During this session, participants will learn about the overarching priorities of the …
During this session, participants will learn about the overarching priorities of the Common Core State Standards for English language arts and literacy. Alberti will discuss the major instructional shifts required by the standards, including the evidence behind the shifts. These same shifts will be represented in both consortia assessments. Additionally, Alberti will present a few recommendations regarding how to introduce changes in a thoughtful, concrete way to prepare both teachers and students for full implementation of the standards.
In this text, you will see information literacy examined from the perspective …
In this text, you will see information literacy examined from the perspective of students in the School of Education and the School of Information at the University of Michigan. The diversity of these perspectives contribute to new understandings and realizations as their divergent backgrounds, experiences, aspirations, and influences, both in libraries and 'in the wild', are examined in common. Their findings lend a fresh perspective to the existing body of literature on information literacy.
Suppose you’re designing an online course. How might you use Open Educational …
Suppose you’re designing an online course. How might you use Open Educational Resources (OER)? Let’s take a quick look at a common model for instructional design – the ADDIE model. (There are many others but this one is very common and useful for our discussion.)
This 2014 thesis aims to explore how video games have become an …
This 2014 thesis aims to explore how video games have become an extremely beneficial tool in regards to education, art, medicine, psychology, economics, and beyond. Chapter 1 focuses on how ubiquitous video games have become in America, and what makes video games such a uniquely enjoyable experience to warrant such popularity. Chapter 2 explores how video games have become instrumental in various fields. Chapter 3 discusses the role that video games now play in the world of education; specifically how we, as educators, must adapt a modern pedagogy best suited to students who have grown up with video games, which have influenced how they learn. This is the thesis’ primary contention and purpose. Chapter 4 dissects the two most studied controversies which surround video games as a medium: video game violence and video game addiction.
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