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Phil Taylor

iKeepSafe - C3 Matrix - 2 views

  • iKeepSafe Digital Citizenship C3 Matrix is provided here to assist educators in integrating the essentials of cyber-safety, cyber-security, and cyber-ethics (C3 concepts) into existing technology and literacy standards and curricula.
Phil Taylor

2015-04-14 - Advanced Online Assessments with Google Forms - Technology Integration - 2 views

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    "Advanced Online Assessments with Google Forms "
John Evans

8 Good iPad Apps to Integrate Game-based Learning in Your Class ~ Educational Technolog... - 1 views

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    "Game-based learning is an educational trend that has gained so much popularity in recent years. At its core, game-based learning involves the use of the learning principles underlying games' play in learning situations. In his book " What Video Games Have to Teach Us About Learning and Literacy", James Paul Gee mentioned a number of these principles all of which are geared towards improving learners' critical thinking skills  and  enhancing their problem solving competencies. Marc Prensky is another thought leader in this field and his book "Digital Game Based Learning" provides a very good explanation of the basics of game based learning. For those of you using iPad in their teaching, here is a set of interesting apps you can use to incorporate the ethos of game-based learning in your classroom.   These are some excellent educational games  to engage students in different learning scenarios. We invite you to check them out and share with us what you think of them. Enjoy"
John Evans

DIGITAL LEARNING ENVIRONMENTS: Teachers' Challenges for 21st Century Learning - 9 views

  • Recreating and retooling the teaching practice is a must to well serve students in today’s 21st century learning ecosystem. The real question isn’t ‘will we need teachers’, but ‘what will teachers need to be able to do’ in the new environment.
  • The teachers’ challenge is threefold.  One – to change his/her own foundational beliefs and practices; two – to coach students to become self-directed learners where they do two thirds of the heavy learning lifting toward achievement; three – integrate technologies in meaningful, relevant ways. Each of these is a challenge that requires high quality employee-directed and employer-directed professional development.
John Evans

MSP:MiddleSchoolPortal - NSDLWiki - 1 views

  • The Middle School Portal 2: Math and Science Pathways (MSP2) project supports middle grades educators with high-quality, standards-based resources and promotes collaboration and knowledge-sharing among its users. Educators use MSP2 to increase content knowledge in science, mathematics, and appropriate pedagogy for youth ages 10 to 15. MSP2 employs social networking and digital tools to foster dynamic experiences that promote creation, modification, and sharing of resources, facilitate professional development, and support the integration of technology into practice.
John Evans

Clickers in the Classroom: An Active Learning Approach (EDUCAUSE Quarterly) | EDUCAUSE ... - 0 views

  • Clickers, or student response systems, are a technology used to promote active learning. Most research on the benefits of using clickers in the classroom has shown that students become engaged and enjoy using them.
  • For this reason, I conducted a study that compared learning outcomes resulting from the use of clickers versus another active learning method—class discussion. Even though both techniques employ active learning, would using clickers increase learning outcomes more than another active learning approach? Two key features distinguish clicker use: Clickers provide a mechanism for students to participate anonymously. Clickers integrate a "game approach" that may engage students more than traditional class discussion. The study also investigated students' perceptions of their learning using clickers versus classroom discussion
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