Internet 2: K20 Initiative/Global Learning - 0 views
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nternet2 is a non-profit membership organization of 208 universities working in conjunction with government and industry to operate a private national Internet Protocol (IP) network reserved for the exclusive use of the US research and education (R&E) community.As the national R&E backbone, the Internet2 Network provides connectivity between institutions and connectivity to international research and education networks thereby providing access to the global research and education community. While there are many benefits of using Internet2 in the classroom here are the top three for K12:
1. Immediate access to experiences and expertise
2. Access to rich multi-media digital collections and resources
3. A truly global education network at your fingertips.
In California, we have a localized statewide version of this effort called K12 High Speed Network/K12HSN
9 Myths about Digital Natives [Berkman Center] - 0 views
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John Palfrey & Urs Gasser [Berkman Center] identify 9 myths about Digital Natives and offer succinct interpretations based on research and observations of youth. Educators involved in digital citizenship efforts may find a shift in thinking is necessary in how we educate students about issues related to online safety, copyright, privacy etc....where their confusions are and what they do/don't understand. It's also important to understand the significance of social groups and online communities on our youth and how they motivate development of friendship-driven and interest-driven content.
From MySpace to Hip Hop: New Media in the EveryDay Lives of Youth [MacArthur Forum] - 0 views
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On April 23, 2008, public forum, "From MySpace to Hip Hop: New Media In the Everyday Lives of Youth," reported on the interim findings of the ethnographic project funded by the MacArthur Foundation, "Kids' Informal Learning through Digital Media," conducted by researchers at the University of California, Berkeley and the University of Southern California. Part 1, 4-23-08. This event addressed how digital technologies and new media are changing the way that young people learn, play, socialize and participate in civic life. The forum was presented by Common Sense Media, the MacArthur Foundation and the Stanford University School of Education.
ThinkQuest International 2008 Winners Announced - 0 views
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TThinkQuest Newswire Announcement: Students from 13 countries took top honors in this year's ThinkQuest International 2008 Competition. The competition is utilized by teachers to engage their students in developing critical skills for life and work in the 21st century.This year's winning teams collaborated in the research, writing and creation of websites on educational topics ranging from mathematics to promoting tolerance and preventing bullying.
ThinkQuest International 2008 included 972 teams from 60 countries and the winning entries included students from Argentina, Australia, Canada, China, Egypt, India, Japan, Singapore, Thailand, Tunisia, United Kingdom, United States and Vietnam. Each team had approximately eight months to complete their final websites. The submissions were then reviewed by an international panel of volunteer judges who selected the winners in each of the three age divisions. The judges also awarded the "Global Perspectives" prize to the team best exemplifying respect for diversity and recognition of global interdependence.
Children of the tech revolution - 0 views
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Pinned to the wall of my daughter's grade one classroom is a sheet of butcher's paper, listing questions she and her classmates would like to answer.\n\nWill the water run out? How many children travel to school in a sustainable way? Are cities a good idea? The next sheet lists ways they will find out the answers. First on the list: check the internet. These six and seven-year-olds are part of the emerging generation Z . Demographers and social researchers have banged on endlessly about gen Y and their rapid embrace of new technology but gen Z is the first generation born into a digital world.
iCue Combines Gaming, Multimedia, Collaboration for Education - 0 views
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NBC Learn, the education arm of NBC News, this week launched a new collaborative learning site that combines gaming and multimedia for students aged 13 and up. Called iCue ("Immerse, Connect, Understand, and Excel"), the service builds on research out of MIT's Education Arcade, housed at MIT's Comparative Media Studies, to integrate traditional learning activities with new technologies.
Digital Literacy in Practice: Primary and Secondary Education - 3 views
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A range of research reports suggest that digital literacy should be a key part of curricular developments in both primary and secondary schools. Digital literacy is about far more than functional ICT skills: it requires support for children to access, create and communicate using ICT, as well as to be evaluative and critical about the influences and impacts of new media.
Confronting Challenges of Participatory Culture: Media Education for the 21st Century [... - 0 views
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Widely quoted paper (2006). Educators today confront an ever-shifting landscape when it comes to Internet technologies and their potential for expanding participatory cultures. Henry Jenkins, director of the Comparative Media Studies department at the Massachusetts Institute of Technology, explores new frameworks for literacy through the lens of participatory culture.
New Image for Computing [PDF] - 0 views
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Supported by a grant from the National Science Foundation, New Image for Computing (NIC) is currently in the first stage of what is planned as a multi-phase project that aims to improve the image of computer science among high school students (with a special focus on gender and ethnic disparities) and encourage greater participation in computer science at the postsecondary level. Download the full report.
The Digital World of Young Children: Impact on Emergent Literacy [PDF] - 0 views
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Executive Summary of a white paper on the same title, available at http://www.pearson.org. The study begins a discussion of how digital media is changing the way children learn and whether the way they learn is evolving to meet a new, dynamic digital media format.
The Future of Children: Children & Electronic Media - 0 views
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Media technology is an integral part of children's lives in the twenty-first century. The world of electronic media, however, is changing dramatically. Television, until recently the dominant media source, has been joined by cell phones, iPods, video games, instant messaging, social networks on the Internet, and e-mail.This volume examines the best available evidence on whether and how exposure to different media forms is linked to child well-being. Contributors to the volume consider evidence for both children and adolescents and consider the quality of the available studies.
Big Thinkers: Howard Gardner on Digital Youth [Video] - 1 views
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Howard Gardner, the founder of multiple-intelligences theory, discusses the challenges ethics and education face as digital media become more prevalent. He looks at five ethical issues through his GOODPLAY PROJECT: Sense of identity, sense of privacy, sense of ownership/authorship, trustworthiness/ credibility and participation in community.
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\nDigital Identity, digital safety, digital privacy, digital creativity, digital opportunities, digital information overload, digital information quality, digital piracy and digital education.