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John Evans

Quick Start Guide for Adobe Spark for Education - Class Tech Tips - 3 views

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    "Getting started with Spark is easy for users of all ages. This is one reason that I love sharing with teachers and students. When I lead a professional development session or visit a classroom, everyone can jump in and create a dynamic, visually stunning artifacts of their learning. So if Spark is entirely new to you, it won't take long for you to dive into this user-friendly tool with your students! You can turn students into movie-makers, website creators, and graphic designers with the Spark tools. From book trailers in the English Language Arts classroom to lab reports in the science classroom, the possibilities are endless!"
John Evans

Suite Science Practices: Models | Mo Physics Mo Problems - 1 views

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    "Over the past year, I have been gradually working to implement the Next Generation Science Standards (NGSS) into my classroom. Our new Wisconsin State Science Standards were designed with the NGSS in mind. They align very well, so please forgive me if my language focuses on the NGSS in this post. As I design lessons aligned the standards, I am considering to the skills students will be implementing that carry across multiple units. This relates to the Science and Engineering Practices contained in the standards. I am looking at the technology tools that can be used to leverage these practices. While there are 8 different practices and I hope to delve into each one and the technology tools that can help learners in each, this post will only focus on one practice. That practice is Developing and Using Models. As the name indicates, there a"
John Evans

Swift Playgrounds: Not Just Another Coding App |SLJ Review | School Library Journal - 0 views

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    "Are your students budding coders? Do they want to create and design apps? Apple has released a sophisticated app for students serious about programming. Swift Playgrounds, a free iPad app (iOS 10) that teaches Apple's programming language Swift, was among the major announcements at Apple's Worldwide Developers Conference (WWDC) in June 2016. Released in mid-September, Swift Playgrounds is a robust app offering hours of programming lessons."
John Evans

20 Apps Making Programming for Kids Exciting (Updated 2017) - 0 views

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    "How can programming for kids be fun? Through play, of course, and what better way than through apps! Learning to code is similar to learning a second language, and the younger a child begins to pick it up, the more rapidly he or she will understand it. In addition, programming apps can develop life skills such as critical thinking and problem solving. Today´s generation of parents are raising their children in a unique world, one unlike anything the human race has previously experienced. Most families are immersed in technology, whether they realize it or not. These technological devices require programming, or coding, to function, and it is a skill set that is becoming more and more necessary on an international level. These 20 apps, in no particular order, are hitting the mark and making programming for kids exciting and challenging."
John Evans

Teachers Need a Genius Hour, Too - John Spencer - 0 views

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    "Although we tend to think of Genius Hour as a process for students, I want to explore how we might use Genius Hour in our own lives as educators as a form of professional development. Here, you might spend hour Genius Hour acquiring a new skill. You might learn a new language or learn how to play a new instrument. Or you might question you have and engage in your own personal Wonder Day project."
David Raymond

Apple netbook under development? | ISTE's NECC09 Blog - 0 views

  • According to a Chinese-language Commercial Times report, the Taiwan-based company Wintek will supply touch panels for a new netbook under development by Apple. Peter Smith’s ITworld article “Apple netbook rumors resurface” today includes additional links and speculation worth reading
John Evans

250 Ways To Say The Word 'Went' - Edudemic - 7 views

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    "One of the most boring and banned words in classrooms is 'went.' There are SO many synonyms that you're simply trying at all if you stick with the word 'went.' Lucky for you, there's hundreds (literally) of other ways to express yourself using the English language."
John Evans

More and More, Schools Got Game - washingtonpost.com - 0 views

  • As Net-generation teachers reach out to gamers, classrooms across the country are becoming portals to elaborate virtual worlds.
  • But lately, researchers and educators say sentiment toward gaming is changing. Advocates argue that games teach vital skills overlooked in the age of high-stakes tests, such as teamwork, decision-making and digital literacy. And they admire the way good games challenge players just enough to keep them engaged and pushing to reach the next level
  • if ( show_doubleclick_ad && ( adTemplate & INLINE_ARTICLE_AD ) == INLINE_ARTICLE_AD && inlineAdGraf ) { placeAd('ARTICLE',commercialNode,20,'inline=y;!category=microsoft;',true) ; } The Pew Research Center reported in September that 97 percent of youths aged 12 to 17 play video games, and half said they played "yesterday."
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  • A new generation of game designers is borrowing from the sophisticated platforms and stunning graphics that captivate students for hours after school. They hope to channel the kind of feverish determination students exhibit when stealing a car in Grand Theft Auto and redirect it toward more wholesome pursuits, such as algebra.
  • Compelling games can help schools compete for students' attention, advocates say, even as many teenagers are tackling complex projects on the Internet in their free time.
  • Private foundations and the National Science Foundation have contributed millions of dollars to developing or studying games. The U.S. Education Department awarded a $9 million grant in September to a New York-based education firm to develop games for the hand-held Nintendo DS to weave into middle school science lessons
Clint Hamada

