thinking skills reduced.JPG (10147 bytes)

100 ideas for encouraging critical thinking in the classroom.

Published by Continuum - ISBN: 0-8264-8479-4 @ £8.99

Go to: www.continuumbooks.com for more titles in the 100s range.

And the 100 ideas are...

Building the Thinking Environment:

  1. What is Thinking?
  2. Memory and Imagination – two basic resources for thinking
  3. The Mind-Body Link – thoughts, feelings and physical reactions are connected
  4. Basic Principles of How the Mind Works – thoughts we know about and thoughts we don’t
  5. Logic Brain and Artist Brain – the range of our thinking abilities
  6. Brainscapes, Thoughtscapes and Wordscapes – language, thoughts and braincells are linked
  7. Present Moment Awareness – the importance of now in thinking
  8. States of Mind – brainwaves and different kinds of thinking
  9. The Four Classic Stages of the Thinking Process – from inspiration to completion
  10. Kekule’s Snakes and Other Reveries – thoughts, dreams and what we didn’t know we knew!
  11. The Mind as a ‘Perpetual Notion Machine’ – to have good ideas have lots of ideas
  12. Peak Experiences – why having ideas feels good
  13. Adventure of Enquiry – an attitude towards thinking
  14. The Principle of Utilization – everything is useful for thinking
  15. The Tools Sharpen Themselves – learning by doing and the thinking agenda
  16. The A-U-C Principle – awareness, understanding and control
  17. The I’s Have It – imagination, intellectual skills, intuition and immersion
  18. Building Blocks of the Thinking Classroom – establishing a powerful thinking environment
  19. Drawing Out and Rearing Up – the roots of education
  20. Goal-Oriented versus Reactive Thinking
  21. The ERV Formula – Envision, Realize, Verify – a strategy for effective thinking
  22. Strategic Thinking – keeping your options open
  23. Paying Attention To Language
  24. The Power of Etymology – the roots of meaning
  25. What Are Metas For? – metaphorical thinking and ‘meaning making’
  26. ‘Building a Literature’ – language, thinking and subject areas
  27.  

    Tools of the Game:

  28. Creative and Critical Thinking Tools – overview of some ways of thinking
  29. The What-Do-We-Know Triangle – taking an active approach to knowledge
  30. As A Matter of Fact – strategies for engaging with facts
  31. True, False and Dare – looking for truth beyond facts
  32. Deep and Surface Structure – ‘going beyond the given’
  33. Occam’s Razor and Theories of Everything – an approach to verifying facts
  34. Analyzing for Assumption
  35. Making It Explicit – a strategy for effective analysis
  36. Analyzing for Bias
  37. Filters and Alleys – we see the world as we are
  38. Attributing
  39. Odd-One-In and Other Games
  40. Classifying
  41. In A Class of Their Own – activities for classifying
  42. Comparing and Contrasting
  43. Taking It Forward – developing comparing and contrasting
  44. Decision Making
  45. I Used To Be Indecisive, But Now I’m Not So Sure
  46. Determining Cause and Effect
  47. One White Crow – theories as approximations of truth
  48. Drawing Conclusions
  49. When You Have Eliminated the Impossible… - make your train of thought explicit
  50. Hypothesizing
  51. But Why? – creating explanations
  52. Predicting
  53. What Happens Next?
  54. Prioritizing
  55. I Know My Place – some prioritization games
  56. Diamond Ranking – a prioritization technique
  57. Problem Solving
  58. A Rummage Through the Toolbox – some problems to solve
  59. Chunking – how do you eat an elephant? One chunk at a time
  60. Sequencing
  61. Lines, Trees, Cycles and Mazes – some strategies for sequencing
  62. Making and Solving Analogies
  63. The Mind is a Spiderweb Because…? – metaphors and analogies clarify thoughts
  64. Interfaces – a linking device
  65. Many Endings – keeping options open
  66. Questioneering – thinking expressed as active questioning
  67. The Expert Outside – a questioneering game
  68. What Would Winnie-The-Pooh Say to Spiderman? – questions and contexts
  69. Yin Yang Thinking – looking at both sides of a situation
  70. The Point-Of-View triangle – introducing the neutral observer
  71. Mediations – avoiding extremes in thinking
  72. The Teamwork Triangle – creative, intellectual, people-oriented
  73. The Learning Curve
  74. Creative Excursions – going beyond routine thinking
  75. Bifurcations and Decision Trees
  76. Dead and Living Graphs – graphs that encourage active questioning
  77. Concept Maps
  78. The Three Column Game – a creative linking game
  79. What If and What If Stars – focusing thoughts and questions
  80. Faction – a game for exploring possibilities
  81. Beyond the Frame – combining thinking skills
  82. Thought Lines and Chunks – organising thoughts of different ‘scales’
  83. Context Grids
  84. Mind Maps
  85. Themes as Integrating Forces
  86. Motifs – details that describe and define
  87. Vivid Particularities – making a powerful impression
  88.  

    Bringing It All Together:

  89. Good Habits for Learning
  90. A 1-6 Scale for Understanding
  91. Concept Pie – assessing understanding
  92. Bloom’s Hierarchy of Thinking – low order and higher order thinking
  93. Higher Order Thinking, Lower Order Thinking and Fun Thinking
  94. Narrative Techniques for Effective Learning
  95. A Melange of Motivators
  96. Annotated Notebooks – a review technique
  97. A Range of Responses to Information
  98. Conventions of Genre and Form
  99. Seven dispositions for Effective Thinking
  100. Unlocking Learning
  101. Attainment and achievement
  102. Food for Thought

*