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Perhaps a nice idea for our evening events.
Sports are a huge part of our society. In most schools, students engage in sports either because they have a passion for it or it keeps them productive and out of trouble after school. The passion exhibited by young athletes usually result in constant physical play, especially for contact sports. This article highlights three tragic incidents at different high school in recent weeks where students have died while playing football. Even though it might not be the right time to put blame on anyone, it is necessary to act upon the possible causes of these deaths and put in place safety measures to protect high school football players. I believe in order to eradicate these tragedies, the authorities should set up rules that will regulate the intensity of physical contact in football games and at practices.
Houston's A+ Unlimited Potential school is testing how the use of mobile phones and other technological devices can reduce the number of traditional class attendance. The school is private and relatively new school that consists of 40 students. The students use their phones as tools for learning.
There are questions about how effectively teachers use this technology in their teaching. Studies reveal that this method is not measurable enough to see its effectiveness. I’ve focused a lot of my recent blogs on technology and education. I’ve concluded that you can’t replace the physical teacher in the classroom. For instance, how questions asked by classmates help students and even teachers learning new things. Technology plays an indispensable part in how we currently acquire knowledge. However, I think administrators and policymakers should find ways to supplement the teacher instead of outright replacement.
I came across this Entrepreneur article from 2013 and was struck by the applications to our work both promoting and creating content for NewLearningTimes.com. Written by an ex journalist turned marketer, the piece is full of sage promotional and content advice all honing-in on the ethos of, "keep it simple, not stupid." The author also makes a clear case for creating content for a narrow niche of readers/users/buyers and being sure to "speak" these consumers "language."
Key excerpt from the piece:
A favorite adage of my college journalism professor was this: "Assume the reader knows nothing, but don't assume the reader is stupid." In other words, deconstruct the complex to make it easily understood, but don't dumb it down. In my years since school, I've realized the wisdom of that approach applies not just to journalism, but to business and marketing, too.
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I came across this article that I want to share. I know this is something that many people have not thought about. However, I believe it to be something worth discussing. Do you know the amount of years a student is expected to spend in school, from the primary school level until tertiary, or post-high school level? The article highlights the number of years students around the world spend in school. For instance, students in Pakistan and Ethiopia can expect to spend less than 10 years in school. However, students in Australia and New Zealand can expect to spend nearly 20 years in school. Thus, can we conclude that students who spend more years in school are more successful than those who spend fewer years in school? Please feel free to share your thoughts.
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This paper talks about using computer games to measure students for adaptive instruction purpose.
The idea is actually very straightforward. Through interaction with video games, students are asked to make a series of choices related to sciences. The researcher then used the captured data to train the Neural Network. Once enough data have been collected, the students' behavior patterns are essentially captured. It is at this stage that instructors can test different instructional models to "students" (simulated here). Without even implementing the instructional model in classroom settings, instructors are now able to gain knowledge on how students will react to different instructional models. Thus, they can choose the model that has the highest probability of success.
The effectiveness of this will heavily depend on the quality of the test items (multiple choice questions embedded in video games). If psychometric property of the items is good enough, we can very accurately measure/model students.