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Anne Bubnic

MacArthur Foundation Series on Digital Media and Learning - MIT Press - 0 views

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    The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning examines the effect of digital media tools on how people learn, network, communicate, and play, and how growing up with these tools may affect a person's sense of self, how they express themselves, and their ability to learn, exercise judgment, and think systematically.

    Six topics are available as free downloads online:
    Youth, Identity, and Digital Media Current Volume
    Learning Race and Ethnicity: Youth and Digital Media
    Digital Young, Innovation, and the Unexpected
    The Ecology of Games: Connecting Youth, Games, and Learning
    Digital Media, Youth, and Credibility
    Civic Life Online: Learning How Digital Media Can Engage Youth

Anne Bubnic

How I Learned to Type - 0 views

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    "How I Learned to Type," was created by Diana Kimball and Sarah Zhang of the Digital Natives team. It takes a glance into how people of different ages learned one of the first skills every digital inhabitant needs - typing. Do you "peck" with two fingers, type in multiple languages at once, or have a typing teacher with a wooden leg? The people in "How I Learned to Type" do all this and more. Digital technology has become so ingrained in our lives that for digital natives, learning to type has become a ubiquitous experience, as memorable, say, as learning to read or ride a bike.
Anne Bubnic

ISTE | NETS for Teachers 2008 - 0 views

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    In June 2008, the International Society of Technology in Education (ISTE) released an update to their technology standards for teachers. The revised National Educational Technology Standards (NETS) for Teachers mark a significant overhaul of the group's original teacher technology standards, which ISTE introduced in 2000. The new ISTE teacher standards begin with the assumption that every teacher recognizes the importance of technology and how it can transform teaching and learning. The revised framework focuses on what teachers should know to help students become productive digital learners and citizens. "NETS for Teachers, Second Edition" includes five categories, each with its own set of performance indicators:
    1.Facilitate and inspire student learning and creativity
    2. Design and develop digital-age learning experiences and assessments
    3.Model digital-age work and learning
    4. Promote and model digital citizenship and responsibility
    5. Engage in professional growth and leadership.

Anne Bubnic

Engaged Youth: Civic Learning Online - 0 views

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    Digital media technologies offer unprecedented opportunities to help young citizens learn to engage with public life. The Civic Learning Online project explores the question of how informal online environments can effectively engage the citizenship and learning styles of younger generations.The site aims to create a set of civic learning standards and tools to help young people develop effective public voices and sustainable advocacy networks.
Vicki Davis

Susan Silverman's Lucky Ladybugs project going on for elementary - 0 views

  • A Collaborative Internet Project for K-5 Students
  • Essential Question: Why are ladybugs considered to be good luck?
  • This project will demonstrate lesson plans designed following principles of Universal Design for Learning (UDL) and examples of student work resulting from the lessons.  As teachers we should ask ourselves if there are any barriers to our students’ learning.  We should look for ways to present information and assess learning in non-text-based formats. 
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  • Based on brain research and new media, the UDL framework proposes that educators design lessons with three basic kinds of flexibility: 1. Multiple formats and media are used to present information.
  • Examples: Illustrations, pictures, diagrams, video or audio clips, and descriptions 2.   Teachers use multiple strategies to engage and motivate students. 3.   Students demonstrate learning through multiple performance and product formats.
  • UDL calls for three goals to consider in designing lessons: 1.  Recognition goals: these focus on specific content that ask a student to identify who, what, where, and when. 2.  Strategic goals: these focus on a specific process or medium that asks a student to learn how to do something using problem solving and critical think skills. 3. Affective goals: these focus on a particular value or emotional outcome. Do students enjoy, and appreciate learning about the topic? Does it connect to prior knowledge and experience? Are students allowed to select and discover new knowledge?
  • Resources you might want to use: Scholastic Keys, Kid Pix, Inspiration and Kidspiration, digital camera (still and video), recording narration/music, United Streaming.  Let your imagination go!
  • This project begins on March 15, 2007.  Materials need to be e-mailed by May 31, 2008.
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    An excellent project for elementary students to connect with other classes.
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    A great way to get started with technology is to join in an exciting project. this project by Susan Silverman was designed using the principles of Universal Design for Learning. I've heard her present and she is a pro. (Along with my friend Jennifer Wagner.)
Anne Bubnic

