reciprocal teaching
emphasizes dialogue and discussion among teachers and students to explore meaning and identify misconceptions in a written or visual text. (page 60)
digital citizenship
students learn how to use technology productively, honestly, and safely in their daily lives. (page 71)
Communications and collaboration technologies do what for the students?
focus, engage, motivate (page 63)
how does group work and cooperative learning help the teacher?
it increases the teacher centered teaching and lets the students collaborate together and the teacher to walk around and listen to each group. (page 66)
What is creativity?
thinking and acting in ways that generate alternative, fresh approaches to people, presentations, and problems. (page 67)
active learning
activates students inner and outer attention (page 64)
civic engagement
the experiences students have outside of the classroom in which they work for the betterment or improvement of the community. (page 73)
interactive and educational games develop what for a student?
students talent as a problem solver (page 53)
what is the purpose for digital citizenship?
extends the rights and responsibilities of citizenship to a person's digital and online experiences. (page 72)
what are examples of digital citizenship?
not copying someone else's work and using it as their own, or copying from a book (page 73)
Information literacy
encompasses the skills of reading and understanding all forms of information, paper and digital (page 54)
service learning
outside classroom experiences that feature both service and learning in which students work to address community needs while learning and applying the academic concept and skills (page 74)
what is digital writing?
composing and communicating with technology (page 65)
When do building, investing, and creating happen?
when students engage in open ended investigations of topics and items that interest them. (page 70)
what are other names for active learning?
discovery learning, learning by doing, inquiry based learning, designed by learning, hands on learning. (page 64)
media literacy
involves students learning to think critically about their experiences with types of media (page 61)
genius hour
gives students regular time to work on new ideas, learn new skills, or express themselves in new ways. (page 70)
How can technology be used in collaborative learning?
groups can use interactive websites, play online games, work together making videos (page 66)
why did Papert create the program with the turtle?
it gave kids a visual learning experience by having them create anything and to see how the turtle moved around to create shapes. (page 68)
What types of media literacy are there?
entertainment, social media, to commercial advertising (page 61)
non immersive games
don't have complex story lines with open ended activities for game players to complete, real world settings with complex puzzles that must be solved during the game play, or opportunities for game players to interact with virtual characters as they play the game. (page 53)
visual thinking and concept tools
lets teachers and students organize and outline visually on desktops, laptops, tablets (page 69)
What are examples of active learning?
doing experiments, making models, building with blocks and other materials, analyzing documents, working with other students to design something. (page 64)
project Soapbox created speeches about important issues in our world. How do speeches help in the classroom?
project Soapbox created speeches about important issues in our world. How do speeches help in the classroom?
what happens when students do outside actions related to school?
when they relate them, students have a better understanding to what they are learning because they have something to base it off of. (page 75)