The Code of Best Practices in Fair Use for Media Literacy Education -- Publications --... - 7 views

  • Fair use is the right to use copyrighted material without permission or payment under some circumstances—especially when the cultural or social benefits of the use are predominant.
  • This guide identifies five principles that represent the media literacy education community’s current consensus about acceptable practices for the fair use of copyrighted materials
  • This code of best practices does not tell you the limits of fair use rights.
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  • Media literacy is the capacity to access, analyze, evaluate, and communicate messages in a wide variety of forms. This expanded conceptualization of literacy responds to the demands of cultural participation in the twenty-first century.
  • Media literacy education helps people of all ages to be critical thinkers, effective communicators, and active citizens.
  • Rather than transforming the media material in question, they use that content for essentially the same purposes for which it originally was intended—to instruct or to entertain.
  • four types of considerations mentioned in the law: the nature of the use, the nature of the work used, the extent of the use, and its economic effect (the so-called "four factors").
  • this guide addresses another set of issues: the transformative uses of copyright materials in media literacy education that can flourish only with a robust understanding of fair use
  • Lack of clarity reduces learning and limits the ability to use digital tools. Some educators close their classroom doors and hide what they fear is infringement; others hyper-comply with imagined rules that are far stricter than the law requires, limiting the effectiveness of their teaching and their students’ learning.
  • However, there have been no important court decisions—in fact, very few decisions of any kind—that actually interpret and apply the doctrine in an educational context.
  • But copying, quoting, and generally re-using existing cultural material can be, under some circumstances, a critically important part of generating new culture. In fact, the cultural value of copying is so well established that it is written into the social bargain at the heart of copyright law. The bargain is this: we as a society give limited property rights to creators to encourage them to produce culture; at the same time, we give other creators the chance to use that same copyrighted material, without permission or payment, in some circumstances. Without the second half of the bargain, we could all lose important new cultural work.
  • specific exemptions for teachers in Sections 110(1) and (2) of the Copyright Act (for "face-to-face" in the classroom and equivalent distance practices in distance education
  • Through its five principles, this code of best practices identifies five sets of current practices in the use of copyrighted materials in media literacy education to which the doctrine of fair use clearly applies.
  • Fair use is in wide and vigorous use today in many professional communities. For example, historians regularly quote both other historians’ writings and textual sources; filmmakers and visual artists use, reinterpret, and critique copyright material; while scholars illustrate cultural commentary with textual, visual, and musical examples.
  • Fair use is healthy and vigorous in daily broadcast television news, where references to popular films, classic TV programs, archival images, and popular songs are constant and routinely unlicensed.
  • many publications for educators reproduce the guidelines uncritically, presenting them as standards that must be adhered to in order to act lawfully.
  • Experts (often non-lawyers) give conference workshops for K–12 teachers, technology coordinators, and library or media specialists where these guidelines and similar sets of purported rules are presented with rigid, official-looking tables and charts.
  • this is an area in which educators themselves should be leaders rather than followers. Often, they can assert their own rights under fair use to make these decisions on their own, without approval.
  • ducators should share their knowledge of fair use rights with library and media specialists, technology specialists, and other school leaders to assure that their fair use rights are put into institutional practice.
  • In reviewing the history of fair use litigation, we find that judges return again and again to two key questions: • Did the unlicensed use "transform" the material taken from the copyrighted work by using it for a different purpose than that of the original, or did it just repeat the work for the same intent and value as the original? • Was the material taken appropriate in kind and amount, considering the nature of the copyrighted work and of the use?
  • When students or educators use copyrighted materials in their own creative work outside of an educational context, they can rely on fair use guidelines created by other creator groups, including documentary filmmakers and online video producers.
  • In all cases, a digital copy is the same as a hard copy in terms of fair use
  • When a user’s copy was obtained illegally or in bad faith, that fact may affect fair use analysis.
  • Otherwise, of course, where a use is fair, it is irrelevant whether the source of the content in question was a recorded over-the-air broadcast, a teacher’s personal copy of a newspaper or a DVD, or a rented or borrowed piece of media.
  • The principles are all subject to a "rule of proportionality." Educators’ and students’ fair use rights extend to the portions of copyrighted works that they need to accomplish their educational goals
