Showing posts with label engaged learning. Show all posts
Showing posts with label engaged learning. Show all posts

Apr 24, 2011

Algodoo physics app. for the SMART Board 800 series, supports multi-touch and multi-user interaction!

A few years ago, I came across "Phun", a free, hands-on application designed for use in science education.  I was impressed, and had the chance to use it with a few students.    Phun was Emil Ernerfeldt's MSc Computer Science project, created at the VR lab at UmeĆ„ Universityin Sweden, under the supervision of Kenneth Bodin. 


Phun is now known as Algodoo, and is part of the family of applications offered by Algoryx, a company that develops multi-physics and 3D simulation software.  As you can see from the recent video below, it has improved over the years.  The most recent news is that the application was transformed for use on the SMART Board 800 series, and supports multi-touch and multi-user interaction.  


One of the reasons that I like Algodoo is that it supports social interaction during learning activities, something that can enhance deeper learning among students.  It allows students to move and work in a "hands-on" fashion.  In schools that have invested stimulus money on technology and now have limited funds for upgrading traditional science equipment, applications such as Algodoo will most likely provide a good "bang for the buck".


Algodoo: Science education for a new generation

"Algodoo is a totally unique program. A program that gives you the opportunity to play with physics - using your own hands. Apply a constructionists learning paradigm, learning by doing. Use simple drawing tools to design, construct and explore with. Sounds like an interesting idea? Watch this video and learn how!" -Algoryx


Algodoo demonstration on a SMART Board 800 multi-touch/multiuser interactive whiteboards:





RELATED
Alogryx Simulation integrates Algodoo application with the SMART Board 800 series Smart Technologies
Algodoo website
Algoryx Multiphsyics and 3D Simulation website


Information about Phun, an earlier version of Algodoo:

You can download the music used in the videos and the Phun application from the following URL: http://www.phunland.com/download/Phun_theme.mp3

Video of original version: Phun - 2D physics sandbox:


Interactive Physics: Algodoo, the educational version of Phun, optimized for the Classmate PC (Interactive Multimedia Technology, 1/16/09)



Engaged Learning and Social Physics: Phun, an Interactive 2D Physics Sandbox
Interactive Multimedia Technology, 6/08/08

Dec 11, 2010

SMALLab Update: Embodied and Engaged Learning - ASU researchers partner with GameDesk

SMALLab is an interdisciplinary collaborative project at the Arts, Media and Engineering program at Arizona State University, and includes people from fields such as education, art, theatre, computer science, engineering, and psychology.  The SMALLab provides students with a multi-sensory, multi-modal way of learning concepts in an immersive environment, and uses a motion capture system that tracks the position of the students as they move and interact within the environment.

SMALLab's project lead is David Birchfield,  a media artist, researcher, and educator who focuses on K-12 learning, media art installations, and live computer music performances.  SMALLab researchers have recently partnered with GameDesk to develop a 6th grade curriculum for a GameDesk charter school in 2012. (Information and links related to GameDesk are located in the RELATED section of this post.)

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.


Below is a demonstration of a Smallab learning activity:

SMALLab from SMALLab on Vimeo.


RELATED
Sara Corbett, NYTimes Magazine, 9/15/10

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

Cross-posted on the Tech Psych blog.

Dec 10, 2009

"Five Rules" for Engaging and Meaningful PowerPoint Presentations, Featuring PPT 2010 Beta

I came across the video of the following "5 Rules" presentation on Long Zheng's "I Started Something" blog. This presentation created by Duarte, a company that focuses on visual stories and corporate branding.  The presentation can be found embedded in the public beta version of Microsoft Office 2010 Microsoft Office 2010.  The new version of PowerPoint features a DirectX-powered graphics engine, which supports smooth animations.

The concepts shared in the presentation are useful for students, teachers, and anyone else who has the challenge of creating an engaging and meaningful presentation. At the end of the video, the last slides provide more specific "how-to" information regarding the nuts and bolts of putting together a quality presentation.   You'll probably need to view the presentation Office 2010 Beta in the PowerPoint format if you have the urge to dig deeper. You can find it in the Sample Templates section.