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.
Anne Bubnic

Messaging Shakespeare | Classroom Examples | - 0 views

  • Brown's class was discussing some of the whaling calculations in Moby Dick. When one student asked a question involving a complex computation, three students quickly pulled out their cell phones and did the math. Brown was surprised to learn that most cell phones have a built-in calculator. She was even more surprised at how literate her students were with the many functions included in their phones. She took a quick poll and found that all her students either had a cell phone or easy access to one. In fact, students became genuinely engaged in a class discussion about phone features. This got Brown thinking about how she might incorporate this technology into learning activities.
  • Brown noticed that many students used text messaging to communicate, and considered how she might use cell phones in summarizing and analyzing text to help her students better understand Richard III. Effective summarizing is one of the most powerful skills students can cultivate. It provides students with tools for identifying the most important aspects of what they are learning, especially when teachers use a frame of reference (Marzano, Pickering, & Pollock, 2001). Summarizing helps students identify critical information. Research shows gains in reading comprehension when students learn how to incorporate isummary framesi (series of questions designed to highlight critical passages) as a tool for summarizing (Meyer & Freedle, 1984). When students use this strategy, they are better able to understand what they are reading, identify key information, and provide a summary that helps them retain the information (Armbruster, Anderson, & Ostertag, 1987).
  • Text messaging is a real-world example of summarizing—to communicate information in a few words the user must identify key ideas. Brown saw that she could use a technique students had already mastered, within the context of literature study.
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  • To manage the learning project, Brown asked a tech-savvy colleague to help her build a simple weblog. Once it was set up, it took Brown and her students 10 minutes in the school's computer lab to learn how to post entries. The weblog was intentionally basic. The only entries were selected passages from text of Richard III and Brown's six narrative-framing questions. Her questions deliberately focused students' attention on key passages. If students could understand these passages well enough to summarize them, Brown knew that their comprehension of the play would increase.
  • Brown told students to use their phones or e-mail to send text messages to fellow group members of their responses to the first six questions of the narrative frame. Once this was completed, groups met to discuss the seventh question, regarding the resolution for each section of the text. Brown told them to post this group answer on the weblog.
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    Summarizing complex texts using cell phones increases understanding.
Anne Bubnic

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.
Anne Bubnic

Learning to Change-Changing to Learn [Video] - 0 views

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    Learning to Change Changing to Learn Advancing K-12 Technology Leadership, Consortium for School Networking(COSN) Video. COSN was the recent recipient of a $450,000 grant from the MacArthur Foundation to explore policy and leadership barriers to Web 2.0.
JOSEPH SAVIRIMUTHU

Technology in the 21st Century Classroom - 0 views

  • On Wednesday, April 29, 2009 the Ontario Public School Boards’ Association (OPSBA) released a Discussion Paper entitled: What If? Technology in the 21st Century Classroom. As school trustees we want to engage the province in a meaningful focused discussion about classrooms of the 21st century. We want to be part of developing a provincial vision and strategies that will make all our classrooms connected and relevant. “Today’s students are leaders in the use of technology and we know they want their learning experiences in school to reflect this,” said Colleen Schenk, president of OPSBA. “Students want to take the technology they use in their daily lives and integrate it with how they learn. They want their learning clearly connected to the world beyond the school.” The Discussion Paper asks the question: “How can schools continue to be connected and relevant in the world of the 21st century?” It explores the relationship between the use of technology and the scope for increasing the quality of teaching and learning.
    • JOSEPH SAVIRIMUTHU
       
      Is this the next phase of the Read/Write Web for Children?
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    The paper asks how schools should use technology if they wish to remain relevant in today's world, and how technology can be used to improve the quality of teaching and learning. "If literacy is the ability of the individual to articulate ideas in the main medium of society, how relevant are our current approaches?
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.
Anne Bubnic

I Learn, Therefore iPhone - 0 views

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    Almost a thousand incoming freshmen at ACU (Abilene Christian University) received an Apple iPhone 3G or iPod Touch Aug. 16 as part of their first day in college. The deployment marks the first time that a university has introduced the Apple mobile devices as learning tools on such a large scale.
Anne Bubnic

Disrupting Class: How Disruptive Innovation Will Change the Way the World Learns - 0 views

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    According to recent studies in neuroscience, the way we learn doesn't always match up with the way we are taught. If we hope to stay competitive-academically, economically, and technologically-we need to rethink our understanding of intelligence, reevaluate our educational system, and reinvigorate our commitment to learning. In other words, we need "disruptive innovation."
Anne Bubnic

