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John Evans

Learning About Young Makers | User Generated Education - 1 views

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    I am a huge proponent of using hands-on, interactive learning activities to explore ill-defined problems as a way of teaching for all age groups. Given the spontaneity and uncertainty of these types of active learning environments, I believe educators should observe, reflect on, and analyze how learners interact with the materials, the content, the educator, and the other learners. This practice is in line with the teacher as ethnographer. In my role as a teacher as ethnographer, I made some initial observations during my first two weeks of teaching maker education for elementary age students. With half the kids under 7, I learned a bunch about young makers. Young makers are more capable than what people typically believe. Young makers need to be given more time, resources, strategies to learn how to solve more ambiguous and ill-defined problems (i.e., ones that don't have THE correct answer). Too many don't know how to approach such problems. If a project doesn't "work" during the first trial, they way too often say "I can't do this." They have a low tolerance for frustration; for not getting the answer quickly. Young makers often celebrate loudly and with extreme joy when making something work. Young makers like to work together but lack skills or desire to peer tutor one another. Young makers usually like to stand while working. Young makers are more capable than what people (adults) typically believe. During our maker education summer camp, the young makers made LED projects, circuit crafts, and simple robotics. Looking at the instructions for similar activities, the recommended ages were usually 8 and above. Yet, my group of 14 kids contained half under that age. The kids of all ages struggled a bit - as is common with making type activities but all were successful to some degree with all of the activities.
John Evans

Authentic Learning: It's Elementary! - Brilliant or Insane - 3 views

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    "At first glance, authentic learning may seem like an unrealistic approach for elementary learners, but nothing could be further from the truth. Throughout this year, I've had the opportunity to design curricula with numerous teachers who will tell you that in fact, authentic learning is elementary! It all begins by embracing the fact that even our youngest learners have a great deal to teach others."
John Evans

The Ultimate Guide to Gamifying Your Classroom | Edudemic - 1 views

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    "Gamification is the process by which teachers use video game design principals in learning environments. The effects are increased student engagement, class wide enjoyment of academic lessons, and high levels of buy-in, even from your most reluctant learners. When gamifying a classroom there are several things you'll need to consider. The first is content, as in what are you trying to teach? Like any lesson or unit plan, you'll need to figure out how to organize and assess new material. You'll also need to consider your students. What kind of learners are they? What information do they already know? You'll need to have a basic understanding of your students' technology skills and how much support each student may need. You'll want to consider putting together a training manual or some other support system for students who may need extra help. You'll also need to consider your own comfort level with technology and the actual technology available to you. These considerations may lead you to designing your own game, or relying one a template or already built quest."
John Evans

From the screen to the hand: getting started with 3D printing in the classroom | Making... - 2 views

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    "Looking for ways to engage your students in deep learning? Hoping to hone your ability to help students truly understand what they are learning? Integrating making into your practice engages students, provides a true context for character development (think persistence), and most importantly, gives students experiences to learn core content and practices more deeply. Making is learner-centered. It is based on Seymour Papert's theory of constructionism (yes, based on Piaget's constructivism), which says that learners build their understanding more deeply if they create something to share with the world."
John Evans

5 TED Talks You Need to Watch if You Care About Learning - 0 views

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    "Whether teacher, trainer, or instructional designer these are 5 TED talks you need to watch. They all provide insight into the way we learn and what's wrong with how we currently 'deliver' learning. They all think big when envisaging how we might design and create engaging and meaningful learning experiences. My key takeaways: Creativity should have the same status as literacy. Solving problems sparks curiosity and creativity. Conversely giving the learner too much information can kill that buzz. We need creative problem solvers for our future. Learning happens best when it is social, collaborative, has meaning and is on the learners terms."
Phil Taylor

Life-Long-Learners - 10 views

  • one hears that important changes can be effected in education but it will cost money for a new lab of computers, for wireless access and faster routers, for iPads and other new devices. However, as readers explore “Why ___ Matters!”, you will be amazed that the suggested changes and ideas are more about “humanware” than hardware.
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    Fantastic resource Brian - a true life long learner - thanks for "caring and sharing"
John Evans

2¢ Worth » Method vs Approach - 0 views

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    This is one more reason why I am increasingly insisting that we, as educators, need to began to picture ourselves as master learners, and to project that image of ourselves to the community. If we become enthusiastic learners, then we are modeling the concept and process of life-long learning.
John Evans

