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Shifting from Passive to Active Learning

A Principal's Reflections

“ Nothing could be more absurd than an experiment in which computers are placed in a classroom where nothing else is changed. ” - Seymour Papert When it comes to improving outcomes in the digital age, efficacy matters more than ever. 2003; Clark & Mayer, 2008; Mayer, 2011). Today’s devices are powerful tools.

Learning 299
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30 Effective Classroom Attention Getters with Examples

Educational Technology and Mobile Learning

In the dynamic world of education, keeping students engaged and attentive is a challenge every educator faces. Research has consistently highlighted the detrimental effects of boredom on student learning. This approach appeals to different learning styles and keeps students engaged (Mayer, 2003).

Examples 117
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Characteristics of The 21st Century Classroom

Educational Technology and Mobile Learning

When I embarked on my teaching journey back in 2003, the landscape of the classroom was quite different from what we see today. AI could tailor educational content to each student’s learning pace, style, and interests, making education a truly individualized experience. Age of creative insecurity: Student-centered learning.

Classroom 120
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What Is Universal Design for Learning ?

Educational Technology and Mobile Learning

2003), and Universal Instructional Design (UID; Silver et al., Addresses Diverse Learning Styles: By providing multiple means of representation, UDL accommodates different learning styles, helping students to better understand and engage with the content. link] Rose, D. H., & Meyer, A. Universal Design for Learning.

UDL 120
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What Is Prior Knowledge and Why it Matters?

Educational Technology and Mobile Learning

This term refers to the pre-existing cognitive framework that each student brings into the learning environment, encompassing everything from factual information to deeply ingrained skills and misconceptions. Prior Knowledge and Its Relevance to Student Achievement in Introduction to Psychology. American Psychologist , 39, 93–104.

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Technology’s Impact on Student Learning: Insights from the Speak Up 2022 Congressional Briefing

edWeb.net

In 2003, Project Tomorrow, a national nonprofit dedicated to helping K-12 education leaders identify and implement best practices, launched the Speak Up Research Project, which gives K-12 leaders insights into current and emerging dynamics in the education ecosystem—and what those dynamics mean for all the stakeholders within a school district.

Survey 71
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Game-Based Learning Gains Steam in Higher Education: Triseum Raises $1.43 Million to Transform Educational Experiences for Students

EdNews Daily

“Education, as an industry, is better served when academic rigor presents itself through experiences and technologies students naturally gravitate to.” . He worked on the 3D feature film Valiant in 2003, after which he worked on Ant Bully. In 2007, André joined Electronic Arts and worked on over 15 shipped football games.