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Vicki Davis

Artsonia Kids Art Museum - The Largest Student Art Gallery on the Web! - 0 views

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    The largest student art gallery on the web. Another place for students to share online and connect to others.
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    This site claims to be the largest student arts gallery on the web! Looks fascinating. Not sure how they use first names and locations and get away with it. I'd like to know what those who have used it think about it.
Lucy Gray

CSPD Comics: Intellectual Property - 0 views

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    From the Center for the Study of the Public Domain (CSPD). The ARTS PROJECT analyzes the effects of intellectual property on cultural production, and is supported by a grant from the Rockefeller Foundation.
Anne Bubnic

Kids online? Cox Survey: Contact with strangers is not unusual. - 0 views

  • One in 10 of these preteenagers has responded to and chatted online with strangers, according to the Tween Internet Safety Survey, sponsored by Cox Communications and the National Center for Missing and Exploited Children.
  • 90 percent of American kids have used the Internet by age 9 and more than a third of 11- and 12-year-olds have a profile on social-network sites such as MySpace and Facebook.
  • Of the tweens with social-network profiles, 61 percent post personal photos online, 48 percent admit to posting a fake age online and 51 percent have received messages from people they didn't know.
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  • The survey showed tweens' online presence doubles or even triples among 8- to 10-year-olds and 11- and 12-year-olds: The 42 percent of children 8 to 10 with personal e-mail accounts increases to 71 percent for those 11 and 12, for instance, and 41 percent of 11- and 12-year-olds have an instant-messaging screen name, compared with 15 percent for kids 8 to 10.
  • Half of the 11- and 12-year-olds have their own cell phones -- used for text messaging and taking and transmitting digital photos as well as for traditional calling -- while 19 percent of those 8 to 10 have their own cell phones.
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    One in five of the nation's wired "tweens" -- kids ages 8 to 12 -- has posted personal information on the Internet, and more than a fourth have been contacted online by strangers, a poll released Tuesday found.
Anne Bubnic

WEB|WISE|KIDS: MISSING [Interactive Software Adventure] - 0 views

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    MISSING, from Web Wise Kids, is designed to SHOW rather than TELL children about online safety. It's a fun and positive way to teach children how to avoid danger on the Internet. The interactive software adventure tells the story of Zack, a kid in Vancouver, Canada who forms an online friendship with Fantasma. This guy is so cool - he has an online magazine about beach life in California and he sends Zack great stuff, like graphic arts and software. Little does Zack know that he is a predator. After Zach agrees to go to San Diego to be with Fantasma, players work with a detective to find and rescue Zack and arrest Fantasma. Available both as a home edition and a school edition. [Windows and Mac OSX versions available]. Note: Local middle school science teachers have successfully worked this program into their science curriculum since solving the game involves researching and collecting clues.
Anne Bubnic

Teacher Attacked by Student, Incident Recorded with Cell Phone - 0 views

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    [April 8, 2008] Jolita Berry remembers all too well what happened last Friday. She had just finished having words with a female student, when things turned violent. Video taken by another student on a cell phone and posted on MySpace, clearly shows what happened next. In the video you can see a teenage student beating Jolita on the floor of her art class at Reginald F. Lewis High School
Anne Bubnic

The Stock Market Game™ - 0 views

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    The Stock Market Game™ program offers a vast library of learning materials correlated to national voluntary and state educational standards in Math, Business Education, Economics, English/Language Arts, Technology, Social Studies and Family and Consumer Sciences. Students invest a hypothetical $100,000 online and use real internet research and news updates to simulate the stock market experience.
Anne Bubnic

Cyberbullying: A New Twist to an Old Plot - 0 views

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    Comprehensive narrated 30-minute Breeze Presentation on cyberbullying developed by Art Wolinsky, Ed Tech Director at Wired Safety.
Kate Olson

Mixing the Digital, Social, and Cultural - 0 views

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    How do youth use media and technology as they learn to be participants in civic and democratic practices? We share two case studies -- one from a media arts production organization and one from a school board youth group -- that revolve around youth-adult interactions in learning environments that offer youth real opportunities to be influential in their respective communities.
Anne Bubnic

Copyright Website - 0 views

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    Real world, practical and relevant copyright, fair use and public domain information. Covers copyright in the visual domain (movies, tv shows, photographs, screenplays, art, sculpture), copyright in the audio domain (musical compositions, lyrics, sound recordings) and copyright in the digital domain (web, Internet and software).
Anne Bubnic

Student Blogging: The Artful Comment - 0 views

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    The scribes in my classes continue to do outstanding work. I'm continually impressed by the depth and quality of the student's scribe posts. They work so hard on their scribes. Why do they do that? Most high school students look for the easy way out; "How can I get by with the minimum amount of effort on my part?"
Anne Bubnic

Togetherville: Social Web Experience for Kids Under 10 - 7 views

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    Palo Alto-based Togetherville.com has launched their new site as a social web experience for kids (age 6-10). Using Facebook accounts, parents manage the youth accounts and create approved lists of friends for their kids. On Togetherville, kids can play games, watch videos, send messages and create art in a safe and ad-free environment.
solospiders

