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Content-based academicstandards. Mobilelearning. For example, I love the idea of mobilelearning, so I attach positive feelings to it that can lead me to cognitive distortions downstream, where I oversimplify it’s function, or catastrophize our continued misunderstanding of its potential in education.
Forget learning should be fun. Gamify compliance to institutional policies instead of social change and disruptive creativity. Place students on the periphery when we design, plan, and respond to their learning. (It’s Say we value depth over breadth, but then have policies and systems in place that imply the opposite.
This is among the biggest and most powerful ideas in “future learning,” and should be central to any meaningful discussion therein. What are students learning, why are they learning it, and what are they doing with what they know? Game-Based Learning & Gamification. What are they learning, and why?
Mobilelearning, digital citizenship, design thinking, collaboration, creativity, and on a larger scale, digital literacy (education not yet comfortable enough with these ideas to teach “just citizenship” or “just literacy”),1:1, and more are skills and content bits that every student would benefit from exposure to and mastery of.
Improving The Relationship Between Schools And Communities by Terry Heick Education is a series of learning experiences informed by policy, and actuated by teachers. Policy, by its very nature, is sweeping and ambitious. It is designed to work on various scales, is well-intentioned, and often difficult to fault on paper.
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