to Learn with Saundra McGuire, author of Teach Students How to Learn, who shares strategies in ACUE’s course for supporting unprepared students

5. Engage the Heart and Mind Through the Connected Classroom with Ken Bauer from the Tecnológico de Monterrey

6. Radical Hope – A Teaching Manifesto with Kevin Gannon, regular contributor to the Teaching United States History blog

7. Engaging Learners with TEDx Speaker and Professor of English Gardner Campbell

8. Small Teaching with James Lang, author of Small Teaching

9. The Skillful Teacher with our friend Stephen Brookfield, featured in numerous ACUE modules, including Planning an Effective Class Session, Delivering an Effective Lecture, and Developing Self-Directed Learners, and on the community with advice on teaching from the back row

10. Flipped Out with Derek Bruff, who discusses using concept maps and other visualization tools in ACUE’s course

 

 

The 10 Best AR Apps for Classrooms Using Apple’s New ARKit — from edsurge.com by Jaime Donally

Excerpts:

The ARKit is often mistaken as a single app, but it’s actually a tool for developers to create their own apps. Already, it has opened up the AR floodgates for newer Apple devices, and developers have been showcasing their new apps on social media using the hashtag #ARKit. The latest apps include technology that simulate realistic experiences, making AR more useful than ever in our daily lives.

While testing some apps before the release of iOS 11, I was overwhelmed with the educational potential and benefit for our students contained in this technology. I found some incredible apps that blew the roof off of our classroom walls, as well as some that provided minimal benefit.

Here, I’ve made my list of top 10 recommended ARKit apps (as of today) that can drastically transform our lessons and the interactions with content. While I’ve tried to explain the value of these tools, there are some instances where you simply need to see it to believe it, so I’ve included my experience on video using some of the apps to provide further insights whenever possible.

 

From DSC:
I wonder if teams involved in creating/enhancing learning spaces might benefit from using magicplan (1 of the 10 apps mentioned) for quick floor plans and ideas:

The award winning magicplan app lets you create professional floor plans simply by taking pictures. Use magicplan to generate complete job estimates, view your space in 3D, plan DIY projects, or furnish your home. Create floor plans in minutes and edit them with ease. Add objects, photos, annotations, product price lists, tasks, and taxes in a single tap. Purchase your floor plans to get them in PDF, JPG, DXF, PNG, SVG, and CSV formats. Share them with any magicplan user. View them in 3D. Publish them as interactive floor plans on the web – or store them on the MagicPlan Cloud to view and edit them on multiple devices.

 

 

 

 

 

Plan now to attend the 2018 Next Generation Learning Spaces Conference — tour USC’s campus!

From DSC:
I am honored to be currently serving on the 2018 Advisory Council for the Next Generation Learning Spaces Conference with a great group of people. Missing — at least from my perspective — from the image below is Kristen Tadrous, Senior Program Director with the Corporate Learning Network. Kristen has done a great job these last few years planning and running this conference.

 

The Advisory Board for the 2018 Next Generation Learning Spaces Conference

NOTE:
The above graphic reflects a recent change for me. I am still an Adjunct Faculty Member
at Calvin College, but I am no longer a Senior Instructional Designer there.
My brand is centered around being an Instructional Technologist.

 

This national conference will be held in Los Angeles, CA on February 26-28, 2018. It is designed to help institutions of higher education develop highly-innovative cultures — something that’s needed in many institutions of traditional higher education right now.

I have attended the first 3 conferences and I moderated a panel at the most recent conference out in San Diego back in February/March of this year. I just want to say that this is a great conference and I encourage you to bring a group of people to it from your organization! I say a group of people because a group of 5 of us (from a variety of departments) went one year and the result of attending the NGLS Conference was a brand new Sandbox Classroom — an active-learning based, highly-collaborative learning space where faculty members can experiment with new pedagogies as well as with new technologies. The conference helped us discuss things as a diverse group, think out load, come up with some innovative ideas, and then build the momentum to move forward with some of those key ideas.

If you haven’t already attended this conference, I highly recommend that you check it out. You can obtain the agenda/brochure for the conference by providing some basic contact information here.

