The Attack on American Education
Robert Reich, Wal Street Pit, 12/22/10
In this article, the author provides examples of how many states in the US are cutting back funding for K-12 and higher education. School nurses, psychologists, technologists, counselors, social workers, librarians, special educators will be seen in fewer numbers in many states, in an effort to focus limited funds to support classroom teachers. In many states, teachers will have more students in each classroom, and less support for assisting the growing number of students who are "high risk" or have special needs.
Scholar's School Reform U-Turns Shakes Up Debate (About Diane Ravitch)
Sam Dillon, New York Times, 3/2/2010
The Best (and Worst) Education News of 2010
Larry Ferlazzo, Huffington Post, 12/27/10
(Larry is an English teacher)
(I'll add more to this post soon!)
Somewhat Related
Larry Ferlazzo's blog post, "The Best Sites for Collaborative Storytelling"
Wednesday, December 29, 2010
Food for Thought: Links to an assortment of articles and posts about key issues in education
Friday, December 24, 2010
Hans Rosling Interacts with Health Data: 200 Countries, 200 Years, 4 Minutes
Hans Rosling's enthusiasm for data visualization has increased my appreciation for statistics. In the video below, Rosling interacts with 120,000 data points related to 200 countries over 200 years. I especially like the "Alternate Reality" effect.
Saturday, December 11, 2010
SMALLab Update: Embodied and Engaged Learning - ASU researchers partner with GameDesk
Below is a detailed excerpt from an overview of SMALLab:
"In today’s world, digital technology must play a central role in students’ learning. A convergence of trends in the learning science and human-computer interaction (HCI) research offers new theoretical and technological frameworks for learning. in particular, mixed-reality, experiential media systems can support learning in a way that is social, collaborative, multimodal, and embodied. These systems comprise a new breed of student-centered learning environments [SCLE’s]. Importantly, they must address the practicalities of today’s classrooms and informal learning environments (eg.: space, infrastructure, financial resources) while embracing the innovative forms of interactivity that are emerging from our media research communities (eg: multimodal sensing, real time interactive media, context aware computing)...
...SMALLab is an extensible platform for semi-immersive, mixed-reality learning. By semi-immersive, we mean that the mediated space of SMALLab is physically open on all sides to the larger environment. Participants can freely enter and exit the space without the need for wearing specialized display or sensing devices such as head-mounted displays (HMD) or motion capture markers. Participants seated or standing around SMALLab can see and hear the dynamic media, and they can directly communicate with their peers that are interacting in the space. As such, the semi-immersive framework establishes a porous relationship between SMALLab and the larger physical learning environment. By mixed-reality, we mean that there is an integration of physical manipulation objects, 3D physical gestures, and digitally mediated components. By extensible, we mean that researchers, teachers, and students can create new learning scenarios in SMALLab using a set of custom designed authoring tools and programming interfaces."
Below are a few videos about SMALLab, and information about GameDesk, an organization that is collaborating with SMALLab in California.
SMALLab Learning from SMALLab on Vimeo.
Below is a demonstration of a Smallab learning activity:
Gamedesk Smallab Session from Gamedesk on Vimeo.
RELATED
Learning by Playing: Video Games in the Classroom
Sara Corbett, NYTimes Magazine, 9/15/10
People of SMALLab
SMALLab and Related Publications
ASU's SMALLab, a Mixed Reality Learning Environment - Multi-modal and Collaborative
SMALLab Learning Lab at Quest to Learn School
Embodied Learning, GameDesk
Info about GameDesk, from the GameDesk website:
"GameDesk is a 501(c)3 nonprofit research and outreach organization that seeks to reshape models for learning through game-play and game development. The organization looks to help close the achievement gap and engage students to learn core STEM curriculum. It develops project-based learning with a strong focus on purpose, ownership, and personal value. The organization (originally developed out of research and support at the University of Southern California's IMSC) has now been in development, practice, and/or evaluation for over two years in various schools in the Los Angeles area."-Gamedesk
Gamedesk Concept Chart
Gamedesk People
Thursday, December 09, 2010
Computer Science in Education Week: Videos, Resources, and Links to Promote Importance of Computer Science and Related Fields
This week is Computer Education in Education Week, part of an effort of ACM (Association for Computing Machinery) and CSTA (Computer Science Teachers Association) to promote awareness of the importance of computer science education in K-12 education. CSTA developed a series of short videos to share with students as part of this effort. The videos highlight the multitude of ways that computer scientists impact our world. In my opinion, the videos would be appropriate for sharing with parents, teachers, school counselors, school administrators, and school board members.
Computer Science and Entertainment
Computer Science and the Environment
Computer Science and Communications
Computer Science and Medicine
Computer Science and Empowerment
To dig deeper into this topic, read Running On Empty: The Failure to Teach K-12 Computer Science in the Digital Age (pdf)
RELATED
CSEd: Computer Science in Education Week
Computing in the Core
Computer Science in Education Facebook Page
Anita Borg Institute for Women and Technology
ACM/CSTA's Recommendations
A Model Curriculum for K-12 Computer Science (PDF)
Google: Exploring Computational Thinking
ACM Computing Careers Website
Cross-posted on the Interactive Multimedia Technology blog.