Identity Theft Portal - 0 views
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Learn everything you need to know about identity theft, credit card theft and fraud alerts and how to protect yourself. The portal provides both generic and state-by-state information. This resource would be good for a digital citizenship class and includes information on protecting both children and adults.
Adina's Deck: The Exclusive Detective Agency Specializing in Solving Cyber Bully Mysteries - 0 views
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Fabulous School Assembly Program! Although the team is based in the San Francisco Bay Area, they travel and give presentations nationwide. They bring a sense of balance to all of the predator-based talks given by law enforcement. The creators of this project are graduates of Stanford's Learning, Design & Technology program and also have a background in film making. They have won numerous awards at local, national and international film festivals for their work and were a huge hit at the California League of Middle Schools Conference, last Fall.
You can see a video clip of Adina's Deck at: adinasdecktrailer
Cyberbullying and Internet Safety - 0 views
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Blog post resource for parents, students and teachers on cyberbullying and internet safety.
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This blogpost is intended as a resource for parents, pupils and staff and came from the excellent PHSCE evening for parents recently organised by Ms Tina Duff. It supported the strong approach to these topics by the school's senior leadership team. Cyberbullying and Internet Safety have been the subject of whole school assemblies and are part of the IT curriculum taught in KS2 and KS3 when pupils are given their own blogs and encouraged to use social networking tools to support their learning in class.
Berkman Center Archives: Interactive Conversations - 0 views
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Archives of past events. The Berkman Center's Interactive collection features conversations with and talks by leading cyber-scholars, entrepreneurs, activists, and policymakers as they explore topics such as: the factors that influence knowledge creation and dissemination in the digital age; the character of power as the worlds of governance, business, citizenship, and the media meet the Internet; and the opportunities, role, and limitations of new technologies in learning.
Online Safety 3.0: Empowering and Protecting Youth - 2 views
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Online Safety 3.0 enables youth enrichment and empowerment. Its main components - new media literacy and digital citizenship - are both protective and enabling. Ideally from the moment they first use computers and cellphones, children are learning how to function mindfully, safely and effectively as individuals and community members, as consumers, producers, and stakeholders. The kind of online well-being we identify as "online safety" isn't logically something completely new and different added on to parenting and the school curriculum.
Navigate the Digital Rapids - 4 views
Digital Footprints: Your New First Impression [Video] - 7 views
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Excellent educator-created video offers students an introduction to the concepts of "managing personal identity online" and "digital footprint" and what it will mean in the course of their lifetime. Particularly noteworthy are the employer comments regarding what they learn from reading what job candidates have posted online and how it affects them both negatively and positively in considering the person for a job.
Video Games as Learning Tools? - 0 views
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One study even looked at whether playing "World of Warcraft," the world's biggest multiplayer online game, can improve scientific thinking. The conclusion? Certain types of video games can have benefits beyond the virtual thrills of blowing up demons or shooting aliens.
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In one study, 122 fifth-, sixth- and seventh-grade students were asked to think out loud for 20 minutes while playing a game they had never seen before. Researchers studied the statements the children made to see if playing the game improved cognitive and perceptual skills. While older children seemed more interested in just playing the game, younger children showed more of an interest in setting up a series of short-term goals needed to help them learn the game.
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"The younger kids are focusing more on their planning and problem solving while they are actually playing the game, while adolescents are focusing less on their planning and strategizing and more on the here and now," said researcher and Fordham University psychologist Fran Blumberg. "They're thinking less strategically than the younger kids."
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Researchers gathering in Boston for the American Psychological Association convention detailed a series of studies suggesting that video games can be powerful learning tools - from increasing the problem solving potential of younger students to improving the suturing skills of laparoscopic surgeons.
Changing to Learn: Learning to Change [COSN video] - 0 views
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Slick video made by the Pearson Foundation for COSN that explains the shifts that need to happen if we are going to enable students to become fully digital literate.
\nThe Consortium for School Networking (CoSN) provides a voice for K-12 education leaders who use technology strategically to improve teaching and learning. CoSN provides products and services to support leadership development, advocacy, coalition building, and awareness of emerging technologies.
