From DSC:
Very nice! “The Contemplative Commons at the University of Virginia” — from csc.virginia.edu
The Contemplative Commons embodies a new model of higher education at the University of Virginia that is based upon immersive, experiential, and participatory modes of deep learning that facilitate student flourishing.

 

The Contemplative Commons at the U of VA

 

 

From DSC:
Below are some resources for teaching at home. And some of this (much of this?) is not typical homeschooling, just as much of what’s being done out there isn’t necessarily typical online-based learning. And some out there may not like such lists, and would prefer a detailed report on just one tool. But this last week was incredibly busy — and time is not a luxury I have right now. And these resources might provide someone out there with just the right tool or pedagogy that they’ve been looking for.

Also, I might suggest:

  • Creating a Google alert (google.com/alerts) on HSLDA, on homeschooling, on homeschoolers, and/or on related searches.
  • Create a Keyword Alert on an RSS aggregator such as Feedly
  • Follow relevant hashtags on Twitter such as #homeschooling

Some analog ideas:

  • Reading a book together
  • Watching a play, drama, or another type of program together
  • Taking a walk out in nature together
  • Gather together as a family and/or lingering over breakfast or dinner
  • Drawing
  • Painting
  • Taking pictures

And now is a great time to see what your child or children WANT TO LEARN ABOUT! Turn over the control to them for a while — and watch what happens when intrinsic motivation takes hold! 


Not a teacher but find yourself homeschooling? These educational apps are free — from parade.com by Stephanie Osmanski

  • This posting covers 25 Free Learning Apps

We are all homeschoolers now (podcast) — from cato.org featuring Kerry McDonald and Caleb Brown
Thanks to COVID-19, many parents find themselves with kids at home all day. What’s the best way to keep them engaged in their educations? Kerry McDonald, author of Unschooled, comments.

Getting Smart’s Getting Through

Free, Online Learning Resources When Coronavirus Closes Schools — from cato.org by Kerry McDonald

Homeschooling Mother and Author: 6 Ideas For Parents While Schools Are Closed — from fee.org by Kerry McDonald
Amid the Covid-19 lockdown, there are steps parents can take to make time at home with their children more rewarding and tolerable.

Apps for Special Needs Students—As School Buildings Shutter — from edutopia.org by Janey Clare
The coronavirus creates a unique challenge for special needs students—educators share recommendations for apps to support learning at home.

How to Support Home Learning in Elementary Grades — from edutopia.org by John Thomas
A first and second grade teacher shares his home learning plan for his students and how he is engaging their families.

6 Lessons Learned About Remote Learning During the Coronavirus Outbreak — from blogs.edweek.org by Mark Lieberman

 

Play is disappearing from kindergarten. It’s hurting kids. — from edsurge.com by  Joe Martin

Excerpt (emphasis DSC):

In an increasing number of schools, teachers of very young students are pressured to pack every moment of the day with structured, academically rigorous tasks. One recent whitepaper linked the practice to preparing kids for the long road of schooling ahead, in which progress is measured through standardized testing starting in third grade.

Friedrich Froebel, a pedagogue of modern education, coined the term “kindergarten” in 1840 after recognizing the importance of play in the development of young children. Inspired by the idea of a garden, he designed a classroom where the teacher presented children with objects, which they were allowed to play with in any way they could imagine. When they lost interest in one object, they would be presented with a new one to spark curiosity and creativity. Children were encouraged to grow and flourish in this free form, play-based environment.

From DSC:
Given that we are all into a lifelong learning situation now, I vote for more importance being placed on whether someone enjoyed their learning experience. That said, I know there is struggle in learning…and learning in the struggle. But we focus so much on grades and standardized testing. This robs the joy from the teaching and learning environment — for the teachers as well as for the kids.

Also see:

 

XR for Teaching and Learning — from educause

Key Findings

  • XR technologies are being used to achieve learning goals across domains.
  • Effective pedagogical uses of XR technologies fall into one of three large categories: (1) Supporting skills-based and competency-based teaching and learning, such as nursing education, where students gain practice by repeating tasks. (2) Expanding the range of activities with which a learner can gain hands-on experience—for example, by enabling the user to interact with electrons and electromagnetic fields. In this way, XR enables some subjects traditionally taught as abstract knowledge, using flat media such as illustrations or videos, to be taught as skills-based. (3) Experimenting by providing new functionality and enabling new forms of interaction. For example, by using simulations of materials or tools not easily available in the physical world, learners can explore the bounds of what is possible in both their discipline and with the XR technology itself.
  • Integration of XR into curricula faces two major challenges: time and skills.
  • The adoption of XR in teaching has two major requirements: the technology must fit into instructors’ existing practices, and the cost cannot be significantly higher than that of the alternatives already in use.
  • The effectiveness of XR technologies for achieving learning goals is influenced by several factors: fidelity, ease of use, novelty, time-on-task, and the spirit of experimentation.

