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What's Your Study Strategy?Editor’s Note: Pamela Fox is Coursera’s Lead Student Team Engineer.
Last week, thanks to the course calendar, I realized that my final exam for Ariely’s class on Irrational Behavior was due the night before a Google I/O talk that I would be giving the next day about Coursera - frankly, I was a little stressed. I’d never made it so far in a Coursera class, and I was determined to make it to the end!
I freaked out: how was I going to study for the exam? I love learning new things, but I forget them quickly when I move onto the next cool new thing to learn, and I didn’t have the time or patience to rewatch every lecture. I needed to review the materials somehow, but I never took any notes. Fortunately, I have tens of thousands of classmates, and a number of them *did* take notes, and they shared them in our forums. Our always-helpful TA wrote up a post with links to all the student-sourced resources to make them easy to find, so I opened them up in my browser tabs and set about to find the most efficient way for me to review the last 6 weeks of material.
Visual NotesSome people learn best by sketching out mind maps connecting all the ideas in a lecture, and two students in the class shared their notes online - Albert Gascon and Ivan Staroversky. You can see a mind map by Albert of the first lecture below:

Lecture Notes
I personally have never tried making or studying from mind maps, and though I was very impressed by how well they mapped out the concepts, I realized I wouldn’t have enough time to review all of the information presented in this format so I researched other options.We provide students in every class with a wiki that they can use for whatever they’d like, and some students used the Ariely wiki to summarize the lectures with succinct bullet points:

Another group of students, who called themselves the “on a tight deadlines” group, created a shared Google Drive to upload lectures notes, both written and visual:

I’m a fast reader, so I loved the bullet point notes format, and read through all of them as my initial review. But, I still wanted a way to test my knowledge. How much did I actually rememeber?
Quiz CardsLuckily, I discovered one student created a set of 107 Quizlet flash cards based on the glossary in the class wiki. Sounded perfect to me - not too many, not too few - so I began reviewing them.

Now, as it turns out, I’ve written my own quiz cards app, so in the spirit of practicing the “Not Invented Here” syndrome that we discussed in class, I took a break from studying to port the cards over to QuizCards. I started off by quizzing myself in multiple choice mode, and after a round of that, I moved on to the “autocomplete” mode, which forces me to recall without having to type an exact term. If I didn’t immediately remember the term, I’d Google it and read whatever wikipedia paper came up, and that was enough to remind me of what we learnt about it.
My app uses the Leitner system, where flash cards are in 5 buckets and moved from one bucket to the next with each correct answering, and back to the first bucket on an incorrect answer.

When it was nearly 1am and I had half the cards in the 4th bucket, I decided it was exam time! After all, I didn’t want to be under *too much* stress for the exam, since as we all know from Yerkes-Dodson law, too much stress can lead to decrease in performance for mentally difficult tasks. I won’t find out for a few days how well I did, but I felt pretty good about my answers, and I would have been nowhere near as prepared without the lecture notes and flash cards.
How about you?This is the first time in years that I’ve studied for any sort of exam (besides a technical job interview, which is sort of an exam). I’m so thankful to my fellow students for the work they put into the study materials, and I hope that there are such helpful students in other classes. What’s been your experience with studying for Coursera exams?
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thevacancyhush reblogged mylove-theastronaut
What they did not want you to ever find out is that your generation, the generation born between 1980-1995, actually outnumbers the Baby Boomers. They knew that if you ever turned your eye towards political reform, you could change the world. They tried to keep you sated on vapid television shows and vapid music. They cut off your education and fed you brain candy. They took away your music and gave you Top Ten pop stations. They cut off your art and replaced it with endless reality shows for you to plug into, hoping you would sit quietly by as they ran the world. We as a society are only as strong as our weakest link. Give ‘em hell, kids.
I’ve never loved a post so much in the history of tumblr
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GDC 09: Fault Tolerance: From Intentionality to Improvisation
Clint Hocking had a great talk on Wednesday regarding improvisational play, how it works and how it contributes to an exciting continual play experience.
He began by explaining intention as a two-phase process, composition and execution. Intentional play begins as the player takes a look upon their landscape and forms their plan. The player then executes their plan, or attempts to. Ideally, intentional play works well with tightly crafted systems that play off each other well. Through trial, error, and study, the player deduces how the systems play off each other and craft their ideal strategy. While this experience is enjoying in and of itself, there is no replayability and ongoing challenge once a working and/or best strategy is found.
