Innovate: Future Learning Landscapes: Transforming Pedagogy t...
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Groups (2)
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Classroom 2.0
438 members,949 bookmarks
A place for members of www.Classroom20.com to share links, Classroom 2.0 is social networking site devoted to those interested in the practical application of computer technology (especially Web 2.0) in the classroom and in their own professional development.
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Resources for Languages
174 members,2083 bookmarks
A group to share links to resources or ideas to teach world languages
Bookmark History
Saved by 12 people (3 private), first by anonymouse user on 2008-06-01
- Dtspdmka on 2008-10-11 - Tags pedagogy
- Bezbozhnik on 2008-09-25 - Tags uloe , e-learning
- Yelitza on 2008-09-20 - Tags no_tag
- Jkintero on 2008-09-11 - Tags learning , innovate , teaching , pedagogy , education , pedagogia2.0 , article , artículo
- Siegenthaler on 2008-06-26 - Tags e-learning 2.0 , Pädagogik
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Pedagogy 2.0: Teaching and Learning for the Knowledge Age
In striving to achieve these goals, educators need to revisit their conceptualization of teaching and learning
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Pedagogy 2.0 is defined by:
- Content: Microunits that augment thinking and cognition by offering diverse perspectives and representations to learners and learner-generated resources that accrue from students creating, sharing, and revising ideas;
- Curriculum: Syllabi that are not fixed but dynamic, open to negotiation and learner input, consisting of bite-sized modules that are interdisciplinary in focus and that blend formal and informal learning;
- Communication: Open, peer-to-peer, multifaceted communication using multiple media types to achieve relevance and clarity;
- Process: Situated, reflective, integrated thinking processes that are iterative, dynamic, and performance and inquiry based;
- Resources: Multiple informal and formal sources that are rich in media and global in reach;
- Scaffolds: Support for students from a network of peers, teachers, experts, and communities; and
- Learning tasks: Authentic, personalized, learner-driven and learner-designed, experiential tasks that enable learners to create content.
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Pedagogy 2.0 is defined by:
- Content: Microunits that augment thinking and cognition by offering diverse perspectives and representations to learners and learner-generated resources that accrue from students creating, sharing, and revising ideas;
- Curriculum: Syllabi that are not fixed but dynamic, open to negotiation and learner input, consisting of bite-sized modules that are interdisciplinary in focus and that blend formal and informal learning;
- Communication: Open, peer-to-peer, multifaceted communication using multiple media types to achieve relevance and clarity;
- Process: Situated, reflective, integrated thinking processes that are iterative, dynamic, and performance and inquiry based;
- Resources: Multiple informal and formal sources that are rich in media and global in reach;
- Scaffolds: Support for students from a network of peers, teachers, experts, and communities; and
- Learning tasks: Authentic, personalized, learner-driven and learner-designed, experiential tasks that enable learners to create content.
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Pedagogy 2.0 is defined by:
- Content: Microunits that augment thinking and cognition by offering diverse perspectives and representations to learners and learner-generated resources that accrue from students creating, sharing, and revising ideas;
- Curriculum: Syllabi that are not fixed but dynamic, open to negotiation and learner input, consisting of bite-sized modules that are interdisciplinary in focus and that blend formal and informal learning;
- Communication: Open, peer-to-peer, multifaceted communication using multiple media types to achieve relevance and clarity;
- Process: Situated, reflective, integrated thinking processes that are iterative, dynamic, and performance and inquiry based;
- Resources: Multiple informal and formal sources that are rich in media and global in reach;
- Scaffolds: Support for students from a network of peers, teachers, experts, and communities; and
- Learning tasks: Authentic, personalized, learner-driven and learner-designed, experiential tasks that enable learners to create content.
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Boettcher (2006) maintains that the key benefit of learner-generated content lies in the processes of creation, knowledge construction, and sharing as opposed to the end product itself:
A small portion of student performance content—if it is new knowledge—will be useful to keep. Most of the student performance content will be generated, then used, and will become stored in places that will never again see the light of day. Yet . . . it is still important to understand that the role of this student content in learning is critical. The textbook content is the external body of knowledge; the student performance content is the content that shapes and molds the learner's unique knowledge structures. (¶2, emphasis added)
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Public Comment
on 2008-09-12 by jkintero