XR for Teaching and Learning

 

This former Apple designer is taking on Amazon’s Twitch with $146 million and Fox’s backing — from fastcompany.com by Jeff Beer
Caffeine founder and CEO Ben Keighran talks about why live streaming is much more than gaming—it’s the future of TV.

Excerpt (emphasis DSC):

Live-streaming startup Caffeine, started by former Apple designer Ben Keighran, is emerging out of a two-year beta today and aims to overtake Amazon’s Twitch and Microsoft’s Mixer as the world’s leading live broadcasting platform. The official release version features a completely new design for its website and iOS and Android apps that combines editorial, algorithmic, and social connections to make it easier to discover live broadcasting from gamers, entertainers, and athletes, as well as create your own interactive broadcasts featuring live television content.

Twitch is the undisputed king of live-streamed gaming, but Keighran is betting that Caffeine’s more diverse focus to go beyond gaming—into entertainment and sports—will make it a more attractive place for both viewers and creators.

Keighran says another technological difference between Caffeine and Twitch is in its ease of use and quickness. “In just a couple of clicks, you can stream Red Bull 24/7 and be the commentator, you can stream Fortnite in one click, you can create an entertainment stream and talk about the new sneaker you just got, and you can do that all in one place,” he says. “And it’s all in real-time—there’s no delay in the video, whereas on Twitch, there’s up to a 60-second delay.”

 

From DSC:
Hmmm… social interaction. New platforms for streaming live content. Ability to comment and ask questions (i.e., audience interactions). Interactive chats.

Can we add learning-related experiences to the audiences and applications here?

 

 

A somewhat related item:

 

Everyday Media Literacy — from routledge.com by Sue Ellen Christian
An Analog Guide for Your Digital Life, 1st Edition

Description:

In this graphic guide to media literacy, award-winning educator Sue Ellen Christian offers students an accessible, informed and lively look at how they can consume and create media intentionally and critically.

The straight-talking textbook offers timely examples and relevant activities to equip students with the skills and knowledge they need to assess all media, including news and information. Through discussion prompts, writing exercises, key terms, online links and even origami, readers are provided with a framework from which to critically consume and create media in their everyday lives. Chapters examine news literacy, online activism, digital inequality, privacy, social media and identity, global media corporations and beyond, giving readers a nuanced understanding of the key concepts and concerns at the core of media literacy.

Concise, creative and curated, this book highlights the cultural, political and economic dynamics of media in our contemporary society, and how consumers can mindfully navigate their daily media use. Everyday Media Literacy is perfect for students (and educators) of media literacy, journalism, education and media effects looking to build their understanding in an engaging way.

 
 

From DSC:
The other day, I put this post out there.

Now, I’d like to add to that information with information from Mr. Joseph Byerwalter, who pointed me to the following videos re: LEGO BOOST!

 

LEGO® BOOST lets children create models with motors and sensors, and then bring their creations to life through simple, icon-based coding commands. The free LEGO BOOST tablet app includes easy step-by-step building instructions for creating and coding multifunctional models.

P.S. I am not getting paid by LEGO or anyone else here.
I just think learning should be engaging and fun!

 

LEGO BOOST

 

LEGO BOOST

 

LEGO BOOST

 

LEGO BOOST

 

LEGO BOOST

 

LEGO BOOST

 

LEGO BOOST

 

LEGO BOOST

Addendum on 10/18/19:

 

DC: In the future…will there be a “JustWatch” or a “Suppose” for learning-related content?

DC: In the future...will there be a JustWatch or a Suppose for learning-related content?

 

Students nationwide to join coding boot camp phase of 2019 National Cyber Robotics Coding Competition — from gocoderz.com

Excerpts:

During the first phase, a two-week boot camp, students and educators begin learning about coding and robotics in a virtual, highly scaffolded “sandbox” on the competition platform, the award-winning CoderZ Cyber Robotics Learning Environment. The cloud-based platform features a graphical simulation of LEGO Mindstorms EV3 robots; users activate the virtual robot, or “cyber-robot,” in game-like “missions” and watch the results in a real-time simulation.

