The Difference Between Children And Students
Schools long ago broke the world into categories and gamified its study with points, letter grades, and notions of progress and collaboration.
Schools long ago broke the world into categories and gamified its study with points, letter grades, and notions of progress and collaboration.

Teaching disruptively helps create learners who ask the right question at the right time for reasons that matter to them.

Experiential Learning highlights the active role of the learner in making meaning from real-world or simulated tasks.

Education seeks to empower individuals, enabling them to think critically, embrace learning, and better themselves and their communities.

Cognitive dissonance is the psychological discomfort that arises when an individual encounters a conflict between what they believe and how they behave, or between two competing beliefs.

Examples of education tech include mobile devices, adaptive learning algorithms, the cloud, podcasting, and virtual reality.

Teachers are the great translators of learning–mediators that speak in binary code for the system and in human tongue for the children.

To use the Gradual Release of Responsibility model, students need to see others using it and who better to model it but you?

Education research is great, but it has nothing on what you are able to see every day within your classroom.

When rethinking learning loss, we should consider ‘transferability’ of knowledge to student life.

Ambition precedes curiosity. Without wanting to change or grow, curiosity is simply a momentary neurological reaction to stimuli.

Gamification can clarify not just success and failure but the nuance of student performance in every step of the learning process.
Connectivism is similar to constructivism. The difference lies in networks; rather than supplemental, they are primary sources.

How can social media be used–and misused–to clarify the quality of a candidate?