Delta Children Chair Desk - 0 views

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    Delta Children Chair Desk a multipurpose seating choice for your little one to sit, and get all of his work done. Designed with all your child beloved Mickey Mouse characters and a new exciting Mickey Mouse design this chair desk is great for coloring playing and reading. The seat also opens as a storage space for your little one's toys books and art supplies. If are you searching the best Delta Children Chair Desk than you come in the right place here all information given below in your children's demand.
wasifali

Home - Online Q Store - 0 views

shared by wasifali on 30 Apr 23 - No Cached
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    The JBL Flip 5 Eco Edition, which is composed of eco-friendly materials and can be personalised with your own piece of art or design, is an example of one of JBL's personalised speakers. Another illustration is the JBL Xtreme 3, which has a range of features like waterproofing, a rechargeable battery, and great sound quality and can be customised with your name or initials.
Anne Bubnic

Teens With Low Self-Esteem Boost Image Online - 3 views

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    When it comes to the Internet, teenage girls, particularly those with low self-esteem, don't always present themselves honestly. Girl Scouts of the USA conducted a national survey in June 2010 of 1,026 girls ages 14 through 17. The survey found that girls often downplay their positive characteristics on social media networking sites, and many choose to portray themselves as sexy or crazy.
Anne Bubnic

Digital Natives and the Myth of Multi-Tasking - 0 views

  • Dave Crenshaw discussed his latest book, The Myth of Multitasking. Crenshaw makes a strong distinction behind “background tasking”—reading a magazine while waiting in line, for instance, or listening to music while coding—and “switch-tasking.” Most of the time, when we talk about “multi-tasking,” we’re actually talking about the very costly practice of “switch-tasking.” Every time you switch your attention from one place to another—even from one browser window to another—you take a significant hit to your focus
  • Switch-tasking, he definitively proves, causes you to execute each task more slowly than you would otherwise, with more errors
  • pecifically, what can parents, teachers, and employers do to help their kids, students, and employees focus their attention more effectively? As a kid, student, and employee myself, I have to say that I believe the solution is emphatically not to limit access—at least not for older teens. Rather, I think the key lies in laying out the facts and discussing strategies. Information overload and the allure of infinite access, after all, are challenges that affect everyone with an internet connection—not just young people. And, though writing a stellar book report might not be a cause compelling enough to warrant total focus, every young person will at some point find a pursuit worth paying attention to. Maybe it’s writing short stories; maybe writing music. Maybe it’s making art. But when that pursuit comes along, they’re going to want to know how to firewall their attention, focus their efforts, and—for once—stop switching.
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    What ever happened to old-fashioned "discipline?" This question has come up constantly in my conversations with parents and teachers over the course of my involvement with the Digital Natives project. When parents glance over and see not only 50 browser tabs open on the family computer, but iTunes and a computer game and AIM too-with a book report relegated to a tiny corner of the screen-they're understandably bewildered. How do kids ever get anything done? "I'm just really good at multi-tasking, Mom," a savvy student might reply. And, as long as the work gets done, it seems hard to argue with that logic.
Anne Bubnic

Journeys In 2.0 Teaching: Using Voicethread in the Classroom Part 1 - 0 views

  • Our Global Issues Project is the culminating activity from my digital literacy unit in Language Arts 9. Students are challenged to look at their position in the world, their perceived power, and what they as teenagers can do to change things. The song Waiting on the World to Change by John Mayer is the jumping off point for this project. Students listen to the song, then blog about the meaning of the song. They then listen to the song and again respond in the blog about the meaning of the lyrics. Finally, they watch the music video several times and pick out all of the keywords, imagery, and allusions they can. This is done with a graphic organizer in Google Docs which they share with each other. I'll share another awesome use of Google Docs later this week!
  • There is a teachable moment here that you should incorporate. We talk about digital citizenship a lot in class, and the use of creative commons and copyright, so I have my students select photos that they have permission for, which they then have to include in a photo bibliography complete with links to the source of each photo. 
JOSEPH SAVIRIMUTHU

New Media Literacies Community Site - 0 views

  • Our first Teachers' Strategy Guide: Reading in a Participatory Culture, offers strategies for integrating the tools, approaches, and methods of Comparative Media Studies into the English and Language Arts classroom. The guide provides a set of lesson plans using Herman Melville's Moby-Dick as the sample text and a theater adaptation by Ricardo Pitts-Wiley entitled Moby-Dick: Then and Now as an example of a contemporary adaptation. The guide is intended to demonstrate techniques which could be applied to the study of authorship in relation to a range of other literary works, pushing us to reflect more deeply on how authors build upon the materials of their culture and in turn inspire others who follow to see the world in new ways.
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    Materials from Learning Library, Teachers' Strategy Guides & Ethics Casebook
Anne Bubnic

CRLT - Quest Atlantis - 0 views

  • Over the last four years, more than 10,000 children on five continents have participated in the project. We have demonstrated learning gains in science, language arts, and social studies, and students have completed literally thousands of Quests, some of which were assigned by teachers and many of which were chosen by students to complete in their free time.
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    Quest Atlantis is an international learning and teaching project that uses a 3D multi-user environment to immerse children, ages 9-15, in educational tasks from the Center for Research on Learning & Technology at Indiana University. QA combines strategies used in the commercial gaming environment with lessons from educational research on learning and motivation. It allows users to travel to virtual places to perform educational activities (known as Quests), talk with other users and mentors, and build virtual personae.
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