 

The 2018 Next Generational Learning Spaces Conference- to be held in Los Angeles on Feb 26-28, 2018

 

Tour the campus at UCLA

Per Kristen Tadrous, here’s why you want to check out USC:

  • A true leader in innovation: USC made it to the Top 20 of Reuter’s 100 Most Innovative Universities in 2017!
  • Detailed guided tour of leading spaces led by the Information Technology Services Learning Environments team
  • Benchmark your own learning environments by getting a ‘behind the scenes’ look at their state-of-the-art spaces
  • There are only 30 spots available for the site tour

 



 

Building Spaces to Inspire a Culture of Innovation — a core theme at the 4th Next Generation Learning Spaces summit, taking place this February 26-28 in Los Angeles. An invaluable opportunity to meet and hear from like-minded peers in higher education, and continue your path toward lifelong learning. #ngls2018 http://bit.ly/2yNkMLL

 



 

 

 

 

 

“The 2017 Readers’ Choice Awards” in K-12 — from thejournal.com by David Nagel

 

“Google was the absolute winner overall.”

 

Excerpt:

In an open-ended question asking for educators’ favorite technologies currently in use at their schools, respondents overwhelmingly chose Google’s G Suite for Education as their top overall pick.

The top overall categories were:

  • Mobile devices
  • Interactive whiteboards/displays/projectors
  • eLearning/learning management systems and reading software — Lexia Learning’s Core5 scored big in the reading software area, while Google Classroom, Schoology, Moodle, Canvas, and Blackboard Learn were often mentioned in the LMS area

 

 

 

 

Also, there was an article in there on learning spaces. Some ideas mentioned include:

 

 

 

 

Which assessment strategies do students prefer? — from facultyfocus.com by John Orlando

Excerpt:

While most faculty stick with the tried-and-true quiz and paper assessment strategies for their online courses, the wide range of technologies available today offers a variety of assessment options beyond the traditional forms. But what do students think of these different forms?

Scott Bailey, Stacy Hendricks, and Stephanie Applewhite of Stephen F. Austin State University experimented with different assessment strategies in two online courses in educational leadership, and surveyed students afterward on their impressions of each one. The students were asked to score the strategies using three criteria: 1) enjoyment, 2) engagement with the material, and 3) transferability of knowledge gained to practice. The resulting votes allowed investigators to rank the various strategies from least to most preferred by students.

Interestingly, scores for the three criteria were remarkably consistent within each strategy. Students who found an activity highly enjoyable normally found it engaging and with a high degree of transferability of knowledge and vice versa. Moreover, traditional forms of assessment tended to score near the bottom.

The rankings provide a guide for any faculty member looking to develop engaging online content. Below are the different strategies grouped from lowest to highest in preference.

 

 

 

From DSC:
Reading the item below prompted me to return to a thought/question that I’ve had several times now…in the future, will students be able to choose “where” they want to study? One of our daughters would probably be able to focus better if she were able to be transported to a place of her choosing — perhaps by a stream of running water.

 

 

Anyway, it’s an interesting thought/question to consider. It would certainly provide:

 

 

 

Thanks to VR, your office will resemble a tropical island — from thenextweb.com by Amber Leigh Turner

Excerpt:

For example, the idea of being able to teleport their employees to worlds outside of the office – including on a beach on an island a thousand miles away – may help boost employees’ productivity while reducing their stress level.

Mure VR, an Icelandic company, has found a way to integrate virtual reality with your work with the introduction of Breakroom. According to their website, “Breakroom is the way to turn your virtual reality headset into a multi-monitor system. You open a relaxing virtual environment and open your regular Windows applications as a floating 2D monitor within the virtual world. You are no longer limited by the physical computer monitor and can surround yourself with applications.”

Breakroom allows employees to escape workplaces by creating a workspace – such as on the beach, or in a park – that is stress-reducing, while tailored specifically to their needs. Becoming immersed in your work and blocking out the distractions that come with now-popular open office environments is a practical way that Mure VR is bringing virtual reality into the workplace.

 

 

 

 

 

 


 

Also here’s another application of virtual reality:

Using virtual reality to teach medical students empathy for elders — from unionleader.com by Gretchen Grosky

Excerpt:

“We are Alfred” is a pioneering virtual reality program where students don a headset to experience first-hand what it is like to be an older adult living with these common conditions.