  • Educators use television news, advertising, movies, still images, newspaper and magazine articles, Web sites, video games, and other copyrighted material to build critical-thinking and communication skills.
  • nder fair use, educators using the concepts and techniques of media literacy can choose illustrative material from the full range of copyrighted sources and make them available to learners, in class, in workshops, in informal mentoring and teaching settings, and on school-related Web sites.
  • Students’ use of copyrighted material should not be a substitute for creative effort
  • Where illustrative material is made available in digital formats, educators should provide reasonable protection against third-party access and downloads.
  • Teachers use copyrighted materials in the creation of lesson plans, materials, tool kits, and curricula in order to apply the principles of media literacy education and use digital technologies effectively in an educational context
  • Wherever possible, educators should provide attribution for quoted material, and of course they should use only what is necessary for the educational goal or purpose.
  • Educators using concepts and techniques of media literacy should be able to share effective examples of teaching about media and meaning with one another, including lessons and resource materials.
  • fair use applies to commercial materials as well as those produced outside the marketplace model.
  • curriculum developers should be especially careful to choose illustrations from copyrighted media that are necessary to meet the educational objectives of the lesson, using only what furthers the educational goal or purpose for which it is being made.
  • Curriculum developers should not rely on fair use when using copyrighted third-party images or texts to promote their materials
  • Students strengthen media literacy skills by creating messages and using such symbolic forms as language, images, sound, music, and digital media to express and share meaning. In learning to use video editing software and in creating remix videos, students learn how juxtaposition reshapes meaning. Students include excerpts from copyrighted material in their own creative work for many purposes, including for comment and criticism, for illustration, to stimulate public discussion, or in incidental or accidental ways
  • educators using concepts and techniques of media literacy should be free to enable learners to incorporate, modify, and re-present existing media objects in their own classroom work
  • Media production can foster and deepen awareness of the constructed nature of all media, one of the key concepts of media literacy. The basis for fair use here is embedded in good pedagogy.
  • Whenever possible, educators should provide proper attribution and model citation practices that are appropriate to the form and context of use.
  • how their use of a copyrighted work repurposes or transforms the original
  • cannot rely on fair use when their goal is simply to establish a mood or convey an emotional tone, or when they employ popular songs simply to exploit their appeal and popularity.
  • Students should be encouraged to make their own careful assessments of fair use and should be reminded that attribution, in itself, does not convert an infringing use into a fair one.
  • Students who are expected to behave responsibly as media creators and who are encouraged to reach other people outside the classroom with their work learn most deeply.
  • . In some cases, widespread distribution of students’ work (via the Internet, for example) is appropriate. If student work that incorporates, modifies, and re-presents existing media content meets the transformativeness standard, it can be distributed to wide audiences under the doctrine of fair use.
  • educators should take the opportunity to model the real-world permissions process, with explicit emphasis not only on how that process works, but also on how it affects media making.
  • educators should explore with students the distinction between material that should be licensed, material that is in the public domain or otherwise openly available, and copyrighted material that is subject to fair use.
  • ethical obligation to provide proper attribution also should be examined
  • Most "copyright education" that educators and learners have encountered has been shaped by the concerns of commercial copyright holders, whose understandable concern about large-scale copyright piracy has caused them to equate any unlicensed use of copyrighted material with stealing
  • This code of best practices, by contrast, is shaped by educators for educators and the learners they serve, with the help of legal advisors. As an important first step in reclaiming their fair use rights, educators should employ this document to inform their own practices in the classroom and beyond.
  • Many school policies are based on so-called negotiated fair use guidelines, as discussed above. In their implementation of those guidelines, systems tend to confuse a limited "safe harbor" zone of absolute security with the entire range of possibility that fair use makes available.
  • Using an appropriate excerpt from copyrighted material to illustrate a key idea in the course of teaching is likely to be a fair use, for example.
  • Indeed, the Copyright Act itself makes it clear that educational uses will often be considered fair because they add important pedagogical value to referenced media objects
  • So if work is going to be shared widely, it is good to be able to rely on transformativeness.
  • We don’t know of any lawsuit actually brought by an American media company against an educator over the use of media in the educational process.
Nik Peachey