Kids' Informal Learning with Digital Media [Digital Youth Research] - 0 views

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    UC Berkeley study administered by the Institute for the Study of Social Change and funded by the MacArthur Foundation. The complete findings on three years of ethnographic work [22 different case studies of youth engagement with new media] will be published in Summer 2008. The project has three general objectives. The first objective is to describe kids as active innovators using digital media, rather than as passive consumers of popular culture or academic knowledge. The second objective is to think about the implications of kids innovative cultures for schools and higher education, and engage in a dialogue with educational planners. The third objective is to advise software designers about how to use kids innovative approaches to knowledge and learning in building better software. The research focuses on learning and cultural production outside of schools: in homes, neighborhoods, after school, and in recreational settings.
Chris Hoelzer

Technology Integration Matrix - 0 views

  • 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.
  • Levels of Technology Integration into the Curriculum
  • Basic technology skills and integration of technology into the curriculum go hand-in-hand to form teacher technology literacy.
    • Chris Hoelzer
       
      To often we ask teachers to impliment technology tools without the proper explanation or PD.
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  • professional development planning and needs assessment resource
  • evaluate teachers’ current levels of proficiency with technology
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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 technology matrix is just a great example of what Florida is looking at doing.
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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
Anne Bubnic

Hectors World: Silicon Deep - 3 views

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    Hector's World® is a free interactive learning resource from New Zealand for children 2-9 years of age. Hector and his friends live in the magical world of Silicon Deep where their whole community is learning about the digital world. Children can be entertained and have fun as they learn about serious and complex topics like online privacy and safety. The site includes resources for parents and teachers.
Anne Bubnic

Voices of the Soul - 0 views

  • V. Digital CitizenshipStudents understand human, cultural, and societal issues related to technology and practice legal and ethicalbehavior. Students:advocate and practice safe, legal, and responsible use of information and technology.
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    This lesson plan demonstrates not only how to align learning goals and outcomes with curriculum standards but also with ISTE NETS for digital citizenship and 21st century learning goals.
JOSEPH SAVIRIMUTHU

Fostering Learning in the Networked World - 1 views

  • Imagine a high school student in the year 2015. She has grown up in a world where learning is as accessible through technologies at home as it is in the classroom, and digital content is as real to her as paper, lab equipment, or textbooks. At school, she and her classmates engage in creative problem-solving activities by manipulating simulations in a virtual laboratory or by downloading and analyzing visualizations of real-time data from remote sensors. Away from the classroom, she has seamless access to school materials and homework assignments using inexpensive mobile technologies. She continues to collaborate with her classmates in virtual environments that allow not only social interaction with each other but also rich connections with a wealth of supplementary content. Her teacher can track her progress over the course of a lesson plan and compare her performance and aptitudes across a lifelong “digital portfolio,” making note of areas that need additional attention through personalized assignments and alerting parents to specific concerns. What makes this possible is cyberlearning, the use of networked computing and communications technologies to support learning. Cyberlearning has the potential to transform education throughout a lifetime, enabling customized interaction with diverse learning materials on any topic—from anthropology to biochemistry to civil engineering to zoology. Learning does not stop with K–12 or higher education; cyberlearning supports continuous education at any age.
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    The more one delves into the Net Generation - Cyber Safety Debate, the more one is inclined to think that one of the most difficult challenges facing educators and parents is to embrace the "cultural" shift.
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    (EDUCAUSE Review
Anne Bubnic

Video Games as Learning Tools? - 0 views

  • 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.
  • 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.
  • "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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  • Another study compared surgeons who play video games to those who don't. Even after taking into account differences in age, years of medical training and the number of laparoscopic surgeries performed, researchers found an edge for gamer surgeons. "The single best predictor of their skills is how much they had played video games in the past and how much they played now," said Iowa State University psychologist Douglas Gentile. "Those were better predictors of surgical skills than years of training and number of surgeries performed," Gentile said. "So the first question you might ask your surgeon is how many of these [surgeries] have you done and the second question is, 'Are you a gamer?'"
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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.
Anne Bubnic

Coming Soon: A National Center for Edtech Research - 0 views

  • The National Center for Research in Advanced Information and Digital Technologies is part of the reauthorization of the Higher Education Act, approved by Congress at the end of July, and signed into law by President Bush on August 14.
  • The purpose of the Center shall be to support a comprehensive research and development program to harness the increasing capacity of advanced information and digital technologies to improve all levels of learning and education, formal and informal, in order to provide Americans with the knowledge and skills needed to compete in the global economy…
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    This past week, President Bush signed into law a bill that will establish a new national research center for studying digital technology and learning. The center aspires be to edtech what the National Institutes of Health have been for medical research.
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