Students at the University of New England College of Osteopathic Medicine in Maine – the state with the oldest population in the country – are among the first in the world to use this program as a means to learn empathy for their patients.

“We’re trying to get our students to understand the person-to-person approach of caring for people and working with people,” said Dr. Marilyn R. Gugliucci, professor and director of geriatrics education and research at the college. “We don’t want to just teach in a classroom. They’ve got to know people to help heal people.”

 


 

 

 

VR and AR: Transforming Learning and Scholarship in the Humanities and Social Sciences — from er.educause.edu b

What if a text or work of art is no longer read, but instead, experienced? What new questions are raised when it’s possible to visit an author’s home or stroll through the streets of an ancient city? How will our interpretations of literature, art, history and archaeology change when we are no longer passive recipients but co-constructors and actors in immersive experiences? How will this challenge us to think outside our current learning paradigms? These and other questions arise when we examine the impact of immersive technologies on the humanities and the social sciences.

 

Some examples mentioned there include:

 

 

 

Microsoft joins the VR battle with Windows Mixed Reality [on 10/17/17] — from theverge.com by Tom Warren

Excerpt:

Microsoft is launching its own answer to virtual reality today, taking on HTC and Oculus in the process. Windows Mixed Reality will be available in the Windows 10 Fall Creators Update, and headsets are now available to buy. Here’s everything you need to know about Windows Mixed Reality.

Microsoft is offering movement tracking (six degrees of freedom) without the need for traditional external sensors placed throughout a room. Windows Mixed Reality headsets have cameras and sensors to track the motion controllers.

Walmart looks to see if virtual shopping is better than the real thing — from washingtonpost.com by Abha Bhattarai

Excerpts:

…Walmart, the world’s largest retailer, is setting its sights on virtual reality.  Imagine this, says Katie Finnegan, who heads Walmart’s tech incubator: You need a tent for your next camping trip. If all goes to plan, you could one day virtually swoop in to your campsite and see any given tent in action. “You could unzip it, lay down, look left and right and say, ‘Oh, this is supposed to be a two-person tent? It’s kind of tight,’ ” she said. And then you could move on to the next tent — without leaving your couch.

Here are the five ideas the Bentonville, Ark.-based company says could be making their way online:

  1. 3-D holograms at Bonobos.com, the male clothing site Walmart acquired this year for $310 million, that would make it possible for shoppers to try on virtual clothing for fit and style.
  2. At ModCloth, the women’s clothing site Walmart took over in March, customers may one day be able to take 3-D photos of themselves using their smartphones, and use those images to get an idea of how something might look on.
  3. An “interactive virtual store” for designer Rebecca Minkoff, whose items are sold at Walmart.com, would allow customers to sit in on fashion shows and shop directly from the runway.
  4. Tired of shopping online alone? If Walmart gets its way, you may soon be interacting with other shoppers and experts as you pick out items for your virtual cart.
  5. Electric outlets, stove tops and door handles can all be child safety hazards — and soon, an online tool could peek inside your home and tell you where the biggest risks are lurking.

 

 

 

Explore the surface of Mars from the comfort of your living room — from haptical.com
Google’s new project allows viewers to explore the discoveries of NASA’s Curiosity rover.

Excerpt:

NASA and Google have teamed up to build a new virtual experience that lets space enthusiasts explore the red planet without having to leave their homes. Dubbed as “Access Mars”, the new project virtually transports users, wherever they are, to Earth’s neighboring planet in the solar system.

 

 

 

 

 

Chinese School Opens Full-Function VR Classrooms — from vrfocus.com by Rebecca Hills-Duty
HTC Vive have created a system which allows 50 VR units to work together with no cross-interference.

 

 

 

 

 

 

Online Guide Helps Students Learn How to Create Immersive Media — from thejournal.com by Dian Schaffhauser

Excerpt:

Now the two organizations have produced a free online guide that covers tools and resources to help students undertake 360-degree production. Among the topics: how to identify the “big ideas” worth exploring and personalize them; how to do 360-degree recording and handle pre-production, production and post-production; and how to share the film “with the world” and assess its impact. There’s also an educator resource on integrating video production into the curriculum.

