Using cell phones in the classroom when computers are not available (by Fabiana Casella... - 0 views
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"Everybody is talking about 21st Century skills and preparing students for a whole different world. The truth is that our students have become digital and there are a whole lot of educators around the world who are still "analog". That is why I would like to share my work with my two secondary school groups with as many teachers as possible. Internet and Technology in the Classroom have made a huge change in my daily teaching experience."
How to Remotely Install Apps to iPhone / iPad from iTunes on a Mac or PC - 0 views
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"Every modern iPhone, iPad, or iPod touch has access to a feature called Automatic Downloads, which can be used a bit differently than intended as a means to remotely install apps onto iOS devices from a computer. All you need is iTunes on OS X or Windows logged into the same Apple ID as what's used on the iOS device, and the rest is easier than you'd probably expect."
Life with Raspberry Pi: The hot $25 computer may just spark a coding revolution in scho... - 0 views
Makers in the Classroom: A How To Guide | EdSurge News - 5 views
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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.
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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.
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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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"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."
About CS First | Google CS First - 1 views
Why Has Technology Failed To Substantially Improve Student Achievement? -- THE Journal - 2 views
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if K-12 wants discontinuous, substantive improvement in student achievement, then it needs to change its pedagogical practices to better exploit the affordances of the computer
3D Printing Basics - 3 views
Soundplant: computer keyboard sample triggering for Windows & Mac - 2 views
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"Soundplant turns your computer keyboard into a versatile, low latency sound trigger and playable instrument. Via drag-and-drop, easily assign sound files of any format and length onto 72 keyboard keys, creating custom soundboards that put hours of instantly-playing audio at your fingertips with no extra hardware needed. Soundplant is used for live music and sound effects, as a drum pad, as a unique electronic instrument, as an educational aid, and just for fun - in radio, television, theater, podcasting, presentations, studios, classrooms, arenas, clubs, museums, and churches - by DJs, musicians, engineers, sound designers, composers, teachers, magicians, puppeteers, comedians, public speakers, gamers, and more."
Digital Domain - Computers at Home - Educational Hope vs. Teenage Reality - NYTimes.com - 0 views
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MIDDLE SCHOOL students are champion time-wasters. And the personal computer may be the ultimate time-wasting appliance. Put the two together at home, without hovering supervision, and logic suggests that you won’t witness a miraculous educational transformation.
Google: Exploring Computational Thinking - 4 views
Creative Web Tools For and By Kids / FrontPage - 0 views
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Creative Web Tools For and By Kids is a project designed for students, ages 9 to 14, to use emerging technologies for engaging, thinking, learning, collaborating, creating, and innovating. The focus is on the use of free, open-source, or minimal cost tools, so the project can be replicated. An underlying goal is to demonstrate how advanced technological applications for enhancing learning can be implemented with only a computer and Internet access.
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Creative Web Tools For and By Kids is a project designed for students, ages 9 to 14, to use emerging technologies for engaging, thinking, learning, collaborating, creating, and innovating. The focus is on the use of free, open-source, or minimal cost tools, so the project can be replicated. An underlying goal is to demonstrate how advanced technological applications for enhancing learning can be implemented with only a computer and Internet access.
Weblogg-ed » Not "The Dumbest Generation" - 0 views
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So with the caveat that I am only halfway through Mark Bauerline’s book The Dumbest Generation, I have some early impressions to throw out there. While I think there is some merit to this side of the debate (much like Keen’s Cult of the Amateur) what really bothers me about this book so far is, as the title suggests, this sense that our kids are at fault. Let me put it plainly: our kids are not “dumb” nor is this generation “dumb” simply because they spend a lot of time in front of television screens and computers or because they haven’t worked out for themselves how to get smarter using the Read/Write Web.
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So with the caveat that I am only halfway through Mark Bauerline's book The Dumbest Generation, I have some early impressions to throw out there. While I think there is some merit to this side of the debate (much like Keen's Cult of the Amateur) what really bothers me about this book so far is, as the title suggests, this sense that our kids are at fault. Let me put it plainly: our kids are not "dumb" nor is this generation "dumb" simply because they spend a lot of time in front of television screens and computers or because they haven't worked out for themselves how to get smarter using the Read/Write Web.
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