Learning in the 21st Century - 0 views
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Alex Hayes, Janet Hawtin and other members of the TALO list are mobilizing a "Learning in the 21st Century" f2f round table and discussion on Safety and Privacy online. It will hopefully involve not only educators but also parents, students, IT staff, management and other members of the community. It is extremely important that people listen and become aware of the different perspectives.
Teach cell phones, don't ban them - 0 views
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According to Canadian digital learning consultant Dean Shareski, Craik School in Saskatchewan, Canada, recently experimented with cell phones as learning tools and discovered improved student engagement, responsibility and innovation as well as problem solving skills. The K-12 school discovered students aren't dazzled by their phones, but simply use them to share ideas, pictures, sounds and videos.
21st Century Learning: Making Technology Relevant in Today's Classrooms - 0 views
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"21st Century Learning" is currently the hottest catchphrase in education, but what it means has yet to be fully determined. Technology is a part of students' everyday lives, and substantial advances in technology have profoundly affected the way they learn. As a result, educators are working hard to meet the ever-evolving needs of 21st century learners. Translating the ongoing technological revolution into a learning experience is a fundamental part of that challenge.
University of Alabama and Hoover Schools Embrace Second Life - 0 views
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Several local teachers and professors see Second Life as a tremendous opportunity. There are educational islands in Second Life where teachers can go to digitally swap ideas, conduct research or attend real life conferences.
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However, a teacher can take students on a virtual field trip in Second Life - using his or her own login - to places like the Alamo or the Louvre Museum, both of which have been impressively recreated in Second Life.
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The University of Alabama is using Second Life too. In fact, Professor Rick Houser, Chairman of Educational Studies at the Capstone, is working on building an entire virtual University of Alabama campus in Second Life.
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Totally Wired: How Digital Media is Changing How Young People Learn and Play - 0 views
Are kids different because of digital media? [MacArthur Fdn] - 0 views
Stephen Balkam: 21st Century Citizenship - 6 views
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We need to use what we've learned about social norms to align kids and ourselves with the positive examples of responsible behavior, rather than be transfixed and drawn towards the portrayals of the worst of the web. It may be true that one in five kids have been involved in sexting, but that means the vast majority exercise good judgment and make wise choices online. The social norms field is ripe with possibilities and guidance in how to foster good digital citizenship.
Hanging Out, Messing Around, and Geeking Out: Kids Living and Learning with New Media - 1 views
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Conventional wisdom about young people's use of digital technology often equates generational identity with technology identity: today's teens seem constantly plugged in to video games, social networks sites, and text messaging. Yet there is little actual research that investigates the intricate dynamics of youth's social and recreational use of digital media. Hanging Out, Messing Around, and Geeking Out fills this gap, reporting on an ambitious three-year ethnographic investigation into how young people are living and learning with new media in varied settings-at home, in after school programs, and in online spaces.
Technology Integration Matrix - 0 views
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The Technology Integration Matrix (TIM) illustrates how teachers can use technology to enhance learning for K-12 students. The TIM incorporates five interdependent characteristics of meaningful learning environments: active, constructive, goal directed (i.e., reflective), authentic, and collaborative (Jonassen, Howland, Moore, & Marra, 2003). The TIM associates five levels of technology integration (i.e., entry, adoption, adaptation, infusion, and transformation) with each of the five characteristics of meaningful learning environments. Together, the five levels of technology integration and the five characteristics of meaningful learning environments create a matrix of 25 cells as illustrated below.
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Levels of Technology Integration into the Curriculum
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Basic technology skills and integration of technology into the curriculum go hand-in-hand to form teacher technology literacy.
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Technology integration matrix from Florida. This amazing resource was picked up from Lucy Gray. Really amazing.
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This is a great guide. I would love to use something like this as a model for how we develop our PD.
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The Technology Integration Matrix (TIM) illustrates how teachers can use technology to enhance learning for K-12 students
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This is the second of three videos, researchers who presented their work were: Mimi Ito, University of Southern California, Participatory Learning in a Networked Society:Lessons From the Digital Youth Project;danah boyd, University of California Berkeley, Teen Socialization Practices in Networked Publics; Heather Horst, University of California Berkeley, Understanding New Media in the Home; Dilan Mahendran, University of California Berkeley, Hip Hop Music and Meaning in the Digital Age.