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John Evans

Science4Us on the Web and App Store | Class Tech Tips - 1 views

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    "Science4Us is a web-based science curriculum for students in kindergarten, first grade, and second grade. It teaches science using a fun, interactive approach. In addition to digital games and online activities, there are offline experiments and hands-on projects. Teachers have access to detailed lesson plans, automated student reports and session guides to help prepare and plan."
John Evans

The Difference Between Technology Use And Technology Integration - 5 views

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    "Using technology for learning makes sense. Technology creates access, transparency, and opportunity. Any smartphone or tablet is media incarnate-video, animation, eBooks, essays, blog posts, messages, music, games. The modalities of light, color, and sound all arranged just so to communicate a message or create an experience. But there is a difference, claims this graphic from teachbytes, between using technology and integrating it deeply into the learning experiences of students. This is, of course, what models like the SAMR model are based on-that idea of mere use to automate, to redefining what's possible."
John Evans

How to get started using Raspberry Pi | iMore - 1 views

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    "The Raspberry Pi is a mini computer that was specifically created to make tech learning easier. It has a lot of components for computer-based projects, like USB ports, an ethernet port, an SD card slot, Wi-Fi antenna ports, and more. It does not come with peripherals, like cables, a keyboard, a mouse, or a monitor. It is a great for learning program languages, like Python, Scratch, and Wolfram. Most Raspberry Pi enthusiasts like making single-process builds to show off their do-it-yourself talents. For example, you could create a dedicated gaming device, or an external storage box for movies and music. There are a plethora of Raspberry Pi Projects that cover all manner of possibilities, each one with different specifications. We have a guide for getting started with Raspberry Pi to help you understand what you will need for your first (or next) project. "
John Evans

How Data Science Adds Computational Thinking-and Fun-to Gym Class | EdSurge News - 4 views

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    "It's the bottom of the ninth with two outs and it's all tied up. You've got a runner on first base and you need to decide who you're sending to the plate. You have a player with a stellar batting average, a player reliable for drawing walks and one who promises they can win it all for you-who do you play? In the fall of 2002, the Oakland Athletics shattered a 55-year-old record with twenty consecutive games won. The A's accomplished this on a shoestring budget and despite losing three of their best players at the start of the season. How, you ask? By applying rich data analysis to the sport, a practice known as sabermetrics. When we set out to design an engaging kickball unit for our middle school students, we asked ourselves how we could learn from the 2002 A's. In short, we wondered how we could combine data analysis, computational thinking and kickball to make the P.E. experience more personal, more academically rigorous and more inclusive to students of all athletic abilities."
John Evans

Computational Thinking | Defining - 2 views

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    "Over the past five years, we have developed a computational thinking framework based upon our studies of interactive media designers. The context of our research is Scratch - a programming environment that enables young people to create their own interactive stories, games, and simulations, and then share those creations in an online community with other young programmers from around the world. By studying activity in the Scratch online community and in Scratch workshops, we have developed a definition of computational thinking that involves three key dimensions: (1) computational concepts, (2) computational practices, and (3) computational perspectives. Observation and interviews have been instrumental in helping us understand the longitudinal development of creators, with participation and project portfolios spanning weeks to several years. Workshops have been an important context for understanding the practices of the creator-in-action."
Tinhai Vong

Educational Games - 0 views

  • You don't have to be a genius to understand the work of the Nobel Laureates. These games and simulations, based on Nobel Prize-awarded achievements, will teach and inspire you while you're having FUN!
Chelsea Quake

IPads in the classroom: The right way to use them, demonstrated by a Swiss school. - 8 views

  • The teachers cared most about how the devices could capture moments that told stories about their students’ experiences in school. Instead of focusing on what was coming out of the iPad, they were focused on what was going into it.
  • But most eye-opening, he said, is watching children have their own “aha” moments after watching recordings of themselves and talking to teachers about what they were thinking at the time.
  • Ten years ago, Stanford’s Larry Cuban noted that computers in the classroom were being oversold and underused. In short order, the iPad craze could take the same turn. My lesson from ZIS is that we should make sure we have teachers who understand how to help children learn from the technology before throwing a lot of money into iPad purchasing. It wasn’t the 600 iPads that were so impressive— it was the mindset of a teaching staff devoted to giving students time for creation and reflection. Are American public schools ready to recognize that it’s the adults and students around the iPads, not just the iPads themselves, that require some real attention?
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  • The school has an unconventional take on the iPad’s purpose. The devices are not really valued as portable screens or mobile gaming devices. Teachers I talked to seemed uninterested, almost dismissive, of animations and gamelike apps. Instead, the tablets were intended to be used as video cameras, audio recorders, and multimedia notebooks of individual students’ creations. The teachers cared most about how the devices could capture moments that told stories about their students’ experiences in school. Instead of focusing on what was coming out of the iPad, they were focused on what was going into it.
  • The school has an unconventional take on the iPad’s purpose. The devices are not really valued as portable screens or mobile gaming devices. Teachers I talked to seemed uninterested, almost dismissive, of animations and gamelike apps. Instead, the tablets were intended to be used as video cameras, audio recorders, and multimedia notebooks of individual students’ creations. The teachers cared most about how the devices could capture moments that told stories about their students’ experiences in school. Instead of focusing on what was coming out of the iPad, they were focused on what was going into it.
    • Chelsea Quake
       
      This is an important point
  • Sam Ross, a second-grade teacher at ZIS, sees real potential in moments like this. “Children are being able to show what’s in their minds by adding the oral explanation,” he said. “That’s off-the-charts amazing.” Particularly helpful, he said, is to watch the recordings made by young children and English-language learners—students who may not speak up much in class but can actually show deep learning when asked to interview each other or record what they know. But most eye-opening, he said, is watching children have their own “aha” moments after watching recordings of themselves and talking to teachers about what they were thinking at the time.
  • In addition to Explain Everything, they include MyStory, iMovie, Animation HD, Google Earth, Book Creator, Show Me, Brushes, and Comic Life. They also feature Follett Reader and Overdrive, two subscription-based services to digital book collections.
John Evans

edublogs: Fresh research showing the damage of filtering 'real world' technology - 0 views

  • Students in schools around the world find that their research, creativity and learning potential is seriously curbed by filtering and lack of use of their own mobile and gaming devices in schools. This comes from research spanning the Americas, brought to my attention by its author, Research Consultant Kim Farris-Berg
  • "In 2007, [filtering] was high school students’ number one obstacle to using technology at their schools (53 percent). For middle school students, two obstacles tied for the greatest barrier (39 percent each): “there are rules against using technology at school” and “teachers limit technology use”. It’s likely that when students face obstacles to using technology at school, they also face obstacles to inquiry-based learning opportunities which can include online research, visualizations, and games."
  • "Students reported that other major obstacles to using technology at school are not being able to access email accounts and slow internet access. Perhaps these are the reasons why just 34 percent of teachers communicate with students via email. Teachers are certainly online; just not with students. Ninety percent of teachers, parents, and school leaders use email to communicate with one another about school."
John Evans

Can Minecraft Foster a Growth Mindset? - 4 views

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    "Principal Matt Renwick is sharing weekly reflections about an afternoon computer club he and a teacher are sponsoring as an enrichment activity. See Part 1, Part 2, Part 3 and Part 4."
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