Please remember to encourage your kids to work at challenges, and have fun with problem solving. Do not say that they are just “smart” enough. Everyone needs encouragement that learning can be a challenge that needs work.What about the classroom? Fostering a “growth” mindset to tackle problems, instead of a “fixed” mindset- -is slowly entering school curriculum. And there are tools to use: the U.S. Department of Education has recently contracted with the company Mindset Works™ founded by the originator of this psychology, Carol Dweck of Stanford (PR News, 2010).
The video below from http://www.youtube.com/watch?v=xDEvsKIvMbM by theoherrin (2010) shows a teacher in a classroom, helping students grow their brains by visualization, and the video shows what areas of the brain are developed. It certainly is different than a teacher lecturing. And at the 3” 30 sec point the Brainology program is used in the classroom.
Next time: about praise in the classroom that motivates.
Further reading and references:
Child Development, 78(1), 246-263. https://www.stanford.edu/dept/psychology/cgi-bin/drupalm/system/files/Implicit Theories of Intelligence Predict Achievement Across an Adolescent Transition.pdf, downloaded 7/29/2010.
Dweck, Carol S. (2007 December). The secret to raising smart kids. Hint: Don't tell your kids that they are. More than three decades of research shows that a focus on effort—not on intelligence or ability—is key to success in school and in life. Scientific American Mind. http://teambath.com/wp-content/uploads/Secret to Raising Smart Kids.pdf. Accessed 7/22/10.
Fuyuno, I. (2007). Brain craze. Nature, 447(7140), 18. Retrieved from MAS Ultra - School Edition database.
Katsnelson, A. (2010) No gain from brain training. Computerized mental workouts don't boost mental skills, study claims. Nature, 464, 1111. http://www.nature.com/news/2010/100420/full/4641111a.html, downloaded 7/29/2010.
Miller, D., & Robertson, D. (2010). Using a games console in the primary classroom: Effects of ‘Brain Training’ programme on computation and self-esteem. British Journal of Educational Technology, 41(2), 242-255. doi:10.1111/j.1467-8535.2008.00918.x. Retrieved via ERIC #EJ872752.
Nacke, L., Nacke, A., & Lindley, C. (2009). Brain training for silver gamers: Effects of age and game form on effectiveness, efficiency, self-assessment, and gameplay experience. CyberPsychology & Behavior, 12(5), 493-499. Retrieved via Academic Search Premier.
PR Newswire (2010, June 28). Mindset Works™ wins contract from U.S. Department of Education to develop critical tools and programs to raise student motivation and achievement. Growth-mindset technology reflects growing interest in innovative education. http://www.prnewswire.com/news-releases/mindset-works-wins-contract-from-us-department-of-education-to-develop-critical-tools-and-programs-to-raise-student-motivation-and-achievement-97292694.html.
theoherrin (2010, May 4). Brainology.wmv. Accessed at http://www.youtube.com/watch?v=xDEvsKIvMbM on 7/29/2010.