Quote: "We make a distinction between knowledge and belief." The chapter states the various viral distribution of information and questions to ask while seeking content specific information.
Question: How can we teach students to ask questions based on higher level of thinking based on Bloom's taxonomy?
Connection: Based on the Diigo tool, learners can gather searched information and ensure information is organized and clear to track. This tool requires Diigolet, which allows citation of content with links to the website.
Epiphany: Students in my class were recently taught about testable questions and opinion questions. These skills of differentiating questions must be presented to students at an early age, so they can utilize technology correctly.
Quote: "...learning how to be with others in spaces that are mediated by digital technology. Thus, it is building a foundation for learning and that transcends the bounds of the virtual." With social media, we are able to develop and expand our PLN by creating a relationship based on common interests.
Question: As teachers, how can we ask our students to reflect this questions, "What is my relationship to others?" Is there an expected response as educators that we should anticipate from elementary students, middle school students, and high school students?
Connection: By knowing and making contact with others on Twitter, we are able to expand our PLN. I was able to develop a larger and, meaningful PLN by sharing resources and participating in educational chats. As a result, 'hanging out, messing around, and geeking out" are all the same actions that I took in order to develop my personal identity and a international PLN.
Epiphany: As I continue to play and explore on Twitter, I am able to not only create a relationship with others, but create a meaningful relationship in the digital environment were opinions are equally accepted and facilitated educational chats.
Quote: "Games can aide and enhance learning." With new games students are engaged to learn, collaborate, enhance their creativity and problem solving skills.
Question: Why have educators not been exposed to gamification as a form of professional development since many students enjoy Minecraft and World of Warcraft and based on effective facts that embeds creativity and problem solving?
Connection: Based on my experience in EDL 621, I experienced gamification and realized that as a learner I was intrinsically motivated from the XPs and progression bar. In addition, based on the findings from Jane McGonigal, game designer, states that students can easily save the real world in real life, as it is to save the world in online games. Many people spend many hours playing online games and tapping into solving problem skills that some games like World of Warcraft nurture.
Epiphany: The new culture of learning has allowed students to become critical thinkers. Many of these skills are organically embed within human, so let's allow our students to tap into their essential skills needed to learn in the 21st century.