PBL


 * Problem-Based Learning:** an approach built upon authentic learning activities, in order to gain student interest and motivation. The activity is designed to solve a problem or question and generally reflects the type of learning or work that people do on a daily basis. These teach students communication skills, presentation skills, organization and time management skills, research and inquiry skills, and group and leadership skills.


 * Project-Based Learning:** a student centered approach where students learn in the context of complex, multifacted and realistic problems. Students work in groups where their motivation is driven by a desire to solve the problem. The teachers act as facilitators as students collaborate and take responsibility for their learning.


 * Case-Based Learning:** a factually based complex problem that encourages interaction between students, in order to explore realistic and specific situations. There is no "one" answer, and students are the center of collaboration and cooperation as they connect with the problem/story using their own lives, experiences and background knowledge.

Student Thinking || - students take risks without much cost - trial and error play - failure - trains their brain to practice thinking within the environment being simulated or virtually created || - inspire creativity
 * || Problem-based || Project-based || Case-based learning ||
 * Differences in

- challenging puzzles

- encourage critical thinking to accomplish a certain goal/task || - challenge students by bringing them into real world situations (taken from business, medicine, law, dailly life skills, social situations, conflict resolution or any other Real situation) || - often working towards one goal or question, gradually adding bits and pieces to the puzzle || - apply real world materials to academic concepts
 * Differences in Student Actions || - allows students to be placed within the context of the problem virtually with video games or computer simulations

- experience real-world challenges with low risk

- experience various materials to build structures that || - spark lively discussions in class - provide management lessons for students to put into future practice in their professional lives || - accurately explain the purpose of the simulation or game-playing situation in context of the curriculuma || - connect physical project to content - organization of students to assist and maintain on-task productivity || - research appropriate interesting cases related to the curriculum - guide the experience through organized discussion and communication of ideas in class || conduct experiments || provide an easily accessible database of case studies organized by topic and relevance to certain subjects and grade levels. || field of : **Special Education** || -using flow-charts or mapping to identify steps or processes (Inspiration, CMap Tools)
 * Teacher Instruction Necessary || - design or find relevant interesting problems that will guide students in their learning of concepts
 * Teacher Help Necessary ||  || - provide appropriate materials & setting || - facilitate discussion around the cases to help direct students to their own learning. ||
 * Example of Learning in a lesson You may Teach || -on-line gaming and simulations || virtually build things or
 * Example of Learning in a lesson You may Teach || -on-line gaming and simulations || virtually build things or
 * 2 Ways Technology may enhance learning in the

- Living and working in a virtual world (www.minyanland.com) to learn financial literacies, earn, invest, spend and donate money. || - running a small business to apply functional math skills. Technology is infused throughout the business to organize finances, inventories, design, etc.

- cooking/baking to apply fraction, multiplication & measurement skills. Technology is used to find recipes, double recipes, create shopping lists, share feedback on the recipe. || - Social Stories (videos) that allow students to identify correct and incorrect ways of responding to social situations - using other people's experiences.

-conducting surveys; collect information, sort & organize it, present it & critique it. Role playing can be a part of this, and technology can be used to manipulate the data. || field of : Grade 4 - Science || discussing animal adaptions and why and when some animals migrate by talking with scientists via video conferening
 * 2 Ways Technology may enhance learning in the

using Excel to track data and create a graph. || - students using maps, understanding key vocabulary, calculating mileage, seasonal changes,

comparing the graphs created in excel || - students observe monarch butterfly migration north in the spring and south in the fall. By entering data on the chart, their information is shared with all of the other observers Continent wide. This cumulative effort affords scientists much greater accuracy in witnessing the true migration patterns. (www.duenorth.com)

discussing other animals that migrate or hibernate and creating their own site to track local data || field of : **Art** || Exploring an alternate world or culture through on-line games, simulations, and activities. Example: To view and enhance digital images to find a safe landing and interesting landin site on mars http://www.cotf.edu/ete/modules/activities/mars/situation.html Learning about interests, hobbies, and favorite things of their teachers/classmates, and utilizing the research, on-line resources and images within their project. || Construction or redevelopment of buildings and/or settings. Examples: Building the tallest skyscraper or amusement ride. http://www.pbs.org/wnet/innovation/teachers_lp2.html
 * 2 Ways Technology may enhance learning in the

Courtyard Redesign http://www.bie.org/videos/video/elementary_project_courtyard_re-design || Creating artworks, such as magnets, bracelets, or cards and publishing or producing these items for sale to raise monies that benefit those in need, as a community service project.

Create, display, products, and track sales data. || field of : _ ||  ||   ||   ||
 * 2 Ways Technology may enhance learning in the

Project based Learning @http://pbl-online.org/About/whatisPBL.htm @http://www.pbs.org/wnet/innovation/teachers.html []

Problem based Learning http://userwww.sfsu.edu/~rpurser/revised/pages/problem.htm []

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Case based Learning @http://www.mdvu.org/classrooms/cbl/ [] []