Development - ELT and the Crisis in Education: Technology in the Classroom | Delta Publ... - 2 views

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    "One of the most common criticisms leveled at teachers who do attempt to integrate technology into their classroom environment, is that this often results in a lot of 'faffing around' or time wasted while struggling to get the technology to work properly. To some extent I feel that this criticism is fair, but I don't think it's a criticism that should be leveled at teachers, but would be better directed at the people who control the way technology is layered onto the classroom environment, so lets look at that."
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    ne of the most common criticisms leveled at teachers who do attempt to integrate technology into their classroom environment, is that this often results in a lot of 'faffing around' or time wasted while struggling to get the technology to work properly. To some extent I feel that this criticism is fair, but I don't think it's a criticism that should be leveled at teachers, but would be better directed at the people who control the way technology is layered onto the classroom environment, so lets look at that.
Nik Peachey

Nik's Daily English Activities: Sitemap - 0 views

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    100 + online activities to develop digital literacy and ESL EFL. Things that students can do each day to develop their own skills and language.
International School of Central Switzerland

When or do we teach typing? | The Thinking Stick - 0 views

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    By the time students are 6 and in our schools most of them have had numerous hours with computer devices. Whether it be a computer keyboard or a Nintendo DS, they are growing up being wired to input into a machine. If we start teaching them typing in middle school are we to late? Have they already developed habits that work for them?
John Evans

How Can We Use Augmented Reality For Growth - 3 views

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    "Augmented Reality (AR) is the imposing of digitally generated images into a viewer's real-world surroundings. Unlike Virtual Reality, which creates a completely artificial environment, AR uses the existing environment and overlays it with new information. Augmented reality apps are usually written using special 3D programs which allow developers to superimpose animation in the computer program, to an AR "marker" in the real world. It is now popularly being used by advertisers to create 3D renders of products, such as cars, the inside of buildings, and machinery. This provides consumers with a 360-degree product view. The term 'Augmented Reality' was coined by Boeing researcher Thomas Caudell in 1990, to explain how head-mounted displays of electricians worked during the assembling of complicated wiring. Since then, the technology has been used in CAD programs for aircraft assembly, architecture, digital advertising, simulation, translation, military, and various medical procedures. Tech giant Google, unveiled Google Glass in 2013, propelling AR to a more wearable interface - glasses. It works by projecting on the user's lens screen while responding to voice commands, overlaying images, videos, and sounds."
Phil Taylor

Doctors prescribe more Big Bird, less brainless "screen time" for young kids - The Hech... - 1 views

  • On the other hand, children at very young ages can gain important skills in literacy and language development if the content on the screen is designed for learning and if they have a parent or educator who talks with them about what they are doing and seeing.
Phil Taylor

Our Internet Safety Obsession Is Bad for Children | GeekDad | Wired.com - 3 views

  • Our obsession with online safety for children is excessive. It is driven by group-think and fear, generated by media and interested parties who often ignore any rigorous evidence-based approach to the issues, or even bother to explore a simple risk analysis.
  • says that the internet is simply a mirror of our society that due to its hyperconnectivity is amplified. This means our concerns about online bullying, online sexual predators and our children stumbling across inappropriate content on the world wide web are simply heightened concerns that have always existed in the world – real and virtual.
  • As bullying is more visible we are hearing more stories and reports about it in the media.
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  • The vast majority of sex crimes against kids involve someone that kid trusts, and it’s overwhelmingly family members.”
  • We need to change the language to address the fact we are introducing children to online environments through a len of fear. We need: A Digital Media Literacy Day
  • A Parent-Child Internet Day
  • We need, as parents, to help our children develop the values and the resilience and the capacity to engage with the online world unassisted.
John Evans

Makers in the Classroom: A How To Guide | EdSurge News - 5 views

  • At Lighthouse Charter School, we use three Making-inspired models: open-ended student-driven projects, integration into curriculum, and Making-focused curriculum. While a single project may involve more than one of these models, you can use these categories to start thinking about Making in your own classroom, school, or educational program.
  • Open-ended student-driven projects ask students to do most of the heavy lifting. The open-ended projects have a strong focus initially on the heart, and a student’s interests--”What are you passionate about? What gets you excited? What would just be cool?” But to create a final project, the mind and hands must get involved as well.
  • Integrating Making into curriculum happens when Making is tied to core academic curriculum or standards, in order to enhance student understanding. For example, when students build circuits using open-ended materials to introduce to concepts about electricity, design bridges to withstand an earthquake as part of a geology study, and deepen their understanding of geometry by programming shapes in LOGO (a computer language developed as a tool for learning), they engage their hands to solidify and deepen the concepts that they are already learning in the classroom.
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  • In Making-focused curriculum, the goal is to focus on the Making process and skills, shifting from a focus on academic content/standards to a focus on the Making itself. A kindergarten study of sewing, a robotics elective, or a few class sessions on programming with Scratch fit this model. An important consideration is whether to concentrate on process (such as ideation and prototyping), skills (such as soldering, programming, and sewing), or both, and then tailor instruction to fit those goals. When I design Making classes that focus on process, I have my students write reflections and engage in whole-class discussions to help students think about how they worked through obstacles throughout the project process.
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    "You see it everywhere in K-12. Kindergarteners design toys for their friends to practice empathy, while learning to use a saw and glue-gun along the way. Second graders deepen their understanding of character traits while designing and sewing puppets to represent a character in a folk-tale. In high school physics, students make wind turbines in order to internalize an understanding of how magnetism can create electricity. The "it" I'm referring to is "Making," and simply put, Making is any activity where people create something, often with their hands. I often define Making by looking at what people bring to the Maker Faire, which does include more technical aspects like 3D printing, physical computing and programming. But Making also includes woodworking, growing food, making art and crafts."
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