Young Minds, Fast Times: The Twenty-First-Century Digital Learner | Edutopia - 0 views

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    Young Minds, Fast Times: The Twenty-First-Century Digital Learner How tech-obsessed iKids would improve our schools. by Marc Prensky
John Evans

Siemens.pdf (application/pdf Object) - 0 views

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    ...Current developments with technology and social software are significantly altering: (a) how learners access information and knowledge, and (b) how learners dialogue with the instructor and each other.
John Evans

The Best Websites For English Language Learner Students - 2009 | Larry Ferlazzo's Websi... - 7 views

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    From Larry Ferlazzo: "It's time for another year-end "The Best…" list. This one will be sharing my choices for the best eighteen sites to use with English Language Learner students."
John Evans

Math Snacks! - 12 views

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    Math Snacks are short animations and mini-games designed to help learners "get it". Each snack presents a mathematical concept, particularly those addressed in grades 6, 7 and 8. Ideal for use in a classroom or on your own, they can even be placed on mobile devices for "homework". The accompanying print materials can assist learners in applying their conceptual understanding to math problems
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.
Phil Taylor

Blackboard Learn - 4 views

  • Student Projects: Digital Projects and presentations created by individual students or groups. Learner-Centered: Teachers using technology in learner-centered activities. Diverse Learners: Technology meeting the needs of diverse learners.
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    Teachers who are doing great things in the classroom, but who else knows? Setting up a digital showcase can be a step towards systemic change, and increased achievement.
Tod Baker

Learning Spaces | EDUCAUSE - 0 views

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    Space, whether physical or virtual, can have a significant impact on learning. Learning Spaces focuses on how learner expectations influence such spaces, the principles and activities that facilitate learning, and the role of technology from the perspective of those who create learning environments: faculty, learning technologists, librarians, and administrators. Information technology has brought unique capabilities to learning spaces, whether stimulating greater interaction through the use of collaborative tools, videoconferencing with international experts, or opening virtual worlds for exploration. This e-book represents an ongoing exploration as we bring together space, technology, and pedagogy to ensure learner success.
John Evans

Top 20 Educational Websites for Young Learners ~ Educational Technology and Mobile Lear... - 6 views

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    "Today I am sharing with you a number of useful websites that are particularity designed for younger learners. Yes, finding kids-friendly website is not an easy task and it even becomes harder for those busy teachers and parents who can hardly afford an extra hour or two to conduct online searches. The list below is not comprehensive but it does include some of the best websites for helping kids learn better."
John Evans

4 Ways Technology is Changing How People Learn - Edudemic - 0 views

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    "That said, the handy infographic below takes a look at 4 ways technology is changing how people learn. The things that I find striking - and important- about this particular graphic is how simple the concept is. These four general concepts can be applied across the board: to learners of all ages, in all subjects, in any area of the world or for any type of learner. Take a look and see what you think: are there any other very general principles of how technology is changing learning that can be widely applied? Weigh in by leaving a comment below, mentioning @Edudemic on Twitter or leaving your thoughts on our Facebook page."
John Evans

Life of an Educator: 10 shifts for educators to make in the upcoming school year - 6 views

  • 4). Stop thinking it's your school or district's responsibility to provide professional development learning opportunities. We all expect our kids to be self-autonomous learners who take some ownership of their learning; educators should be no different considering all the avenues and paths that exist.
  • 4). Stop thinking it's your school or district's responsibility to provide professional development learning opportunities. We all expect our kids to be self-autonomous learners who take some ownership of their learning; educators should be no different considering all the avenues and paths that exist.
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    "4). Stop thinking it's your school or district's responsibility to provide professional development learning opportunities. We all expect our kids to be self-autonomous learners who take some ownership of their learning; educators should be no different considering all the avenues and paths that exist."
John Evans

Why today's school leaders must become digital leaders | #frizzle @scholastic - 2 views

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    "Effective leadership is extremely important in any system, but it is even more imperative in schools if we are to provide all learners with a world-class education. This education has to be relevant, meaningful, and applicable. During my tenure as Principal at New Milford High School, we worked tirelessly over the course of four years to transform the culture to one that was primed for student engagement, learning, and achievement.  Through the lens of social media, I was exposed to a whole new world that I did not know existed. My subsequent journey as a connected leader and learner resulted in small, then large, shifts in professional practice that eventually served as catalysts for transformative change. Thus I began to construct an area of practice around digital leadership."
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