What Hocking found during development of Far Cry 2, is that what they ended up with were messier systems than originally planned. He initially had wanted the player to have a large overarching grand strategy to each of their missions that they can execute with impunity. The play experience they ended up with was a lot more chaotic and it threw the player off their game plan periodically. As they’d be executing their plans, small failures would be introduced to the player and cause them to re-plan. However, it never did this so punitively as to require reloading the game and trying again. What resulted was something formless, much more dynamic, yet highly intentional. Technically what was happening was the player was going through many composition & execution phases. This cycle of composition & execution kept the player much more on their toes. The initiative was continually changing hands between the game and the player.
What this takes away from the player and from the game itself is the feeling of game mastery and domination. What happens with games without this improvisational cycle, is that after enough play, they can dominate the game, in effect beating it. They lose their interest and stop playing. Players want to be continually challenged. Stripping away or highly delaying a player’s domination through challenging variety prolongs and greatens a player’s enjoyment.
~Elio
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Response to Gabe and Sebastian's #gamification discussion
A VERY interesting debate has been going on this last week primarily between Gabe Zichermann, author of the new book by O’Reilly called “Gamification by Design”, and Sebastian Deterding, PhD researcher on user experience, persuasive and gameful design.
For those who want to read the whole thing, here’s a complete history of the debate to date (be warned, there is a lot to read, and it gets a bit personal in a couple places):
- Gamification by Design, by Gabe Zichermann
- A Quick Buck by Copy and Paste, by Sebastian Deterding
- Response to A Quick Buck, by Tim O’Reilly
- Response to O’Reilly, by Sebastian
- A Teachable Moment, by Gabe
- Response to A Teachable Moment, by Sebastian
- Finally, We’re Getting Somewhere, by Gabe
Disclosure
In full disclosure, I will admit that I side more with Sebastian’s side of the debate. I respect Gabe and his mission to advocate for gamification as a tool for established brands, but I don’t think his core understanding of the topic is quite as deep as Sebastian’s.
I have a personal investment in, and love for, gamification. In particular in its ability to create real value in tested implementations that do not at all benefit from the “hype” around the topic. Either the theories work, or they don’t, and I’m not going to pursue tricks that take advantage of users or attempt to manipulate them against their own self-interest simply because it has short-term benefits to me or my business. We are in the long game, trying to solve really old and difficult problems around what motivates us and what helps people change their habits and behaviors in a sustainable way.
My company Habit Labs, and our product Health Month, use many of the principles and theories explored in great detail by experts on gamification and theories of fun/motivation from the likes of Sebastian, Amy Jo Kim, Jane McGonigal, Raph Koster, and many others. Partially, my fascination with the topic is due to the fact that Health Month is a consumer web app, directly interested in promoting the goals of its users, and not a brand in need of loyalty or marketing in a secondary way. This is a subtle point, but I think gets to the root of the disconnect between Gabe and Sebastian.
Two very different applications of gamification
Gabe and Sebastian are both, in my mind, gamification experts. Yet, they have mastered different disciplines within the field.
Gabe advocates for the use of motivational tricks that existing brands can use to power up the loyalty and engagement of their users. Take the example at Gabe’s site, gamificationU.com. He’s selling a book. In order to help sell the book, he added a few gamification elements to the site. These tools are secondary to the actual purpose of the site… which is to sell his book. Gabe’s form of gamification serves as a marketing tool to help sell a product or service, without necessarily having to change the product or service itself.
Sebastian advocates for the use of gamification as a way to improve existing products and services. For example, using badges or points to help a user onboard into an increasingly richer and richer experience of the product, like Foursquare. Or using leaderboards and points to help you know when the people you respect in a given niche community, like boardgamegeek.com, have gained something from your latest game review. In other words, these applications are not trying to directly influence you, they are simply trying to improve the experience of the core product.
For Gabe, gamification is a product-marketing tool that you can add-on to your existing marketing efforts. For Sebastian (and myself), gamification is an experience-improvement tool that requires rethinking the product itself so that it aligns directly with a user’s personal fulfillment.
It’s a bit subtle, but I think is a big reason why the two sides aren’t seeing eye to eye.
