Skip to main content

Home/ Groups/ 2011eet330
John Pearce

Learning with 'e's: Misplaced ICT - 1 views

  •  
    "I'm firmly of the opinion that Information and Communication Technology (ICT) in schools is misplaced and therefore misused. In essence, the way it is conventionally deployed negates much of the potential of ICT, and unless there is a dramatic reappraisal, we won't be witnessing much in the way of learning gains in schools. Here's my argument in two points:"
John Pearce

MinyanLand - Fun Way for Kids To Learn About Money with Hoofy & Boo - 0 views

  •  
    "Welcome to MinyanLand, home of Hoofy the Bull and Boo the Bear. In our cool little town you get to play games and make friends, while you learn about earning, saving, spending and giving. Remember, MinyanLand is free for everyone to use! "
John Pearce

Using Angry Birds to teach math, history and science - 1 views

  •  
    "It doesn't seem to matter what age group or demographic that I talk to, kids (and adults) everywhere are fans of Angry Birds. As I was playing around with Angry Birds (yep I'm a fan too), I started thinking about all of the learning that could be happening. I have watched a two year old tell an older sister that "you have to pull down to go up higher". I have watched as kids master this game through trial and error. Being the teacher that I am, I started dreaming up a transdisciplinary lesson with Angry Birds as the base. I happened to be writing an inquiry lesson that has students look at inventions throughout time and thought: the catapult-that is an invention that has technology and concepts that are used even today. This is one of those inspirational moments that comes when you are drifting off to sleep and has you frantically searching for paper and pen to record as fast as the ideas come. So what did I do? I got myself out of bed and went to work sketching out a super awesome plan. Here is the embedded learning that I came up with"
John Pearce

SearchTeam - real-time collaborative search engine - 0 views

  •  
    SearchTeam is a collaborative search engine. You start your research by creating a SearchSpace on a topic of interest. From within a SearchSpace, you can search the Web, videos, images, books and more. You can find and save only what you want while you are searching and throw away what you don't want or find irrelevant. You can automatically organize what you save, into folders of your choosing. Everything is automatically saved into your personal account, and you can return to your searches any time and continue from where you left before. What makes SearchTeam unique and valuable is that you can do your searches collaboratively with others you trust, such as friends, colleagues and family members. You can invite any set of people you trust to search with you from within a SearchSpace. An invitation is sent via email to those people you invite to join your search. When they enter your SearchSpace, they see exactly what you've found and saved so far. They can comment on or like your findings. They can chat with you from within the SearchSpace, and do further searches relevant to that topic and save more results into the SearchSpace. All changes made by any collaborator are relayed to all other collaborators in real-time, so everyone is instantly in synch with what others are doing. In addition to finding and saving search results, SearchTeam goes further to enable you to enrich your SearchSpace with knowledge that may come from other sources. You can upload documents to a SearchSpace to share your relevant reports / presentations etc. You can also add links to Web resources that you may have received from others via email or social networks. You can even create new posts to share your knowledge on the topic directly inside the SearchSpace. Together, as a team, you can leverage the collective effort to find good quality information, and benefit from the collective knowledge on any topic efficiently. In effect, SearchTeam is traditional Web searching + Wiki-like editi
John Pearce

Using games in the classroom by Dean Groom on Prezi - 0 views

  •  
    "Using games in the classroom - This is a presentation to pre-service teachers about the affordability and importance of game-play. Low-end."
John Pearce

Online Mind Mapping and Brainstorming app - SpiderScribe - 0 views

  •  
    "Spider Scribe is an online mind map creation service. Spider Scribe can be used individually or be used collaboratively. I've reviewed a lot of mind mapping tools over the years. What jumps out about Spider Scribe is that users can add images, maps, calendars, text notes, and uploaded text files to their mind maps. Users can connect the elements on their mind maps or let them each stand on their own."
John Pearce

The Twitter Trap - NYTimes.com - 0 views

  •  
    "Last week my wife and I told our 13-year-old daughter she could join Facebook. Within a few hours she had accumulated 171 friends, and I felt a little as if I had passed my child a pipe of crystal meth. I don't mean to be a spoilsport, and I don't think I'm a Luddite. I edit a newspaper that has embraced new media with creative, prizewinning gusto. I get that the Web reaches and engages a vast, global audience, that it invites participation and facilitates - up to a point - newsgathering. But before we succumb to digital idolatry, we should consider that innovation often comes at a price. And sometimes I wonder if the price is a piece of ourselves. "
John Pearce

The Hexagon Challenge - An Educational Alternate Reality Game - 0 views

  •  
    The Hexagon Challenge is an educational Alternate Reality Game (ARG) in which students will attempt to solve a mystery by infiltrating a secret society, answering initiation questions regarding history, science, mathematics, world languages, and the arts. They will contact and be contacted by various fictitious characters via email, telephone, and instant messenger who will provide clues that enable them to continue their quest to discover the truth about a mysterious artifact known only as the Hexagon. Up to six extra credit points will be awarded along the way, which can be applied to your course if you so choose.
John Pearce

