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Phil Taylor

SchoolCIO Blogs - DAILY INSIGHT: Six laws of tech adoption (part 4 of 7) - 3 views

  • Law of Beliefs refers to the concepts of a teacher-centered classroom versus a student-centered classroom, and which is the best learning environment for students
John Evans

Around the Corner-MGuhlin.org: EdTechPalooza 2013 - The Definitive App Smasher's Guide - 0 views

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    Description: Avoid succumbing to content app frenzy, instead center your use of iPads to create projects that allow for "app smashing." In this session, learn how you can blend the creations from one or more apps into incredibly fun creations. Get a free copy of iBook, "The Definitive App Smasher's Guide."    
John Evans

Can iPads help students learn science? Yes | Harvard Gazette - 2 views

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    "A new study by researchers at the Harvard-Smithsonian Center for Astrophysics (CfA) shows that students grasp the unimaginable emptiness of space more effectively when they use iPads, rather than traditional classroom methods, to explore 3-D simulations of the universe."
John Evans

36 Core Teacher Apps For Inquiry Learning With iPads - 0 views

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    "The interest in inquiry-based learning seems to ebb and flow based on-well, it's not clear why it ever ebbs. In short, it is a student-centered, Constructivist approach to learning that requires critical thinking, and benefits from technology, collaboration, resourcefulness, and other modern learning skills that never seem to fall out of favor themselves. Regardless, St Oliver Plunkett Primary School has put together two very useful images that can help you populate your iPad-or classroom of iPads-with apps that support both inquiry-based learning (the second image below), and a more general approach to pedagogy based on Apple's uber-popular tablet (the top image)."
John Evans

What Can We Learn From the Global Effort Around Mobile Learning? | MindShift - 0 views

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    "Closing the achievement gap and giving all students access to a world of learning online remains one of the strongest allures of education technology. In the U.S., that conversation is often centered on the newest shiny device, slickest software or free app, but internationally mobile technology is revolutionizing learning too, often without fancy gadgets. Recognizing the creative learning strategies being implemented in developing countries could help expand thinking in the U.S and inform the ongoing discussion about how to use technology to deepen learning."
John Evans

Makerspace | Creating a space for young makers and educators - 4 views

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    "o describe them simply, makerspaces are community centers with tools. Makerspaces combine manufacturing equipment, community, and education for the purposes of enabling community members to design, prototype and create manufactured works that wouldn't be possible to create with the resources available to individuals working alone. These spaces can take the form of loosely-organized individuals sharing space and tools, for-profit companies, non-profit corporations, organizations affiliated with or hosted within schools, universities or libraries, and more. All are united in the purpose of providing access to equipment, community, and education, and all are unique in exactly how they are arranged to fit the purposes of the community they serve. Makerspaces represent the democratization of design, engineering, fabrication and education. They are a fairly new phenomenon, but are beginning to produce projects with significant national impacts."
John Evans

Free Technology for Teachers: Teach Students About Architecture and Building With This ... - 2 views

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    "The Smithsonian Center for Folklife and Cultural Heritage has some neat resources for teachers and students. One of the resources that I've recently downloaded is the Masters of the Building Arts Activity Guide."
John Evans

Apps Are Better Than Textbooks. Here Are 10 Compelling Examples. - 0 views

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    "What we've tried to do in the following list is provide an evidentiary-based counterpoint to the lingering persistence of the textbook in education. We've collected ten apps from across the content areas, from Shakespeare to the Elements, that each serve as compelling argument against textbooks. Only one of these apps is a game; the rest are examples of how-when properly designed-content can be refracted digitally, with a user-centered touch interface, full multimedia capabilities, while still maintaining a focus on delivering content to students. Or rather, providing access in a way that's more compelling than any textbook could ever imagine."
John Evans

10 Characteristics Of A Highly Effective Learning Environment - 0 views

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    "Wherever we are, we'd all like to think our classrooms are "intellectually active" places. Progressive learning (like our 21st Century Model, for example) environments. Highly effective and conducive to student-centered learning. But what does that mean? The reality is, there is no single answer because teaching and learning are awkward to consider as single events or individual "things." This is all a bunch of rhetoric until we put on our white coats and study it under a microscope, at which point abstractions like curiosity, authenticity, self-knowledge, and affection will be hard to pin down. So we put together one take on the characteristics of a highly effective classroom. They can act as a kind of criteria to measure your own against-see if you notice a pattern."
John Evans

10 Terrific Ways to Use One iPad or iPhone in the Classroom | Scholastic.com - 1 views

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    "If you have only one iPad, use Apple's VGA adapter ($29) to connect your iPad to a smartboard. No smartboard? Grab an LCD projector, VGA adapter, and speakers, if you wish, for your iPad, then check out the simple how-to video below. If you have just one smartphone, pop your phone under a document camera. You can also use an adapter to project the smartphone; however, not all apps will function properly. (Unless a class is using Apple's presentation software, Keynote, I use a document camera to display my smartphone.) Use your single iPad or smartphone to blast content onto the big screen and let kids work together for an engaging mini-lesson. Then have students use the single device when working in small groups, as a reward, or during center time."
John Evans

Unshackled and Unschooled: Free-Range Learning Movement Grows | MindShift - 0 views

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    "Most people have heard of homeschooling - kids are educated by parents or caregivers at home, rather than at school, for a variety of reasons. But within the homeschooling community, the growing "unschooling" subset has a somewhat different, amorphous, definition. Depending on whom you ask, unschooling is centered around what the child wants to learn using any and all resources available, not just fixed, school-prescribed curriculum. The general idea behind unschooling is this: getting kids to develop a love of learning for its own sake rather than for grades, and giving kids the opportunity to experience "valuable hands-on, community-based, spontaneous, and real-world experiences.""
John Evans

