Es mostren els missatges amb l'etiqueta de comentaris canvi. Mostrar tots els missatges
Es mostren els missatges amb l'etiqueta de comentaris canvi. Mostrar tots els missatges

07 de juny 2020

El got mig ple TV, VIII

Primer lliurament de la rica conversa amb Xavier Vallès, epidemiòleg. El Covid 19 és només un just punt de partida. Amb en Xavier Vallès podem parlar sobre moltíssimes coses més. La seu punt de vista sobre la pandèmia no s’ubica en un angle estrictament biomèdic, sinó que té l’habilitat de fer-ne una anàlisi força més àmplia: social, cultural, ecològica, econòmica... Perquè quan en Xavier Vallès signa com a epidemiòleg es queda molt curt. Cal una visió holística de l’ésser humà per entendre una mica què està passant. Si no, continuarem movent-nos a les palpentes i les nostres mans tremolaran cada vegada que toquem les vores de la incertesa.
No us perdeu els articles d’en Xavier Vallès al seu bloc A vista d’ocell.


12 de maig 2020

El got mig ple TV, V

Converses des del confinament per a la transformació del món. Avui amb Núria Nia, artista audiovisual. Emotiu diàleg sobre l'art com a camí personal, com a acció política de transformació, sobre feminismes, educació, poesia...





23 d’abril 2020

La llavor de la mostassa, El got mig ple TV, III

Aquesta setmana ens trobem amb l'Alba Brugués, infermera i presidenta de l'AIFiCC. És un plaer conversar amb l'Alba de tot: sistema sanitari, els reptes de la infermeria, Covid 19, serveis públics, solidaritat, 3r i 4t món...
En l'any internacional de les infermeres i les llevadores, l'Alba Brugués defensa activament  la represa de la lluita que fa més d'un segle va promoure la Florence Nightingale (1.820-1.910), fundadora de la infermeria moderna.
Les persones entrevistades a El got mig ple TV conformen un mosaic ben ric que t'encomana molta energia positiva i ganes de treballar perquè el món sigui cada vegada una mica millor.


10 de març 2017

PREU I VALOR

Article publicat a La Veu de l'Anoia el 10 de març de 2017



M’acabo de descarregar l’aplicació de factura catalana Abouit que, a través de l’escaneig amb el telèfon mòbil dels codis de barres dels productes que trobem a les prestatgeries dels supermercats, facilita informació sobre la responsabilitat en la producció de cada article de consum. 
Segons l’estudi de la consultoria Nielsen (2015), el 40 % dels consumidors declara que estaria disposat a pagar més si els productes adquirits provinguessin d’empreses socialment responsables. Però els actes concrets de consum són molt íntims, i la presa de cada decisió es veu sotmesa a plantejaments discontinus d’ordre subconscient i emocional. Bé que ho saben els reis del màrqueting. 
La cultura del consum responsable no es pot generar aïllada de la transformació cultural de base de les persones. La tecnologia ens pot ajudar moltíssim a interconnectar-nos i a disposar de la informació necessària per transformar plegats el món, però cal que comencem a recuperar la cultura de l’esforç perquè tots plegats anem aprenent a identificar la gran diferència que hi ha entre valor i preu. Si no comencem a distanciar-nos de l’humanisme etnocentrista de base materialista-hedonista que hem anat deixant créixer al menjador de cada casa en els darrers setanta anys, el consumidor continuarà essent objecte i no subjecte.
Esdevenir responsable implica un augment del grau de consciència sobre el valor de les meves accions (tot un esforç). Fa por i provoca mal de cap només de pensar-hi. Per això mirar cap a un altre lloc resulta tan fàcil. L’escenari general facilita aquesta evasió individual i col·lectiva. Recordem el famós discurs del Cap Indi Seattle dirigit a l’home blanc el 1854, evidenciant que les actuacions per a la sostenibilitat responen a la base cultural de cada societat. Just el mateix any, a l’altra costa del Estats Units, Henry David Thoureau, home blanc i ovella negra, publicava Walden, “La major part dels luxes i moltes de les anomenades comoditats de la vida no només no són indispensables, sinó que esdevenen un obstacle per a l’elevació de la humanitat.”