Two different audiences
It is important to also realize that these two applications contain ideas that are useful to two very different audiences.
Gabe’s message and audience requires that the term “gamification” stay somewhat high on the hype cycle, because corporations and brands that are willing to try new marketing strategies for existing products need to think that this is the next big thing, and therefore shell out the big bucks to have an expert come in and give them the 101 on game mechanics. Even very high level principles will have an impact by starting the conversation, and helping guide a series of experiments that they can learn from and iterate on.
From Sebastian’s perspective, it doesn’t really matter whether this is called user experience, persuasive design, or gamification. The important thing is to know if the science of motivation, fun, and interest ACTUALLY WORKS. I think he’s probably most useful to people who are deep in the trenches of product and user-experience design, possibly at scrappy startups (hello!), and at the stage of talking about some of the mechanics of intrinsic motivation at a very detailed and test-driven level. Probably not as much for mainstream consumption.
You can pick up on this difference simply by referring to the different conversational styles of each (Gabe is friendly and inclusive, Sebastian is detailed and blunt in his critique). If Gamification were a country on Google Maps, Gabe is zoomed out and talking about the mountain ranges and how the Rewards river comes in through its neighboring eastern country, Loyalty, and continues through to the country to the west, Status. And Sebastian is zoomed in at street level, pointing out the scratches and dings on the door of Foursquare’s Badge car.
It’s not meant to be a judgment of either person… there are different incentives towards marketing a book to the mainstream and trying to start an industry-wide movement versus speaking at game play insider conferences and plowing through scientific articles. In both cases, the message is interesting enough and useful enough that people at several zoom levels can benefit.
The battle for careful thinking
Apologies for perhaps putting words in either of your mouths, Gabe and Sebastian. Please correct me if I’m off on any of these rather broad generalizations about your work.
Mostly, I just wanted to applaud you both for being honest, responsive, and vulnerable in the public debate. I’ve seen many other debates on the same topic devolve into incendiary and polarizing hyperbole, and I enjoy seeing careful thoughts being expressed and nurtured around a topic.
My hope is that by adding a bit of geography to the debate that we can zoom in and zoom out on the layers of meaning, research, and application and continue to tease out the truth about what it is about games that makes them fun, engaging, and applicable to large parts of our lives.Loading... -
Startup Australia: Let’s Do This Thing
Last month, I flew to Sydney for the #startupAUS forum, which brought together 50 leaders from across the startup community, hosted and expertly facilitated by The Difference team at PwC, with the support of Google, Freelancer and others.
Coming on the back of another (awesome!) Startup Weekend Perth, my enthusiasm was high (even if my sleep levels weren’t!) and the same was true for everyone else - particularly in the wake of idiotic comments by our Prime Minister about “rorting” of 457 visas by the IT industry and ongoing issues with ESOP.
The impetus for my involvement at #startupAUS was a great blog by Michael Fox on growing Australia’s tech startup ecosystem. Education was the focus of that piece and is a core interest of mine, so I was especially pleased to see education front and centre over the course of our two days at the forum.
The group ultimately set a stretch target to replace mining as the driver of Australia’s GDP growth, with a vision to create a nation of coders.
For mine, one statistic stood out above all others: Australian universities only churn out 12,000 Computer Science graduates each year, of which a mere one-third are local students. Making matters worse, CS enrolments are down 60% on a decade ago [Kaplan, NICTA]; the trend is most definitely not our friend!
It is galling to think that we’re building a National Broadband Network which is supposedly best-of-breed and have a Federal Government Department with the phrase Digital Economy in its very name, yet we have nowhere near enough skilled people for the reality to get within coo-ee of the rhetoric.
The Australian Computer Society predicted that there would be 14,000 new ICT jobs created in 2012/13, and a further 21,000 next financial year. Even if every national and international CS grad stayed in Australia, we don’t have enough people to meet current demand, let alone replacing those who leave the industry or even thinking about fulfilling next year’s demand.
How can we possibly hope to have innovative technology businesses replace unsustainable resource extraction and “unscalable “knowledge industries” as drivers of our national economy over the decades ahead when we can’t even meet today’s needs?
A wise friend suggested gap analysis, essentially identifying what our future needs might be for various skill sets and levels, and then we can (FINALLY) start addressing that (HUGE) gap. The code.org team rammed home the importance of their cause with similar analysis - although simplistic, the data shows a 1 million person gap in 2020 with 1.4m computer jobs predicted and only 400k CS students. If that is the challenge facing the US then how bleak is Australia’s predicament!
