When thinking about education policy around assessments, Bold Moves for Schools proposes 5 tenets to transform accountability, leadership and performance in schools. Authentic Student Work -- Authentic student product or performance should be the goal Realistic Audience Feedback -- Feedback connected to the purpose of the product or performance can be gathered from an audience outside of the classroom Long-Term Projects -- Long term projects where deeper learner can occur should be favored over...
[SolutionTree.com] Learning-goal maps are a way to organize a learning experience that focuses on the demonstration of learning first, then aligns other elements of the experience accordingly. It also creates an opportunity to co-create with students using a student version of learning goal maps.
[SolutionTree.com] In our current contemporary educational landscape, it has become more important than ever to invite student voice into our curriculum and instructional decisions. Their voices invite opportunities for personalization, authenticity, buy-in, motivation, and increased performance.
[SolutionTree.com] In a previous blog post on why games work, we shared our three learner-engagement tenets from our book, The Quest for Learning. In this blog post, we’d like to revisit Learning Tenet One: 'The learner engages with relevant, worthy inquiries and experiences that are interesting or emotionally gripping.'
Natural learning experiences are generated by observation and questioning. As individuals share their different perspectives, each of us begin to make meaning of these experiences and deepen our understanding of the world.
When is a video game useful? When is it a tool for education? Or even a tool for social change? I enjoyed a TED talk featuring Jane McGonigal and her ideas about using video games as training grounds for saving the world.