Duarte's Five Rules for Creating World-Changing Presentations

Office Powerpoint 2010 "Five Rules" sample presentation from Long Zheng on Vimeo.

RELATED
Duarte Blog

Duarte's Five Rules for Creating World-Changing Presentations

Sep 18, 2009

Engaged, Interactive, Collaborative: Microsoft Surface, Finguistics, and Churchend School in the UK - Watch the video!

Finguistics created educational applications for Microsoft Surface. Watch how engaged the students are in this video as they work in groups, and look at the excitement on the faces of the teachers!



The teachers and students have lots of positive things to say about it. Play = Learn

I would like to have the chance to convert my single-touch prototypes to multi-touch for use on the Surface or something similar, but for now, I'm happy with the newly-installed SmartBoards at my favorite school and the two existing Promethean boards, which are used to deliver interactive, rather than passive learning activities for students with multiple special needs, including autism.

RELATED
Under the Hood with Finguistics
Educators get Microsoft Surface!
(MSDN Academic Alliance subscribers now have access to the Surface SDK Workstation Edition)

Feb 18, 2009

Ready for the SMARTTable?

The Smart Table is now available for purchase!



Here is the plug:

"The world's first multitouch, multiuser table for primary education - the SMART Table - is now available for purchase.Order the SMART Table"

"As a collaborative learning center, the SMART Table enables engaging and motivating small-group learning experiences. Up to eight students can use their fingers intuitively to sweep, slide and spin objects on the interactive screen. The SMART Table's ready-made activities help primary students gain and further their skills in areas like counting and reading."

"The SMART Table also makes an ideal complement to whole-class activities on the SMART Board interactive whiteboard. It helps reinforce concepts in a small-group setting and ensures students can participate in interactive and creative learning experiences."

(Cross-posted on the TechPsych and Technology-Supported Human-World Interaction blogs.)

Feb 4, 2009

Stamp out mindless note-taking with DyKnow...

I'm always on the look-out for interactive technology that can support engaged learning. This application is much richer than a basic note-taking solution! (via TechPsych)

Take a look at this videoclip about DyKnow, an application developed to combat mindless note-taking and enhance classroom learning. Although the video demonstrates the benefits of this technology in a university classroom, it is clear to see that this would be a great asset in high school classes conducted in computer labs or have access to classroom sets of laptops.

The "retro" effect of this black-and white clip is entertaining.



DyKnow provides a means for teachers to control the way the laptop is used during class, which in a high school environment is important. Watch the DyKnow Monitor video to learn more about the features of this application, which includes a means of instant progress monitoring. The software provides for collaborative interaction between students and between the students and the teacher's work space.

In my opinion, this looks like it would be an effective resource in high schools that are adopting data-driven decision-making and Response to Intervention (RTI) models. It provides students - and teachers- with immediate feedback, and monitors progress electronically.

We know that most students do not learn best auditorily at the high school level, yet much of the high school curriculum is delivered through traditional means that involve lectures, note-taking, and some discussions. In this set up, it can be easy for some of the students to become disctracted in class, with lower grades and test scores as a consequence.


For many struggling students, traditional means of instruction opens the door for task avoidant behaviors and an increase in discipline events. They simply are not often fully engaged in the learning process.

Video: DyKnow in a high school setting: DyKnow in Action: Auburn City Schools

Article: High School Students, Teachers Learn Long-Term Benefits of Tablet PC's in the Classroom

The DyKnow video highlights some of the ways that the curriculum be delivered in a more on-task, visual, and 'hands on" way that engages a higher percentage of students.

If your school is using DyKnow, feel free to leave a comment about your thoughts!


Sep 11, 2008

Special Issue on Multimedia, Media Convergence, and Digital Storytelling (RCETJ)

Mark van 't Hooft, the chair of ISTE's SIGHC, recently shared information and links to an interesting special issue of on-line publications about multimedia related topics:

An Introduction to the RCETJ Special Issue on Multimedia, Media Convergence, and Digital Storytelling (Journal of the Research Center for Educational Technology, Fall 2008 Special Issue)

Video-Based Additional Instruction (Marc Franciszkowicz)

Design and Assessment of an On-line Pre-lab Model in General Chemistry
: A Case Study (Juan Antonion Llorens-Molina)

The iPod Project: A Mobile Mini-Lab
(Nikhil Sathe and Jorg Waltje)

Media Convergence in a College Newsroom: A Longitudinal Study of Identification and Commitment to a Collaborative Web Site (Fred Endres)

Aug 23, 2008

Digital Students@Analog School videoclip from 2004: Do the sentiments of the students still ring true?