As Alan Noble explained in his post-forum blog: “In one sense #startupAUS is itself a startup”… I couldn’t have said it better myself!
Startups are high-growth, scaleable entities that see a problem and build something to solve it. They create something where nothing exists.
If #startupAUS is to be the peak body for the national startup community then we need to think like the startups that we purport to represent.
With that in mind, I turned to two of the most valuable resources for startups and those people building startup communities: the Lean Canvas; and the Boulder Thesis.
First, the Lean Canvas: I mocked up a little something for #startupAUS (pictured above) to help us identify, first and foremost, who our customers are, the problems that need solving, a business model which might underpin #startupAUS to ensure it is sustainable, and so on… What do you think? Am I in the ball park? What would you add/change/delete?
Next, to the Boulder Thesis, which has become the bible for Creating Your Own Startup Community. In Brad Feld’s words:
I developed four principles, which I call The Boulder Thesis, that I believe are necessary for the development of a vibrant, long-term, sustainable entrepreneurial ecosystem.
1. Entrepreneurs must lead the startup community.
2. The leaders must have a long-term commitment.
3. The startup community must be inclusive of anyone who wants to participate in it.
4. The startup community must have continual activities that engage the entire entrepreneurial stack.
Our patchwork approach, plugging into the various activity hubs within the startup community, is broadly consistent with that thesis, and no one could question the long-term commitment of the 50 people involved in the #startupAUS forum.
What we need to make this thing work is a national body that is as inclusive as all those sub-communities it encompasses and, most important of all, the movement needs to be led by entrepreneurs.
As Brad Feld explains, all good startup communities are driven by those entrepreneurial leaders, supported by “feeders” (VCs, Government, Universities, Service Providers), and united by a common purpose. It is a rising tide lifts all boats approach; plant enough seeds and the harvesting looks after itself!
#startupAUS: For startups, by startups!
Energy was high on the back of the forum, now we must keep that fire burning.
What do we need to succeed?
1. #startupAUS CEO (or whatever you want to call it): In short, someone to get this thing focused, to do hard yards of launch and initial fundraising, and to support our patches.
2. Activity: Our economy (not to mention the Federal Government) stands on a precipice; the ACARA deadline is looming; there are lots of great programming initiatives and countless startup-oriented events on the horizon. We need to connect more dots within this community and provide a united voice, stat.
3. Awareness: Almost all entrepreneurs are too busy working on their business to blow their own trumpet and we, as a nation and as an industry, are traditionally poor at shining light on our success stories and acknowledging our failures.
What can we do to make Joe Public aware of all the amazing achievements of Australia’s tech community, from CSIRO’s impact on the evolution of wifi and the genesis of Google Maps in Sydney, to success stories like Atlassian and the next generation of companies that are bubbling to the surface and attracting global interest?
In the words of AngelList co-founder Babak Nivi:
“Startups aren’t here to change the world, they’re here to save the world.”
The same goes for #startupAUS…
Are we going to be a nation of value extractors (miners and property speculators) and value capturers (bankers and lawyers), or a nation of value creators and innovators (hackers and founders)? Are we diggers and talkers, or do-ers and makers?
Revisit Matt Barrie’s epic Startup Australia blog. Fire up the #startupAUS hashtag. Stand up and be counted. The time is now.
Let’s stop waiting for permission and fucking do this thing!
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Making a physical product.
I had been kicking around the idea for some kind of space themed dice game for a while. I thought it would be a really nice metaphor for what actually happens when galaxies are formed. The dice represent balls of matter floating around the universe. Sometimes they bump into other balls of matter and become stuff.
I decided to design the game around the “press your luck” genre. The concept of these games is usually pretty simple. Some things are good to roll and some things are bad. The goal is to roll as many good things as you can before rolling a bad thing and resetting your score. The first person to get X good things is the winner.
The goal with Space Dice is to roll as many “habitable planets” as possible, before you roll 3 black holes and make your galaxy unstable. A “habitable planet” is a planet near at least 1 star and without space debris hurtling towards it. The first person to roll 10 habitable planets is the winner.
Here’s a VERY early prototype of the game I was working on over Christmas. It really helped to make a prototype, as I could actually play the game rather than everything being hypothetical.