David Cos
President d’Escola Sant Gervasi, sccl
President de Grup CLADE

20 de gener 2017

AUTOEMPODERA'T

Article publicat a La Veu de l'Anoia el 20 de gener de 2.017



Tu no ets un humil ciutadà que han deixat caure en aquest escenari per patir, en el lapse incert de temps que anomenem vida, els embats de les desajustades forces socials, polítiques, econòmiques... Com a ciutadà ets, com a mínim, votant, contribuent, consumidor i aportador de valor gràcies al teu treball. Si vols, a més, et pots embrancar en lluites més actives i evidents per incidir en l’esdevenidor de la nostra comunitat. El món també és teu i no pots deixar que te’n manllevin la part que justament et pertoca. Alhora, vulguis o no, ets corresponsable del futur dels teus congèneres i dels nostres descendents.
Resultaria fàcil no creure i sentir així. De vegades patim també la temptació de deixar-nos dur, de permetre que siguin els altres els que decideixin, quan una mena de còmoda intuïció en forma de veueta ens diu “Si al final faran el que voldran, amb tu o sense tu”. 
De tots els nostres àmbits individuals d’acció, crec que són el de l’empresa i el consum (sense menystenir els altres)  aquells que ens han de permetre una major incidència en la transformació del món. En l’estudi Superbrands 2016, efectuat per la prestigiosa consultora Havas Worldwide a 28 països, s’evidencia la consciència  que tenim el 70% dels ciutadans que les empreses poden acabar essent, per bé o per mal, el principal agent de canvi social, per sobre de la política. El 53% dels enquestats evidencia també la preocupació creixent sobre la justícia i la sostenibilitat que hi ha darrere des productes que consumim (què passa amb l’altre 47%? Tant els fa?). 
Quant de poder que tenim! Però els fets demostren que el poder sense coneixement i una certa consciència és com un cotxe sense volant (Brexit, Trump, la puixança dels populismes...). Si els consumidors adquirim cada vegada més consciència sobre els nostres drets i sentit de la justícia, acabarem incidint en la  responsabilitat de les companyies que ens proveeixen de béns i serveis. La producció deshonesta també és cosa meva.

David Cos
President d’Escola Sant Gervasi, sccl
President de Grup CLADE

12 de setembre 2011

Doing More with Less (and Other Practical Educational Technology Tidbits)

Ha començat la funció! Aquest matí alguns mestres encara ultimaven detalls abans de l'arribada dels alumnes. Algú m'ha comentat que, malgrat gairebé vint anys de docència, encara li costava de dormir la nit abans de l'inici del curs, i ho deia amb la mirada il·lusionada de qui ha fet d'aquesta professió part essencial de la seva vida: una bona mestra. La presència dels alumnes amplifica encara més totes aquestes sensacions. Les seves ànsies, la curiositat per la nova situació que és el nou curs, potser la nova etapa, els retrobaments... L'escola s'omple de vida!

L'Adam Bellow s'ho pren amb una certa calma i sap que, si bé no hi ha cap curs igual a un altre, sí que podem adoptar, davant les realitats canviants, actituds personalment i professionalment equilibrades i raonables. I és que davant el brogit i la incertesa de res no serveix excitar-se massa. Només cal una dosi del mal anomenat sentit comú.
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Adam Bellow (@adambellow on Twitter) works as the Director of Educational Technology for the College Board Schools where he works with educational leaders, teachers, and students to infuse technology successfully in the classroom. In 2011, he was recognized as Outstanding Young Educator of the Year by ISTE (International Society for Technology in Education).
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Another year of school is upon us. My son, who just turned three, just started his first school. He excitedly talks about it, plays pretend school with his Superman and Thomas the Train toys, and loves to carry his new backpack around our house. Watching his eagerness, I hope that, in some way, we all feel that way about this new school year.
And why not be excited? We teach in amazing times. Just think about the technology that you carry around in your pocket or the things you are able to do on the Internet. Technology makes meaningful collaborative and engaging interactive classroom experiences possible with minimal effort.
However, sometimes we need some help getting started. This list of ideas is far from complete and will hopefully serve as a starting place for some conversations in your school or district. Please feel free to share any of your ideas in the comments section below.