It is the beginning of the school year, the best time of the year to for educators to seriously reflect on the many ways they can play an important role in engaging and inspiring their students.

I learned about the above video today from "Back-to School Tech Ideas for K-5", written by C.C. Long on her Tech Integration in Schools blog, and I thought it was worth sharing. The video was created by several college students in 2004, and can be found on TeacherTube. It is similar in spirit to the videos I included on a post about engaged learning earlier this year.

Here are a few quotes from the students in video:

"We are more visual learners, we use different technologies to express ourselves, we don't use just pen and paper".

"99 % of the teachers do it the old fashioned way of ...sit down, you listen to someone lecture for 40-50 minutes...

"Just lectures, it limits my learning."

"There are several options in expressing yourself and expressing your viewpoints. And I think the university limits that."

"I was given one way, and that was how I had to do it."

"The professor still wants to teach it the same way they learned.."

"I figured I'd have to to write papers, I figured I'd have to do problem sets, but I thought there would be more options."

"It is frustrating, because it doesn't seems that college is accommodating the visual learner"

"Anywhere you go outside of the classroom, the technology is being used. I don't understand why we aren't applying it to class."

"Listen. Sit down and talk with me. Give me a choice to express myself in their class."

"I think it would make it more exciting for them."

"When I become a teacher, I am going to have to learn and assess that students are going to have even more that is accessible to them. And if I don't adapt to that, I'm going to start to lose my students."


My hunch is that many educators still do not feel comfortable keeping up with world of the tech-savvy. To do so takes quite a bit of effort, time, and determination. And frustration. If you've worked in public schools for a while, you know what I mean. Much of the technology that educators have been handed over the years has been teacher-unfriendly.
.
Things are changing.

It has been six years since CAST and the Association for Supervision and Curriculum Development created an on-line "how-to" book about technology and the concept of Universal Design for Learning (UDL). This online multimedia book, Teaching Every Student in the Digital Age, still provides a good foundation for teachers who plan to integrate technology into teaching and learning activities to support all learners.

It is exciting to know that many school districts have initiated study groups provide on-line resources for their teachers to support the implementation of UDL. . At the university level, the concept of using technology to support universal design for instruction is not as alien as it might have been 10 years ago.


Mindful, reflective use of technology, including interactive multimedia technology, can support multiple means of learning, communication, collaboration, and knowledge sharing among among all learners, no matter what age. In turn, an engaging and meaningful environment for learning can be sustained.


So what now?

If you are an educator, it wouldn't hurt to see what new educational applications have arrived at your school. Volunteer to be the teacher who teaches with the new interactive whiteboard. Sign up for the Wi-Fi laptop cart once a week for a semester. Hunt down the digital video cameras and do a search for where the video editing software might be hiding. Don't let the tech-savvy teacher down the hall hog it all, even if you consider yourself to be a technophobe!

Most importantly, establish a relationship with the technology "go-to" person at your school or university department, and see if it is not too late to order a few new technology tools. Find a few other people who have decided to do more with technology this year. Then sign up for a few workshops before your calendar is filled. There are no guarantees, but you just might have the best school year ever.

If you are new to this blog, do a search for what might interest you. I am sure you will find links to information that will help. Be sure to visit C.C. Long's Tech and Integration blog for specific technology related activities you can implement right away.

For reflection, take the time to watch the video clips on C.C. Long's blog that were used during Thinkfinity training.

For more inspiration, you might enjoy following a few of the links below:

Engaged Learning Revisited: Four videoclips for reflection....

