Foxfire Grows Up

1989 ◽  
Vol 59 (1) ◽  
pp. 24-50 ◽  
Author(s):  
Eliot Wigginton

For more than twenty years, students at Rabun Gap High School, a conservative, traditionally organized public school in Appalachian Georgia, have published Foxfire books and magazines. Conceived by students in Eliot Wigginton's English classes, the project's publication of oral history grew into what was called cultural journalism. The national recognition and financial success of the Foxfire books and magazines led to the adoption of the approach by teachers throughout the country. However, many who attempted such projects did not recognize that Foxfire is not really a magazine, but a philosophy of education firmly grounded in principles of democratic, experiential education. Using the magazine as a device without the principles upon which Foxfire had been based often resulted in methods as traditional and teacher centered as those they were meant to replace. Recognizing this, Wigginton and the Foxfire staff began to carefully define the ingredients that led to the success of the Foxfire approach in Rabun County, and to look for ways to assist other teachers in adopting the philosophy and the approach in their classrooms. In this article, Wigginton describes Foxfire's core educational practices and the major aspects of the Foxfire staffs current work with teachers.

ForScience ◽  
2020 ◽  
Vol 8 (1) ◽  
pp. e00689
Author(s):  
Lúcia Helena Costa Braz ◽  
Daiana Luiza de Sá ◽  
Dayane da Silva ◽  
Hernani Fabiano Pereira

O presente trabalho apresenta o relato de uma experiência sobre a utilização de jogos como recurso didático para o estudo de produtos notáveis e fatoração vivenciada em um minicurso. A atividade teve como objetivo principal relembrar e fixar os conteúdos de produtos notáveis e fatoração, tendo em vista sua importância no Ensino Médio. A atividade foi desenvolvida com alunos dos 1º anos do Ensino Médio de uma escola pública da rede federal da cidade de Formiga (MG). O objetivo principal proposto com a aplicação do jogo não foi totalmente satisfeito. Foi possível perceber, em determinadas expressões, alto índice de erros, esses, muitas das vezes, decorrentes de alguma defasagem em conteúdos prévios necessários para a resolução dos produtos notáveis, outros decorrentes de falta de conhecimento dos próprios conteúdos que estavam sendo trabalhados no jogo. Apesar de entendermos que o principal objetivo proposto com o uso do jogo não tenha sido bem-sucedido, acreditamos que ele tenha exercido outro papel importante no processo de ensino, despertar o espírito de cooperação e a motivação dos alunos, fundamentais para a aprendizagem. Por fim, acreditamos que o uso de jogos pode ser um grande aliado nas aulas de matemática, mas o professor deve estar sempre atento a imprevistos e entender que o jogo é apenas uma ferramenta e que ela, sozinha, poderá não produzir efeito positivo, além de estar sempre disposto a corrigir possíveis falhas e fazer melhorias, ou seja, disposto a avaliar e repensar a própria prática. Palavras-chave: Produtos notáveis. Fatoração. Jogos.   The use of games in the study of notable products and factoring: an experience with students of the 1st year of middle school Abstract The current work presents the report of an experiment on the use of games as didactic resource for the study of notable products and factorization experienced in a mini course. The main activity of the activity was to recall and fix the contents of notable products and factorization, considering their importance in high school. The activity was developed with students of the 1st year of high school in a public school of the federal network of the city of Formiga (MG). The main purpose proposed with the application of the game was not fully satisfied. It was possible to perceive, in certain expressions, a high index of errors, which are often due to some lack of previous contents required for the resolution of notable products, others due to lack of knowledge of the contents that were being worked on in the game. Although we understand that the main goal proposed with the use of the game has not been successful, we believe that it has played another important role in the teaching process, awakening the spirit of cooperation and the motivation of the students, fundamental for learning. Finally, we believe that the use of games can be a great ally in mathematics classes, but the teacher must always be aware of unforeseen circumstances and understand that the game is only a tool and that it alone may not have a positive effect, besides of being always willing to correct possible failures and make improvements, that is, willing to evaluate and rethink the practice itself. Keywords: Notable products. Factorization. Games.