ACMA Portal - 0 views

  •  
    "Connect.ed is an innovative, self-paced cybersafety education program offered by the Australian Communications and Media Authority (ACMA) as part of Cybersmart. Connect.ed provides teachers with the flexibility of a self paced environment to learn about current online behaviours of students, potential risks involved in these activities, a teacher's and school's duty of care and the appropriate tools, resources and strategies to help students to have safe and positive experiences online."
John Pearce

Media MixED - 0 views

  •  
    "When I was 10 years old I was hitting a digital puck across the screen with a digital paddle playing Pong. My son at age 10 was learning metallurgy and materials management in an online multiplayer game called Runescape! I knew nothing of the game at the time, and he soon showed me how he learned to collect items in the world in order to make new things that he needed to complete quests and gain experience. In particular, he showed me how he needed to collect certain metal ores, take them to a smelter to extract metals, and then take those to a forge to create tools or to a craftsman to make other things. This is one of the reasons that I am still excited about Minecraft."
John Pearce

One university's pioneering OpenSim journey - Hypergrid Business - 0 views

  •  
    "The last four months have been tumultuous ones for our university. With the end of educational discounts for our island in Second Life, we faced a tough decision. Second Life's steep learning curve and our local system of incentives and rewards for faculty had discouraged any use of virtual worlds in our curriculum."
John Pearce

Astro Empires - Free MMO Space Strategy Browser Game - 0 views

  •  
    "Astro Empires is a strategy game played in real-time. Persistent universe with thousands of players. Browser based, no downloads or installs. Play for free."
John Pearce

Filament Games - 0 views

  •  
    Filament Games is a game production studio that exclusively creates learning games. Our core competency is producing games that combine best practices in commercial game development with key concepts from the learning sciences. Accordingly, our senior staff is comprised of individuals who are equal parts game and instructional designers; a "dual literacy" that allows us to engineer authentic gameplay mechanics (rules and interactions that directly correlate with specific learning objectives). Filament Games was founded in 2005 by education technology expert Dan White, game designer Dan Norton, and software engineer Alex Stone. In the time since, Filament has developed over 30 educational games for clients ranging from National Geographic's JASON Science to Justice Sandra Day O'Connor's iCivics Inc.
John Pearce

Flubaroo - 0 views

  •  
    Flubaroo is a free tool that helps you quickly grade multiple-choice or fill-in-blank assignments. I designed it for my own classroom, and want to share it with other teachers... for free! Flubaroo works with Google docs.Flubaroo also:Computes average assignment score.Computes average score per question, and flags low-scoring questions.Shows you a grade distribution graph.Gives you the option to email each student their grade, and an answer key.
John Pearce

10 Reasons to Ban Pens and Pencils in the Classroom | MindShift - 1 views

  •  
    "According to a recent MSNBC article, 69% of high school currently ban cell phones. But you'd be hard-pressed to find a school anywhere that has enacted a blanket ban on pens and pencils. Here are 10 reasons to reconsider the widespread acceptance of these distracting and potentially dangerous implements."
John Pearce

Students Speak Up in Class, Silently, via Social Media - NYTimes.com - 0 views

  •  
    "Wasn't it just the other day that teachers confiscated cellphones and principals warned about oversharing on MySpace? Now, Erin Olson, an English teacher in Sioux Rapids, Iowa, is among a small but growing cadre of educators trying to exploit Twitter-like technology to enhance classroom discussion. Last Friday, as some of her 11th graders read aloud from a poem called "To the Lady," which ponders why bystanders do not intervene to stop injustice, others kept up a running commentary on their laptops. "
John Pearce

How the Internet is Revolutionizing Education - TNW Industry - 1 views

  •  
    "As connection speeds increase and the ubiquity of the Internet pervades, digital content reigns. And in this era, free education has never been so accessible. The Web gives lifelong learners the tools to become autodidacts, eschewing exorbitant tuition and joining the ranks of other self-taught great thinkers in history such as Albert Einstein, Alexander Graham Bell, Paul Allen and Ernest Hemingway."
John Pearce

Don't be scared of "Bring Your Own Device" | Digital Learning Environments - 0 views

  •  
    "Working in technology administration, I have always bowed down to uniformity. I can't help it…it's the way we were all taught in the technology industry. It was routine and comfortable. Everyone got the exact same computer with the same image. Everyone had to login to active directory. Security groups were applied with abandon. I wax nostalgic just thinking about it.Fear of BYOD But those days are coming to an end. This is due to a huge number of factors including ridiculously tight school district budgets, much lower computer prices and cloud computing. I believe more and more schools will soon adopt bring your own device (BYOD) as a matter of economic necessity and recognition of educational potential."
John Pearce

The worst thing about educational technology is educational technology | Delta Publishi... - 0 views

  •  
    "This must seem like a contradictory title and an odd one especially coming from me, as I am an educational technology consultant and writer, but to be honest I stand by this statement and I'd like to tell you why."
John Pearce

From Banning to BYOD - 0 views

  •  
    In your schools, In your classrooms, you will soon allow students to use computing devices they already own. While today 99 percent of schools ban cell phones and other mobile devices from the classroom, there will be a 180-degree turnaround within four years. This coming shift is inevitable.
‹ Previous 21 - 40 of 120 Next › Last »
Showing 20 items per page