1. Start Small

Oftentimes new initiatives, whether they be related to educational technology, incorporating a new program for math, or even something as simple as a new district policy regarding attendance, these can all throw us for a loop. It's great when new ideas and initiatives work right away, but if they don't there are two choices -- adapt or ignore. And ignoring is no longer an option.
We need to embrace and try these new initiatives, while realizing that it's okay to fail. (I know this is Edutopia and all -- but Yoda was wrong in this case. There is such a thing as "try.") Failure is how we learn. In fact, it is sometimes refreshing to fail at something and face the challenge of getting it to work out.
But in school, where there are often a multitude of constraints and demands on the teacher, their students, and the time that they have - it is difficult to try, not succeed, and then take the chance to try again in the hopes of an alternate result.

My Advice

  • Try one new thing a week. That way you don't get overwhelmed, and yet your year will be filled with around 40 new attempts at something new and fresh. This can be as simple as trying to use a new web tool with your students or even just committing to using technology to help you do something better in your life as a professional.
  • Try one new thing at a time. Often we pack too much into a lesson. If you find ten websites you want to share with the students, consider putting nine of them on a "Explore More" sheet that they can look at when they have time or as an extension of learning (my definition of "homework"). This way you can really take time to delve into a resource appropriately and not be watching the clock as you try to toss too much into the mix. The technology is not a list of ingredients thrown onto a lesson, but rather something that you should have kneaded and baked into the pedagogy.

2. Collaboration Is the 21st Century Skill

I personally think that learning to work with other people and sharing information appropriately is the most important skill we can be building with students (and educators) today. I'm not talking about "Group Work," at least not the artificial group work that I remember from my days in school. I am talking about a more organic collaboration between students. They don't need to be in the same class, grade, or even the same school. By connecting online, there are literally millions of other people who can help you and/or benefit from your work. Oftentimes I get ideas from social media about great class projects; it is a wonderful place to learn and to share your ideas, successes, and failures.

My Advice

  • Use free tools. There are a host of free web tools that come in handy for collaboration including Skype and Google DocsPopplet and Today's Meet.
  • Find new ways to collaborate. I like to ask students to collaborate with someone they don't know. There are lots of sites set up out there where teachers can connect with other teachers and partner their students up on these types of interactive platforms. I think that while it is truly great for the students to collaborate we should be doing it too! 
    Social media platforms like Twitter and Google+ have made it incredibly easy to build a powerful network of like-minded passionate individuals that you can both share ideas with. It is vitally important that we stay life-long learners and remain open to new ideas and technologies as they can help us be better at our jobs.

3. Training Is Key

Technology in the classroom brings out interesting things in teachers. Some, like myself (and likely you as well), are eager to learn and do more because the technology and what it can do interests us. Others aren't quite sure what to do, but would be willing to learn if given some help. And of course, some people sadly write off technology as being a chore or a passing fad.
One way to ensure that technology is used properly in the classroom is to make it clear how to do so. Training needs to be quality and continuous. Schools need to make it a priority to help educators use the "stuff" that they buy for the schools.
But these ideas involve time dedicated from the school and teachers - sometimes this is not so easy to come by. I recommend a grass-roots approach. Tech Tips are short Emails that I have been sending around at my job for the past four years. Short Emails explaining what a tool, resource, or website does and why it might be useful to the reader. These Emails don't take terribly long to write, but are oftentimes seen as very helpful. If you start the chain and get a few people on board you will probably have a fun sharing circle in no time.

My Advice

  • Look outside your school as some great PD that is free and easy to come by. There are some wonderful un-conferences that focus on educational technology throughout the country, including EduCon or EdCamp. But the Internet is one of the best places to seek advice, ideas, etc. Using YouTube videos and tutorials as well as Twitter, you can connect with other educators and learn just about anything. These are also two great platforms to share on.
  • Suggest that each faculty meeting include a tech-share. Allow teachers to explain their hits and misses using technology in the classroom.
  • Make sure that training is more constant. When new hardware is put into a classroom or school, the training needs to occur more than just a one-off when the "stuff" gets set-up. The teacher needs support to learn how to best use the new tools with their curriculum.

4. Go Mobile

Technology -- the "stuff" part of it -- has come a long way. Where we used to be able to only access the Internet through a giant tower machine with a clunky monitor, we can now get online from almost any modern device -- anything from a smartphone to an iPad.
As a result, the days of computer labs are over. Indeed, they are a waste of space in a modern-day school. Why make it so that to use technology as a part of a lesson teachers would have to leave their classrooms just to use it? Any investment a school makes in technology should be something that can be used in multiple settings for multiple purposes by multiple sets of students.