Response to Intervention, Universal Design for Learning: Resources for Implementation

Visual Literacy and Multimedia Literacy Quotes - Odds and Ends PART TWO

Engaged Learning and Social Physics: Phun, an Interactive 2D Physics Sandbox

Updated MegaPost - Resources For All: Interactive Multimedia and Universal Design for Learning

Jun 8, 2008

Engaged Learning and Social Physics: Phun, an Interactive 2D Physics Sandbox

UPDATE 4/24/11:   Phun is commercially available and now optimized for use on the newer multi-touch, multi-user SMARTboards.  It is now known as Algodoo.

For those of you searching for interesting and engaging science activities for use on an interactive whiteboard or display, take a look at Phun. According to the website, "Phun is a playground for the creative mind where machines and toys can be easily created."

It was Emil Ernerfeldt's MSc Computer Science project, created at the UmeƄ University VR lab in Sweden, under the supervision of Kenneth Bodin.

The Phun application can be downloaded for free. The video provides a good overview of Phun's features, accompanied by soothing music that can you can download at no cost at http://phun.cs.umu.se/files/Phun_theme.mp3


From the creators of Phun:
"Phun is an educational, entertaining and somewhat (!) addictive piece of software for designing and exploring 2D multi-physics simulations in a cartoony fashion. It is part of our long term mission to bring visual physics based simulation to the masses. The application is developed for Umevatoriet, UmeƄs new science center, where it will run on a large interactive display, but you can also download it and run it on your own pc."

The beauty of Phun is the social aspect. Physics 2.0. There is a YouTube Phun group, where people share videos of their Phun creations. The Phun wiki provides a tutorial, a forum, and links. Phun-makers can share and rate their creations in the Phun Box.


Note: Phun is now part of Algoryx Simulation AB, a spin-off from Umea University. Algoryx focuses on interactive 3D multiphysics simulation. The free version of Phun will continue to be updated and supported, according to Emil Ernerfeldt.


Related Links:
Phun at Algoryx
Forum Thread: How Phun can be used in education
http://phun.cs.umu.se/wiki
Download Page (Mac, Win, Linux)

May 24, 2008

Game Based Learning: Second European Conference

The 2008 Second European Conference on Game-Based Learning will be held in Barcelona, Spain, October 16-17, hosted by the Universitat Oberta de Catalunya.

Speaker Bios

Conference Program

If you are working in a K-12 setting and interested in sharing your ideas about game-based learning, please leave me a message. I'm especially interested in how interactive games support engaged, meaningful learning.


Mar 5, 2008

Microsoft's Photosynth: Immersive Learning Possibilties

I just came across an interesting article in the on-line MIT Technology Review, written by Jeffery MacIntyre, about Photosynth, developed by Microsoft's Live Labs:

Microsoft's Shiny New Toy: Photosynth is an application that's still a work in progress. It is dazzling, but what is it for?

I think that the PhotoSynth application would be very useful in education settings - K-12 and also at the university level.

More classrooms now have interactive whiteboards that connect to the Web, providing a broader range of possibilities for educators to create engaging, immersive learning experience for their students.

Young people would have the opportunity to experience virtual field trips and collaborate with students around the world.

An application such as PhotoSynth, coupled with an information/data visualization component, would be quite useful in high school and university classrooms.


From the TechReview Article:


"You are here: Photosynth, an application in development at Microsoft’s Live Labs, offers an immersive way to view photos of a given thing or place. The software has not yet been released, but Microsoft is demonstrating it online with photo collections such as this one of Venice’s St. Mark’s Square." Credit: Courtesy of Microsoft Live Labs

Below are links from the TechReview article:

"Watch Photosynth stitch photos together."

"View images from Photosynth and see how it works."


From Microsoft's Website:
"Photosynth takes a large collection of photos of a place or object, analyzes them for similarities, and displays them in a reconstructed 3-Dimensional space."

"With Photosynth you can:
  • walk or fly through a scene to see photos from any angle;
  • seamlessly zoom in or out of a photograph even if it's gigapixels in size;
  • see where pictures were taken in relation to one another;
  • find similar photos to the one you’re currently viewing;
  • explore a custom tour or see where you’ve been; or
  • send a collection to a friend."

If any readers have thoughts about the use of PhotoSynth in educational settings or situations, please leave a comment!