8 Reasons Why Kids Should Learn to Code - 3 views

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    "The main arguments behind the push for students to learn to code, usually center around preparing students for future jobs. There is a skill shortage in the computer science industry which determines skilled job seekers can walk into lucrative contracts. This trend is predicted to rise. The other aspect to the usual argument is that even students who do not work in the technology industry will also benefit throughout their life and careers by learning computer science, as all industries now involve some component of programming. While these arguments are perfectly valid, there are many more reasons why kids should learn to code. They include:"
John Evans

From Mars to Minecraft: Teachers Bring the Arcade to the Classroom | MindShift - 2 views

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    "Teachers have found many different ways of using digital games in the classroom. But what kind of games are these students playing? And how are teachers incorporating them in the classroom? Last year's report from the Joan Ganz Cooney Center, "Games For A Digital Age," made the distinction between "short-form" and "long-form" learning games. Short-form games are designed to be played during a single class period. "They focus on a particular concept of skill refinement, skills practice, memorization, or performing specific drills." Long-form games "extend beyond a single class period" and sometimes gameplay can "spread over multiple sessions or even several weeks." Often long-form games are comprehensively tied to a full curriculum. They can replace textbooks by offering an interactive experience that seamlessly blends content, practice, and assessment into a contextualized learning experience. While some programs like this already exist, it's difficult to implement well. For teachers who want to get started, short-term games can supplement their already established curricula with fresh and engaging activities. Learning Games"
John Evans

6 Do's and Don'ts for Secondary iPad Deployment and Support of New Initiatives - 0 views

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    "Tech Ninja Todd, Michelle Cordy, and a recent Do and Don't list inspired me to sit down and reflect upon the start of this year with secondary iPads and the new enrollment system. While the new enrollment system is fiscally responsible (as we can now push and pull apps), allows for improved management (e.g. disabling iMessages and Game Center), and even provides the functionality to lock down devices during a testing situation with Casper Focus, any new system and process will encounter a few bumps in the road."
John Evans

Empowering Student Voice through our Makerspace | Barrow Media Center - 0 views

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    "The first day of tinkering was just awesome. Within a matter of minutes, Kearn had the MaKey MaKey connected to Play Doh and was controlling a train simulator on the computer. Ludwig controlled the horn and Kearn drove the train. Kearn wanted to make a video to show what he had done, so we pulled out an iPad and made an impromptu video which he wanted to add to his Youtube channel. He also started following my blog and even left a comment about how much he loves the makerspace. Both students were completely independent and were perfectly capable of dreaming, tinkering, and making on their own. I was available for support as needed, but they really just wanted a space to explore. As they continue, I want to connect them with some experts that might mentor their ideas and curiosities, but for now, they just need to tinker. "
John Evans

The Maker Movement - Retinkering Education - etsmagazine - 4 views

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    "According to Martinez and Stager, the Maker Movement, a technological and creative learning revolution underway around the globe, has exciting and vast implications for the world of education. New tools and technology, such as 3D printing, robotics, microprocessors, wearable computing, e-textiles, 'smart' materials, and programming languages are being invented at an unprecedented pace. The Maker Movement creates affordable versions of these inventions, while sharing tools and ideas online to create an innovative, collaborative community of global problem seekers and solvers. The Maker Movement in education is built upon the foundation of constructionism, which is the philosophy of hands-on learning through building things. The key message from spending hours in this book was that the Maker Movement overlaps with the natural inclinations of children and the power of learning by doing. By embracing the lessons of the Maker Movement, educators can revamp the best student-centered teaching practices to engage learners of all ages."
John Evans

Maker Education - About Maker Education - 5 views

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    "The Maker Movement is a technological and creative revolution underway around the world. Fortunately for educators, the Maker Movement overlaps with the natural inclinations of children and the power of learning by doing. Embracing the lessons of the Maker Movement holds the keys to reanimating the best, but oft-forgotten learner-centered teaching practices. New tools and technology, such as 3D printing, robotics, microprocessors, wearable computing, e-textiles, "smart" materials, and new programming languages are being invented at an unprecedented pace. The Maker Movement creates affordable - even free - versions of these inventions, and shares tools and ideas online, creating a vibrant, collaborative community of global problem-solvers. "
John Evans

The MindShift Guide to Digital Games and Learning | MindShift - 1 views

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    "The MindShift Guide to Digital Games and Learning started as a series of blog posts written by Jordan Shapiro with support from the Joan Ganz Cooney Center at Sesame Workshop and the Games and Learning Publishing Council. We've brought together what we felt would be the most relevant highlights of Jordan's reporting to create a dynamic, in-depth guide that answers many of the most pressing questions that educators, parents, and life-long learners have raised around using digital games for learning. While we had educators in mind when developing this guide, any lifelong learner can use it to develop a sense of how to navigate the games space in an informed and meaningful way."
John Evans

A Principal's Reflections: Leading the Maker Movement - 1 views

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    "As the Maker Movement has gained steams schools and educators alike have begun to incorporate makerspaces as exploratory centers for students to invent, tinker, create, and make to learn. A makerspace can best be defined as a physical place where students can create real-world products/projects using real-world tools. "
John Evans

Making for All: How to Build an Inclusive Makerspace | EdSurge News - 2 views

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    "The Maker Movement has crept into the consciousness of schools in the past few years. For some, it's a wake up call that over-tested, over-scheduled young people are not going to become the creative, enthusiastic learners we all hope to nurture. For others, it's a personal reconnection to our collective, deeply-felt human impulses to create, invent, and shape the world. Makerspaces, genius hour, design thinking, and other frameworks can help make these ideas come to life in classrooms, libraries, museums, and community centers. But are these innovations accessible to everyone, to every child?"
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