Having finalized the basic concept, I needed to make sure the game would actually be playable. There should be a good chance of rolling the things you need to roll to score. It shouldn’t be likely to die in one roll. Rolling a supernova (which destroys every planet every player has scored up until that point) shouldn’t happen very often etc.
I spent a few hours hacking together a little rails app which would play out 100,000 rolls in a few seconds and tell me the chances of everything coming up. The script let me easily play around with the values on each of the dice and tweak the chances of everything happening. It’s still online if you want to look at it (http://spacedice.herokuapp.com) and the code is on github (https://github.com/jonwheatley/Space-Dice-Stats). Please excuse my bad ruby code.
I hired a graphic designer to make some nice icons. I was ready to start talking to factories.
I looked on alibaba.com and found some dice manufactures in China. It turns out 12 sided dice are MUCH more expensive than regular 6 sided dice (about $0.25 per dice vs $0.05). I reluctantly decided to go with the 12 sided dice anyway, because the shape of them worked much better with the theme. Rarely do you see celestial bodies that are square!
The factory did a test print and made a complete set of space dice. Now it was starting to become real!

The factory was happy to ship out the tester dice they made before entering full production. Luckily, this coincided nicely with Chinese New Year so I had a bit of time to play test the game and request any changes. When I received the package, I excitedly opened it and anxiously waited for my girlfriend to get home so we could play Space Dice for the first time.
I may be a little biased here, but the game was great fun. Everything worked as intended, and my girlfriend picked it up pretty quickly. The only thing that was a little awkward was keeping score of how many habitable planets each of us owned. We solved this by using a pen and paper to keep track, but I’m planning on building a simple Space Dice score keeping iPhone app at some point.
The next step was the packaging. I found a factory in LA that made custom tubes with removable tops. This was good because the tube could also double as the dice shaker. They were nice enough to send over some pictures of the tubes being made.

The last thing I needed was instructions. This turned out to be a much harder task then I was anticipating. There were a lot of things that seemed obvious to me that absolutely were not obvious to other people when I spoke to them. It was also hard to explain all the rules, including rare edge cases, while keeping the instructions short and not intimidating to new players. I needed professional help.
I hired a freelance copywriter to give me a hand which made things much easier. There was still a fair amount of back and forth until we decided on the best way to structure and word everything (it didn’t help that Sam had never played the game before!) but we eventually hammered out some pretty decent instructions.
They just needed some design (thanks David!) and they were ready.
Everything arrived at my apartment and I started packaging sets together. This took much longer than I thought it would (1.5ish minutes per set, 333 sets, just over 8 hours).

And here it is. The final, completed set of space dice in all its glory.

Costs
Design (logo, icons, website): $1,500
Domain: $69
Coding + shopify integration: $150
5,000 dice + shipping: $1,808 ($0.36 per dice, enough dice for 333 sets)
350 packaging tubes + shipping: $722.50 ($2.06 per tube)
350 instruction sheets: $290.99 ($0.83 per sheet)
350 stickers: $119.95 ($0.34 per sticker)
Total for project: $4,660.44
Breakdown per set
15 * dice: $5.40
1 * tube: $2.06
1 * instructions: $0.83
1 * sticker: $0.34
Total cost per set: $8.63
Current price per set: $20
Net profit per set sold: $11.37
The margins aren’t great right now, but I think at a slightly larger scale I can get the price down to about $5 per set.
Head over to spacedice.com if you’d like to buy a copy of Space Dice. If you’re interested in following other projects I’m working on, you should follow me on Twitter here.
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Rapid Prototyping Resources
Here are the promised resources from my talk at the 2012 Future of Web Design conference in NYC. This is by no means a comprehensive list, but should be a good start. And here are my slides.
And here’s the special Riffle invite for FOWD attendees — jump the line. It’s good through this Friday, October 22nd.
Choosing a tool:Rapid Prototyping Tools — Adaptive Path’s article on choosing a tool, with a spreadsheet overview of them
What are the best tools for rapidly prototyping a web app? — nice Quora thread
What are the prototyping tools for mobile apps? — another Quora thread, for mobile apps
Protomoto — huge grid of available tools
Paper prototyping:Pretty Sketchy — the importance of sketchbooks
The Messy Art of UX Sketching — overview of techniques
Sketchboarding: Discover Better, Faster UX Solutions — very cool ideas
Sketching tools:Adaptive Path’s Favorite Tools for Sketching — great details on the pens and markers that are most useful. I also like a highlighter.