Microsoft's PhotoSynth website

Jan 12, 2008

Johnny Lee's Wii Hacks: Can the Wii be configured to provide immersive learning experiences?

Thousands of people have been following Johnny Lee's progress as he hacks Nintendo's Wii system. Johnny Lee is a graduate student in the Human-Computer Interaction Institute at Carnegie-Mellon, and he has come up with the most amazing, creative uses for the various components of the Wi.

Take a look at Johnny's recent video of his work creating desk-top VR using a large-screen display:

"Head Tracking for Desktop Virtual Reality"


Although the Wii is a game system, the possibilities for the Wii as a platform for immersive educational experiences in the classroom - as well as in the family room - are endless, provided that a few people in educational technology are willing to contribute to this effort at the same level demonstrated by Johnny!

Since more classrooms are getting large-screen displays in the form of interactive whiteboards, there might just be a chance for teachers to use a few more tools to invigorate and engage their "digital native" students!

I think that learning activities utilizing the power of the Wii and Johnny's present (and future) hacks might also be very effective in reaching the needs of students who have disabilities. Visual and kinesthetic learners would also benefit, as well as kids and teens who are considered to have hyperactivity.

Johnny provides the code and instruction for all of his hacks on his website at http://johnnylee.net

You can subscribe to project updates at http://procrastineering.com

Johnny Lee's work is creative interactive multimedia technology at its best!

Dec 6, 2007

3D Virtual Learning Environment: Quest Atlantis

Quest Atlantis is an immersive 3-D learning environment for students, developed by researchers at the University of Indiana. For more information and links, read the post on the TechPsych blog.

Nov 4, 2007

Nobelprize.org's Educational Outreach: Multimedia Games, Experiments and Simulated Environments

I recently came across the Nobelprize.org website when I was searching for interactive learning games suitable for use on interactive whiteboards or large touch-screen displays.


For those of you who follow my blog, you'll know that I periodically look for engaging visual and multimedia activities that have potential for use in classrooms where Universal Design for Learning is practiced. Visual and multimedia forms of knowledge representation can help to reach a wide range of people, including those who have reading difficulties, language-based learning disabilities, auditory attention and memory deficits, or have autism spectrum disorders (Asperger syndrome, autism, etc.).

If you are an educator who is interested in using games in your classroom, the resources from Nobelprize.org are a good start, since background information is provided for each game.


Direct links to the games and information pages are listed below.


Info from the website:

"Nobelprize.org has a unique way of introducing the Nobel Prize that goes beyond the mere presentation of facts. These introductions, aptly called 'educational', are made in the form of games, experiments, and simulated environments ready to be explored and discovered. The productions are aimed at the young, particularly the 14-18 age groups, who may know about the Nobel Prizes and the Nobel Laureates, but often lack a deeper understanding about the Nobel Prize-awarded works."

"These educational productions do not require previous knowledge. A central thought or issue is explored during 10-20 minutes of activity, using a specific Nobel Prize-awarded work as a springboard for the whole exercise."

"The productions offer an excellent way of using the Internet for homework, or just plain, wholesome entertainment. The high level of interactivity and the sophisticated illustrations ensure an enriching time spent in front of the computer."

Nobel Prize in Chemistry

Heating Plastics Game
http://nobelprize.org/educational_games/chemistry/plastics/game/index.html
Background Information and Directions
http://nobelprize.org/educational_games/chemistry/plastics/index.html

What is Chirality?
http://nobelprize.org/nobel_prizes/chemistry/laureates/2001/illpres/game.html
Background Information and Directions
http://nobelprize.org/educational_games/chemistry/chiral/index.html

Conductive Polymers- Conductive Valley Game
http://nobelprize.org/educational_games/chemistry/conductive_polymers/game/index.html
Background Information and Directions
http://nobelprize.org/educational_games/chemistry/conductive_polymers/index.html


Nobel Prize in Medicine

The Blood Typing Game
http://nobelprize.org/educational_games/medicine/landsteiner/landsteiner.html
Background Information and Directions
http://nobelprize.org/educational_games/medicine/landsteiner/index.html