Organized by ISCEF, the Intelitek STEM and CTE Education Foundation, the national CRCC is the first-of-its-kind, online coding and robotics tournament for students in grades 5-8 that enables schools, districts, after-school programs and clubs to engage students in STEM learning.

 

Also see:

Cyber Robotics 101 Course

Bring Cyber Robotics into your classroom. Use the appeal of robotics and gaming to introduce all your students to coding

The solution empowers all students to learn STEM.
Students learn how to code and operate virtual robots guided by a step-by-step instruction and gamified missions completely online. No need for expensive hardware or specialized training.

CoderZ is classroom ready, designed for teachers, and school friendly. The courseware can be teacher-led, self-paced or used in flipped classroom.

Level: Middle School (5 – 8th Grade). No previous knowledge is needed.
Length: 15 hours of courseware and programming exercises

Give students an in depth look at STEM and cyber robotics using all the available teacher resources…

Coding Robots

Introduce students to the concepts of Robots and Code with CoderZ, an online learning environment for programming real and virtual robots.

The Robotics & Coding STEM Curriculum brings your students up to speed with code and robotics in no time. This 45 hour program will teach your students to solve STEM problems through code, using math and engineering to overcome challenges. CoderZ uses engaging simulation so students will have immediate life-like feedback and can work from any computer, even from home, making sure all students get to code their robot even when time and resources are limited.

The Coding Robots STEM Curriculum brings your students up to speed with code and robotics in no time. This 45 hour program will teach your students to solve STEM problems through code, using math and engineering to overcome challenges. CoderZ helps get teachers started with robotics and bring the interdisciplinary value of STEM into the classroom. CoderZ uses engaging simulation so students will have immediate life-like feedback and can work from any computer, in class or at home, making sure all students get to code their robot even when time and resources are limited.

Learning Robotics and Coding with CoderZ

CoderZ is an online STEM learning environment where students worldwide engage in Robotics and Computer Science Education (CSEd) by coding virtual 3D robots.

 

 

Top eLearning Gamification Companies 2019 — from elearningindustry.com by Christopher Pappas

Excerpt:

The Top Performing eLearning Gamification Companies 2019
As community leaders, here at eLearning Industry, we have evaluated hundreds of eLearning content development companies in the past. As we are constantly on the lookout for new advancements and trends in the eLearning field that are relevant to the industry, we decided to take a very close look at outstanding providers of gamification. We have focused on prestige, influence, application of gamification tools, activity in the eLearning field, gamification innovations, and many more subcategories.

For the list of the Top eLearning Gamification Companies 2019, we chose and ranked the best gamification companies based on the following 7 criteria:

  • Gamification eLearning quality
  • Customer reviews
  • eLearning expertise
  • Niche specialization on gamification
  • Gamification industry innovation
  • Company’s social responsibility
  • Gamification features and capabilities
 

Per Jacob Strom at HeraldPR.com:

KreatAR, a subsidiary of The Glimpse Group, is helping change the way students and teachers are using augmented reality technology with PostReality, to help make learning more interactive with poster boards.

See:

 


Also see:

 

 

Using arts education to help other lessons stick — from nytimes.com by Perri Klass
The arts can be a source of joy in a child’s day, and also come in handy for memorizing times tables.

Excerpts:

Arts education in schools has introduced many children to great painters and great music, and helped them through their first dance steps or tentative musical endeavors. It can serve as a bright spot in the schoolchild’s day or week, a class that brings in beauty, color and joy, and which is not about testing.

These subjects are often under threat either from budget cuts or from the inexorable demands of academic testing and “accountability,” but insights from neuroscience suggest that arts education can play additional important roles in how children learn.

Arts education encompasses many disciplines: “I’m talking about everything from music, drama, dance, design, visual arts,” Dr. Sowden said. And the goal goes beyond the specific subjects, he said: “You’re looking for opportunities in the arts education context to encourage children to ask questions, to use their imaginations, but also to approach their work in a systematic, disciplined way.”

 

 

 
 

Looking for something?

Use the form below to search the site:

Still not finding what you're looking for? Drop a comment on a post or contact us so we can take care of it!

© 2020 | Daniel Christian