 

free online guide for creating 360-degree recordings

 

 

Also see:

 

 

 

 

 

 

 

2017 Campus Technology Impact Awards
The inaugural recipients of the CT Impact Awards are using tech to improve teaching and learning, streamline operations, build community and more.

 

 

 

Faculty Predict Virtual/Augmented/Mixed Reality Will Be Key to Ed Tech in 10 Years — from campustechnology.com by Rhea Kelly
Faculty in our 2017 Teaching with Technology Survey believe tech will play a positive role in the future of higher education — but some technologies will be more important than others.

Excerpt:

What technologies do faculty think will be important in education over the next decade? The most popular answer to that question by far was virtual/augmented/mixed reality, garnering 81 percent of responses (it topped the list last year as well). Mobile devices and apps, 3D modeling/scanning/printing, adaptive/personalized learning and video/streaming all rounded out the top five.

 

 

 

 

 

From DSC:
Great to see several of these items made the list. I would also add:

  • The use of Natural Language Processing (NLP) to allow more voice-enabled and voice-driven applications
  • Learning agents/bots (for example, a learning-related bot could go find out the top 50-100 jobs that employers are hiring for and present a list of potential digital playlists from a variety of providers that would help potential employees be able to do the work in those positions)
  • Blockchain and the use of web-based learner profiles
  • Artificial Intelligence / cognitive computing (which could be argued is already mentioned in the item re: adaptive, personalized learning)
  • Moving towards providing up-to-date streams of content (for purposes of lifelong learning and microlearning)

 Finally, it was great to see #9 on the list as I, too, believe that a next gen learning platform is needed:

 

The Living [Class] Room -- by Daniel Christian -- July 2012 -- a second device used in conjunction with a Smart/Connected TV

 

 

 

Augmented Reality apps for iOS 11 — from appadvice.com

 

 

 

AR in the Enterprise: How the Technology Can Benefit Your Business — from blog.metavision.com by Lis Owuor

Excerpt:

3 Ways AR Can Benefit the Enterprise:
1. Advanced ways to interact with data and training materials: In today’s world of Big Data, knowledge workers, manufacturing employees, and others are required to take on a number of data-intensive tasks: accessing, analyzing, and acting on large quantities of information, all while tackling the everyday collaboration and communication tasks of a normal work day. For employees in a number of industries, AR has the potential to be a game-changer in how employees interact with and share information because the technology overlays digital information over a user’s view of the real world.

2. Increased sales opportunities: For those brands who want to deliver richer customer experiences and increase sales, AR offers plenty of opportunities to transform the way that ustomers purchase products.

3. Enhanced model visualization: One useful ability of AR’s technological potential for the enterprise revolves around its 3D technology.

 

 

Smart glasses stage new experiences for deaf theater fans — from cnet.com by Katie Collins
London’s National Theatre is using augmented reality to make its performances more accessible for hard of hearing customers.

Excerpt:

It’s something the theater is hoping to change with the help of Epson’s latest smart glasses. This week it launched a trial that will see deaf and hearing-impaired customers supplied with the eyewear, which displays subtitles in their field of vision wherever they’re sitting.

“The problem we’re aiming to solve is the lack of choice and the customer experience — it’s twofold,” Jonathan Suffolk, the theater’s technical director, said in an interview. The smart glass tech, he said, “gives customers the chance to come anytime they want, matinee or evening, and sit anywhere they want in any size theater.”

 

 

Augmented Reality Apps for Education — from virtualrealitypop.com by Derek Baird

Excerpts:

Like other technologies, AR has the potential to be a powerful constructivist learning technology that supports the personalized learning goals of students by bringing scannable content to life in an engaging and cost effective manner.

For a generation that’s been raised on interactive technologies, bringing AR into the classroom and curriculum can also help encourage active engagement and contribute to student retention.

Here are a few top picks for introducing and creating AR experiences in the classroom.

 

 

Designing for Presence in VR, Part 1: Introduction — from virtualrealitypop.com by Aki Järvinen

Excerpt:

I strongly believe that presence is the quality that makes Virtual Reality unique as a medium. Yet, analytical approaches to presence from a creative standpoint have been lacking. Let’s fix that.