The Ear Pages
http://nobelprize.org/educational_games/medicine/ear/game/index.html
Background Information and Directions:
http://nobelprize.org/educational_games/medicine/ear/index.html

The Immune System Defender Game
http://nobelprize.org/educational_games/medicine/immunity/game/index.html
Background Information and Directions
http://nobelprize.org/educational_games/medicine/immunity/index.html

Nobel Prize in Physics

The Metal Chef Show Game:
http://nobelprize.org/educational_games/physics/steel/Steel1920.html
Background Information and Directions
http://nobelprize.org/educational_games/physics/

Laser Challenge Game:
http://nobelprize.org/educational_games/physics/laser/challenge.html
Background Information and Directions
http://nobelprize.org/educational_games/physics/laser/index.html

The Recycler Game: Learn about Transistors
http://nobelprize.org/educational_games/physics/transistor/recycler/index.html
Background Information and Directions
http://nobelprize.org/educational_games/physics/transistor/index.html

Sveriges Riksbank Prize in Economic Sciences

Trade Ruler Game
http://nobelprize.org/educational_games/economics/trade/game/ruler.html
Background Information and Directions
http://nobelprize.org/educational_games/economics/


Nobel Peace Prize

The Peace Dove Game:
http://nobelprize.org/educational_games/peace/nuclear_weapons/game.html
Background Information and Directions
http://nobelprize.org/educational_games/peace/nuclear_weapons/index.html

The Red Cross Movement: Prisoners of War Game
http://nobelprize.org/educational_games/peace/redcross/game.html
Background Information and Directions
http://nobelprize.org/educational_games/peace/redcross/index.html

Interactive Conflict Map
http://nobelprize.org/educational_games/peace/conflictmap/conflictmap.html
Background Information and Directions
http://nobelprize.org/educational_games/peace/conflictmap/index.html

Nobel Prize in Literature

Lord of the Flies Game
http://nobelprize.org/educational_games/literature/golding/lof.html
Background Information and Directions
http://nobelprize.org/educational_games/literature/golding/index.html

Jul 11, 2007

Wired article: YouTube Does Science


John Geirland posted an article in Wired about the use of video by scientists to demonstrate a wide variety of science concepts and experiments. The article, "YouTube Does Science, From Fruit-Fly Fight Clubs to Stem Cell Extractions", gives video examples of some of the "must-see" experiments.

The videos are from JOVE, the "Journal of Visualized Experiments", where you can find videos of experiments in neuroscience, developmental biology, cellular biology, microbiology, and plant biology. This looks like a great resource for science educators and students.

The videos from JOVE could be put to use in a variety of ways. Science educators could use them to illustrate concepts and demonstrate lab procedures and techniques. Students could watch assigned videos for homework. Home-schooled teens and students enrolled in distance-education programs would benefit from these videos.

At the end of the Wired article are some links to similar science video resources on the internet, such as DNAtube and bioscreencast

Although JOVE does not target the K-12 population, a similar on-line journal for this age group would be a great resource, especially for visual learners. It might get more young people engaged in science!

(Warning: Some of the videos are not for the squeamish. Parents and teachers should review the videos carefully before sharing them with a child. For example, in the video about culturing mouse neural stem cell precursors, a mouse embryo is decapitated. Since the embryo is a mammal, it looks like a human embryo.)

Jun 28, 2007

Link to TechPsych blog post about the "Neuroscience of Joyful Education"

Take a look at my TechPsych blog post about an article written by Judy Willis - "The Neuroscience of Joyful Education". Here is an excerpt from Judy's article:

"...too many policymakers wrongly assume that students who are laughing, interacting in groups, or being creative with art, music, or dance are not doing real academic work. The result is that some teachers feel pressure to preside over more sedate classrooms with students on the same page in the same book, sitting in straight rows, facing straight ahead."

Judy Willis is the author of Research-Based Strategies to Ignite Student Learning: Insights from a Neurologist/Classroom Teacher (ASCD, 2006; http://shop.ascd.org/productdisplay.cfm?productid=107006) and Brain-Friendly Strategies for the Inclusion Classroom (ASCD, 2007; http://shop.ascd.org/productdisplay.cfm?productid=107040).

Judy's website: http://radteach.com/