2020 ◽  
pp. 105382592098078
Author(s):  
Meagan Ricks ◽  
Lisa Meerts-Brandsma ◽  
Jim Sibthorp

Background: Research shows that people benefit from having an internally defined belief system and identity to guide their decision-making rather than depending exclusively on external authorities to make choices. Less is known about what types of developmental experiences facilitate progression toward self-authorship, which is a way of being where a person depends on their internally defined beliefs to make decisions and direct their future. Purpose: This study examined an experiential education setting and the influence the setting had on high school students’ progression toward self-authorship. Methodology/Approach: We used Pizzolato’s open-ended Experience Survey and semi-structured interviews to examine aspects of self-authorship in high school students attending a semester-long experiential education program. Findings/Conclusions: We found students returning from their semester-long program focused on decisions that had a greater impact on their personally defined, long-term identity rather than immediate decisions. In addition, students showed growth in the three domains of self-authorship—epistemological, interpersonal, and intrapersonal. The results could be attributed to the pedagogical approach of the experiential education program. Implications: Educators who seek to provide experiences that support self-authorship could implement developmentally effective practices situated in an experiential learning context.


Human Affairs ◽  
2021 ◽  
Vol 31 (2) ◽  
pp. 165-174
Author(s):  
Nikola Kallová

Abstract This paper explores happiness as an aim of education, particularly schooling. What role does happiness play in philosophy of education? How do critics view the aims of public schooling today and its relation to happiness? Is happiness embedded in the concept of education as an aim of education? The paper explores happiness—understood inclusively as a positive mental state—by examining the relevant literature from various disciplines. It looks briefly at critical views of current trends in public school practice and concludes that happiness is not a central concern in present public school practice. Turning to philosophy of education, the author finds that happiness has been considered in relation to the philosophical conception of the human self and consequently eudaimonia has been prioritized over hedonia. The paper concludes by proposing that happiness is an appropriate and valid aim of education and schooling based on the normative implications of the concept of education.


2015 ◽  
Vol 33 (4) ◽  
pp. 497-504 ◽  
Author(s):  
IdaMae Louise Craddock

Purpose – The purpose of this paper is to describe the implementation of a mobile makerspace program in a public school setting. Insights, challenges, successes, projects as well as recommendations will be shared. Design/methodology/approach – This paper describes a mobile makerspace program in a public high school in Virginia. It discusses the growth of mobile making, the advantages and disadvantages of mobility, and how the program was implemented. Findings – Mobile makerspaces are a fast-growing manifestation of maker culture. It is possible to have a makerspace in a public school and take the maker culture to other schools in the area. Having a steady supply of students or library interns that are willing to travel to other schools is critical. Originality/value – Makerspaces in libraries is still a relatively new phenomenon. While the research is coming on stationary makerspaces, mobile making is a new horizon for the maker movement. This paper seeks to provide a description of one such program.


2019 ◽  
Author(s):  
Narciso A Martin Jr ◽  
Randy Joy Magno Ventayen ◽  
Dolphy Patacsil ◽  
Delia Estrada

1985 ◽  
Vol 10 (3) ◽  
pp. 172-175 ◽  
Author(s):  
Robert H. Horner ◽  
Julie A. Williams ◽  
Carole A. Knobbe

The likelihood that learned skills will be maintained in natural performance settings may be affected by the number of opportunities to perform the skills following acquisition. To examine this hypothesis, 17 high school students with moderate to severe mental retardation were selected from three public school classrooms. Each student had learned one adaptive skill that he or she had performed at least twice per month without additional training for 5 months prior to this study (high opportunity). Each student had also learned one adaptive skill that he or she had not performed more often than once per month over the 5 months immediately preceding the study (low opportunity). Performance of both behaviors was probed under conditions as similar as possible to those experienced during training. Twelve of the 17 high opportunity skills were performed successfully while only 4 of the 17 low opportunity skills were completed. A sign test indicated these differences to be statistically significant. Implications of the results for selection of IEP goals and the inclusion of “opportunity” objectives are discussed.