Tools for Sketching User Experience — more tips on tools and sketchboarding
Pixel Pads — notepads in iPad or iPhone shape
Printable Paper — all kinds of graph paper you can print yourself
UI Stencils — rulers and metal stencils
Smashing Magazine’s Wireframing Templates — lots more templates
Digital prototyping:Time to Dump Wireframes — great overview of articles on the end of wireframes
Designing Better and Faster with Rapid Prototyping — instructive article discussing process and types
Digital tools:OmniGraffle — great for site maps, wireframes and prototypes
Balsamiq — simple sketchy wireframes, with symbol libraries
iOS source file — by Teehan + Lax, many others there too
Proto.io — web tool for making iOS prototypes
Keynote — presentation software that can also make high fidelity prototypes
Keynotopia — library of keynote templates
HotGloo — mentioned by Dave Stein at Behance
HTML prototyping:CSS and Design Frameworks for Rapid Prototyping and Web Applications — good comparison of Bootstrap vs Foundation and others
Dive into responsive prototyping with Foundation — explanation on A List Apart by the founder of Foundation
Spike-driven design — interesting idea from Pivotal Labs
HTML tools:HTML5 Boilerplate — The standby, built and tested by expert developers
Semantic.gs — My favorite grid system. Keeps grid classes out of your markup
LESS (or SASS + Compass) — Essential tool for modern CSS development. Extends CSS to include variables, nesting, and functions, which all compile into normal CSS.
Codekit — nice compiler for all sorts of preprocessors
Coda — my favorite HTML editor
Coda Clips — library of clips for the above
CSS Tricks — Chris Coyier’s awesome collection of code clips, tutorials, demos, forums…
Emmet — toolkit of CSS-like expressions that can be expanded into HTML/CSS
Wirefy — browser-based responsive wireframe tool
Foundation — front-end framework
Mobile-First Foundation — a mobile-first version of Foundation, on github
Bootstrap — Twitter’s framework for web apps
Punch — “modern web publishing framework” that includes data layers
CodeIgniter — PHP framework
CakePHP and Croogo — simple PHP framework and CMS
99 Lime / HTML Kickstart — a collection of ultra-lean HTML5, CSS, and jQuery building blocks (ht @kevanmacgee)
Lean UX:Getting Out of the Deliverables Business — Smashing Magazine’s comprehensive overview of a lean UX process
Does Artistic Collaboration Ever Work? — The Atlantic
Inside Agile — Hugh Beyer
Agile Designer-Developer Collaboration with Scrum — Allen Manning
Emerging Best Practices in Agile UX — Agile Product Design
Should I focus on a good user experience or push something out quickly? — Quora thread with feedback from Jason Fried and more
User research tools:What is remote usability research? — overview
User Testing — watch users on your site, selected by demographic or technical expertise
Verify App — test concepts for recall, personality, and more
Usabilla — run surveys on site visitors, or get videos of them using your site
Qualaroo — surveys that sync with Kissmetrics
The Whicher — simple A/B testing
Meetups: Books:Paper Prototyping by Carolyn Snyder
Prototyping: A Practitioner’s Guide by Todd Zaki Warfel
Everything by A Book Apart
The Shape of Design by Frank Chimero will make you love your job
People cited:@chriscoyier • @jodify • @jasonsantamaria •
@jonathanpberger • @uxceo • @fchimero •
@adaptivepath • @frogdesign • @muledesign •
@netmag • @uxmag • @alistapart • @abookapartand a partridge in a pear tree.
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fred-wilson reblogged caro“Two things define you. Your patience when you have nothing, and your attitude when you have everything.”
— (via yenchinschin) Loading... -
skillshare reblogged gjmueller“Test scores are a rough proxy for learning. Tests imperfectly examine selected domains of skills, so that we can infer what students know. Real learning occurs in the mind of the learner when she makes connections with prior learning, makes meaning, and retains that knowledge in order to create additional meaning from new information. In short, with tests we see traces of learning, not learning itself.”
— Principal: ‘I was naïve about Common Core’ (via gjmueller) Loading...