My Advice

  • Make the case for mobile technology The incredible truth in some cases people making decisions about what to acquire for the school that you are working with may not be familiar or comfortable with some of the newest technology. 
    While schools always should exercise a modicum of caution when evaluating new tech, it seems that all too often they go with what is easiest, cheapest, or what they themselves are most comfortable with. Show the decision-makers what you want and explain why it is the best solution out there. If it is an iPad cart that you want to use with your class - don't just ask for one; make a case as to why your classroom would be a better place if you had it in there.
  • Fundraise creatively. Sometimes the money really is an issue and the school won't underwrite a tech initiative, even if it is a valid one. Grants and donation sites are a great place ot post any projects you are working on or towards. DonorsChoose.org andDIgitialWish.com are two excellent websites for teachers to propose a project that they are working on and ask for some money to help them do acquire the necessary school products.

5. High Tech on a Low Budget

Educational technology should no longer be synonymous with large expenditures of money for software and hardware. Schools can do a great deal with very little. With Web access, students and teachers have access to thousands of free web resources that can provide countless enhanced learning experiences as well as ways for students to create a swath of creative content. Take for example the site SumoPaint.com, it is a robust image editor which looks almost identical to PhotoShop. The difference is that SumoPaint is free to use and can be accessed from anyone -- one of the key benefits of using web-based tools as they work is not machine or platform dependent.

My Advice

  • Use Twitter This piggy-backs a little of some past advice, but Twitter is one of the best places to learn about these new free web tools quickly and efficiently. In addition there are lots of great sites out there that are dedicated to finding and sharing free web tools with the user. eduTecher.net, the site that I run is one of these places where you can go and quickly search for or stumble upon a great new tool to use in your classroom.

6. Rethink Who Should Be at the Table

Oftentimes when school policy and visions are planned there seems to be a major disconnect between the administration (usually the ones making or voting on the policy) and the rest of the school (the teachers and students whom the decisions affect).

My Advice

  • Invite all stakeholders to the table to provide input as well as understand the various sides of the issues being decided.
  • Create a small representative committee of students who can be at some stages of the decision-making process. Parents are also an important piece of the puzzle that often gets neglected in school policy. All people have voices and it is important to let parents and students express their opinions, desires, and concerns. The best answers sometimes come from the least expected places.
We really do teach in a remarkable time. Each day you walk into your school setting, whether it be a classroom, office, or somewhere else -- remember that you help to shape the future and what you do during the day can change the world!
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Text extret de: http://www.edutopia.org



26 de maig 2011

How the games can change the world

A Edutopia (una vegada més...) em retrobo amb el món ric i visionari de la Jane McGonigal, a qui molts vam tenir la sort de poder escoltar el novembre del 2009 al V Congreso Internacional de Educared. No hauríem de mostrar-nos només molt atents a les seves propostes; ja hauríem d'estar prenent la iniciativa, perquè els models que proposa obren una infinitat de camins.




Text de Suzie Boss
At the recent U.S. finals of the Imagine Cup competition, student teams from across the country showed off not only their technical brilliance but also an eagerness to improve the world through gaming and software development. How so? How about using a portable device to help visually impaired students with note-taking, or a digital strategy game that challenges children to improve the environment through clean energy, or a game for your smart phone in which players fight deforestation to earn points.
Jane McGonigal standing on stage in front of a dark blue curtain

Gamer guru Jane McGonigal, who was keynoter 
for the event. 
Credit: Imagine Cup
Those three winning projects were selected from a pool that started with 74,000 entrants from high school through graduate school. That’s a new record for the Microsoft-sponsored event, now in its ninth year. Theme for this year’s event: Imagine a world where technology helps solve the toughest problems. That means projects have to use technology to address the United Nations Millennium Development Goals which include reducing poverty and hunger, improving access to education, and ensuring environmental sustainability.
“This age group -- the Millennials -- seems to put a higher value on being of service to a larger cause than previous generations,” says Jane McGonigal, celebrated game designer who was keynoter for the Imagine Cup awards ceremony on the Microsoft campus in Redmond, Washington. “Combine that with their interest in technology and love of gaming, and it seems like a powerful one-two punch that will escalate the quality of serious projects.”