 

 

Microsoft & Ford Demonstrate AR’s Potential for Innovation in Enterprises — from next.reality.news by Tommy Palladino

 

 

 

 

 

From DSC:
Before we get to the announcements in more detail….
can you imagine being a teacher, a professor, or a trainer — with all of the required applications
launched — if you were the presenter in this video at say the 12:45 mark?

If you are at all interesting in emerging technologies and what several pieces
of our future learning ecosystems — and meeting spaces — could easily look like,
you NEED to watch the entire presentation.


Also, they announced

Microsoft’s purchase of AltspaceVR…in virtual reality!
This clip shows them meeting in a virtual space.

 

 



 

The era of Windows Mixed Reality begins October 17 — from blogs.windows.com by Alex Kipman
Samsung unveils Windows Mixed Reality headset, AltSpaceVR joins Microsoft, SteamVR catalog coming to Windows Mixed Reality this holiday.

 

 

At an event in San Francisco we unveiled our vision for Windows Mixed Reality, announced SteamVR and AltSpaceVR are coming to Windows Mixed Reality, introduced the new Samsung Odyssey HMD, and kicked off the holiday shopping season by announcing the availability of pre-orders for Windows Mixed Reality headsets at the Microsoft Store.

 

Also see:

 



 

Inside VR & AR

Oct 4th, 2017

 

Microsoft held its long-awaited launch of Windows 10 Mixed Reality yesterday, and while most of the new devices and products had been leaked earlier, there were still some big takeaways. Here are some of them:

  • Mixed Reality: Microsoft gave a demo of what its new platform will do, covering the AR/VR spectrum with games, apps, and experiences. One such experience is Cliff House, a virtual work space and entertainment room.
  • Altspace VR: When the pioneering social VR app shut down this summer and was rescued by a “third party,” people wondered who that was. Turns out it was Microsoft, which acquired Altspace VR for an undisclosed amount. The acquisition was announced yesterday.
  • Steam VR and Halo: Microsoft had previously announced that its new Mixed Reality headsets would support Steam VR titles. Developers can now access that support, and consumers will be able to access it later this year. In addition to the hundreds of VR titles available on Steam, on Oct. 17, Microsoft will offer free downloads of Halo Recruit.
  • Odyssey and other headsets: The new Windows 10 platform is launching alongside a host of new headsets. In addition to the new Odyssey, which was made in partnership with Samsung, there are other headsets forthcoming from Acer, HP, Dell, Lenovo, and Asus.
  • 2018 Olympics: This was announced previously in June, but yesterday Microsoft briefed the press that Intel is partnering with the International Olympic Committee to bring Windows Mixed Reality experiences to the 2018 games.

 

 



 

 

 

 

 

 

It’s Time for Student Agency to Take Center Stage — from gettingsmart.com by Marie Bjerede and Michael Gielniak

Excerpt:

Jason took ownership of his class project, exhibiting agency. Students who take ownership go beyond mere responsibility and conscientiously completing assignments. These students are focused on their learning, rather than their grade. They are genuinely interested in their work and are as likely as not to get up and work on a project on a Saturday morning, even though they don’t have to (and without considerations of extra credit.)

They complete their homework on time and may well go above and beyond, and they have interesting thoughts to add to classroom dialog. For many teachers, they are a joy to teach, but they are also the ones who may ask the hard questions and they may be quick to point out what they see as hypocrisy in the authority figures.

“Responsible” students, on the other hand, are compliant. Most teachers think they are a joy to teach. They complete their homework without fail, and pay attention and participate in class. These are the kids typically considered “good” students. They usually win most of the academic awards because they are thought of as the “best and brightest.”

Responsible students are concerned about their grades, and can be identified when they ask questions like::

  • “Will that be on the test?”
  • “How many words do I have to write?”
  • “What does it take to get an A?”

Students who take ownership, on the other hand ask questions like:

  • “There are several different viewpoints on this subject so why is that, and what does it mean?
  • “Is what you are teaching, or what is in my textbook, consistent with my research?”
  • “Why is this important?”

Compliance or agency? We need to decide.

 

 

The past decades have been the age of the responsible, compliant student. Students who used to be able to get into college and then immediately secure a good job. But the world and the workforce have changed.

 

 

 

 

 
© 2024 | Daniel Christian