Elements of the 'Native' Information Experiences
This is a simple listing of the qualities of our students' 'Native' outside-the-classroom information experiences.
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the outside-the-classroom "Native" information experience: is fueled by questions provokes conversation is responsive demands personal investment & define identity is guided by safely-made mistakes You see learning that is fueled by questions. I’m not talking about teacher-suggested or textbook-sponsored essential questions, though they would certainly not be inappropriate. What I would look for is a learning experience where the learner is propelled by continually encountering barriers, asking questions, coming to understand the barriers, and solving his or her way through them. Students are engaged in a way that provokes conversation. As students are formulating and asking questions, they are engaged in conversations. They may be conversing with classmates, students in other classes, other experts, the teacher, or other teachers. However, these conversations are not limited to exchanges people. They might more frequently be exchanges with print references or with a digital constructs, such as an online reference sources, spreadsheets, data visualization, tinkering, or programmed experimentation. The learning experience compels a personal investment by the learner and contributes to the learner’s identity. The learning work should result in value, either value to the learner (increased self-value) or in an end product that is of value to others. It might be a new skill that the learner can apply today. It might be a report and recommendation to the school board. It might be a report, presentation, or collaborative reference entry that classmates will rely on for their continued learning. The possibilities are to numerous and varied to mention. But the tech infused learning experience, because of the multidimensional connections that it promotes may — and should — serve to embellish the learner’s identity, even if it is through the learner’s avatar. The learning results from significant opportunities to safely make mistakes. The experience of learning in tech-rich environments should be playful. Many video games are about playful work or hard learning. The learner should be free to explore wrong answers — and good wrong answers should be celebrated for the learning opportunities they enable. Why do I need to know Grammar?
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