2011 ◽  
Vol 33 (1) ◽  
pp. 27
Author(s):  
Mayumi Kobayakawa

A quantitative comparative analysis of writing tasks in English I, II, and Writing textbooks was conducted in this study. Writing tasks in the textbooks were classified into four categories: controlled writing, guided writing, translation, and free writing; and 14 subcategories. The results of the analysis show that both English I and II textbooks featured mostly controlled writing tasks and fill-in-the-blank with translation tasks, while Writing textbooks included various translation and controlled writing tasks. Overall, guided writing and free writing tasks rarely appeared in the textbooks analyzed. According to the Japanese government’s (MEXT) course of study, writing instruction is generally related to free writing tasks. Therefore, free writing skills are necessary to develop students’ practical communication abilities as defined by MEXT. These findings suggest that teachers need to support the development of practical communication abilities by proactively increasing the free writing activities in English classes. 高等学校英語教科書における「書くこと」の課題比較分析:英語Ⅰ・Ⅱ、ライティングについて 本研究では、英語Ⅰ・Ⅱ、ライティング教科書における「書くこと」の課題の量的比較分析を行った。分類方法としては、教科書の書く活動を制限作文、誘導作文、和文英訳、自由英作文の4つに大別し、さらにこれらの活動を14種類の課題に分類した。分析結果によると、英語Ⅰ・Ⅱ教科書では制限作文や日本文を見て一文埋める問題、ライティング教科書では和文英訳や制限作文の課題が多く設定されていた。全体的な特徴として、誘導作文と自由英作文の課題の占める割合は少なかった。「書くこと」に関する学習指導要領の記述内容は主に自由英作文の課題と関連していることから、文部科学省が定義する「実践的コミュニケーション能力」を育成するためには、自由英作文を書く技能が必要である。したがって、英語授業における書く活動では、自由英作文を書く機会を積極的に増やすことにより、「実践的コミュニケーション能力」の育成を支援する必要があると示唆される。


2016 ◽  
Vol 40 (5) ◽  
pp. 9
Author(s):  
Hatsuko Itaya

This paper reports on an attempt to increase students’ exposure to communicative English in a senior high school environment. Despite common awareness of the importance of exposure “to develop students’ communication abilities” (MEXT, 2011, p.1), research shows that activity-based all-English classes are not always conducted. Other research has also revealed that even with classes taught entirely in English, the total hours are not enough for the acquisition of basic skills of English. Therefore, in order to increase exposure to communicative English, I conducted morning and afternoon homeroom periods in English for two years [EHR]. In addition, one student per lesson gave a one-minute speech in English during the morning HR every day. Most of the students reported that EHR was instrumental in developing their comprehension and speaking skills, and at the end of each school year, they chose to continue EHR in the following school year. 本稿では、高校の授業外で生徒が英語でコミュニケーションをする時間を設けた実践例を紹介する。コミュニケーション能力を育成するためには、実際に英語でコミュニケーションをする機会が必要である。しかし現場では必ずしも英語で授業が行われているわけではないとの報告がある。また、仮に全授業をオールイングリッシュで行ったとしても、基本的なコミュニケーション能力を養成するのに十分ではないという研究もある。そこで、実際に英語を使う時間を増やす目的で、朝と帰りのホームルームを2年間英語で行った。また朝のホームルームで1日一人の生徒が「英語1分スピーチ」を行った。年度末のアンケートでは、生徒が英語ホームルームの成果を実感し、次年度も継続したいと望んでいることがわかった。


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