Serious Fun

Although global problems are plenty serious, the solutions emerging from this crowd tend to be playful and optimistic. Imagine Cup projects don’t have the same feel as many of the games that are marketed as “educational,” and which tend to put learning goals before good game mechanics. “A lot of (educational) games lack fun,” one team frankly told the judging panel. Their approach instead was to emphasize “learning by accident.” The team from Tribeca Flashpoint Academy that developed the award-winning environmental game (called Spero, Latin for “hope”) did user testing with third- and sixth-graders. They found that a full-on gaming experience -- with all the challenges, visual feedback, and fun that gamers expect -- also leads to learning. Once the game got kids engaged, the team told judges, “they wanted nothing less than to save the world.”
That approach gets a nod from McGonigal, author of Reality is Broken: Why Games Make Us Better and How They Can Change the World. Overall, she says she found the caliber of entries at Imagine Cup “very impressive. These games are fully playable, very polished, very much real games. None look or feel like games designed just to teach you something. Obviously,” she adds, “they were designed by young people who’ve grown up gaming.”
In her own approach to game design, McGonigal adds, “I like to think of every game as a solution to a problem. I want to make a game that changes how somebody thinks so it will change how they act, vote, or engage with the world around them. To focus on impact and not just content is the big innovation we’re seeing now in game design."

Insights for the Classroom

During a showcase event, I had a chance to talk with several teams about their projects. Their insights offer good advice for anyone engaged in problem solving, teamwork, idea generation -- in other words, for anyone doing project-based learning. Here are a few nuggets of advice:
Do something real: The idea behind NoteTaker, the prize-winning entry in the software design category, started with a real problem. David Hayden, a visually impaired student at Arizona State University, was having trouble keeping up in his advanced math courses. He understood the concepts but struggled to see the board where the professor was writing problems. So he stopped by the Center for Cognitive Ubiquitous Computing, better known asCUbiC, and asked for help. “I told him, how about we give you a desk and help you work on a solution?” recalls John Black, who teaches in the School of Computing and Informatics. “Eventually, a team formed around him.”
The first team members -- from computer science and engineering -- used readily available materials, such as camcorder and tablet computer, to devise a prototype that would meet Hayden’s needs. Eventually, an industrial design student joined the team “and designed something that looks like a real product, not something a bunch of engineers would put together,” says team member Michael Astrauskas. Hayden, who began getting A’s in advanced math classes as soon as he had a working prototype, is now a graduate student in computer science. “We have 100 volunteers waiting to test this product,” adds Astrauskas, “and a third of them have no visual impairment.”
Be passionate: Designing innovative, potentially world-changing projects takes persistence. “You have to have passion for what you’re doing,” says a student whose team has developed a mobile app to help community health workers improve patient care in the developing world. “It’s not the idea that’s hard -- it’s the execution,” he adds.
Think globally: Wilson To, a student at University of California at Davis and also a Gates Millennium Scholar, was on the team that won the U.S. finals of the Imagine Cup last year and went to Poland to compete in the international competition.
Learning about the issues that students from other countries were tackling “opened my eyes,” he says. “This year, I wanted to work on a global issue.” He recruited team members with diverse backgrounds to develop LifeLens, software that uses a mobile phone camera to diagnose malaria in the field. It can be combined with mapping software to generate real-time maps of malaria outbreaks, which could make response more efficient and effective.
Focus on the positive: The youngest competitors at the event were two students from Lick-Wilmerding High School in San Francisco. Xander Masotto and Julius Lee developed a strategy game called Strain that challenges players to defend the world against a global pandemic. Their idea came from other games that unleash pandemics on virtual worlds. “We thought, what if the goal was to save people instead of killing them?” Masotto says, explaining how they decided to put a positive spin on the issue of global health.
Their project involved extensive research into everything from pandemics to world geography, not to mention programming and graphic design. It all took place outside regular school hours. They’d welcome a move to bring game design into the classroom as a springboard for active learning.
The final round of the Imagine Cup takes place in July in New York, when competitors from around the world will compete for prizes -- and a chance to introduce their world-changing ideas to a global audience. You can read more about their projects here.
How are your students using technology to improve the world? Please share your stories.