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John Evans

Dropbox Tips - 4 views

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    "Dropbox is an extremely popular, easy-to-use online file hosting and sharing service that was founded by two MIT graduates. It lets anyone easily backup important files and also synchronize those files across multiple computers as well as mobile devices. This cheat sheet outlines handy Dropbox keyboard shortcuts, some of its useful features and third-party websites whcih extend Dropbox uses further. Definitely a must-check for all Dropbox users."
John Evans

Welcome, Inventors! | Explore MIT App Inventor - 8 views

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    "With these beginner-friendly tutorials, you will learn the basics of programming apps for Android. App Inventor is a free, cloud-based service that you access using a web browser. Log in with a Google account (Gmail or school email tied to Google) to start inventing right away!"
John Evans

(Rethinking) Makerspaces - @joycevalenza NeverEndingSearch - 1 views

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    "Kids have always made in my library. We encouraged digital and visual and dramatic and rhetorical creativity before, during, and after school.  But for a while, I've questioned the value of using already heavily used real estate to randomly carve out space for a 3D printer, electronics stations and sewing machines. I had my doubts about the makerspace movement in school libraries. A couple of weeks ago I had the opportunity to chat with Amos Blanton, project manager of the Scratch online community, and a member of the Lifelong Kindergarten Group at MIT Media Lab.  On his profile Amos notes:  I design and sustain creative learning environments for people with agency. Amos makes the case for makerspaces as powerful, authentic, relevant learning experiences, and for when and why library may be the very right space to create a makerspace."
John Evans

ScratchJr - Programming App for Kids to Create Interactive Stories and Games - Fun Educ... - 2 views

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    "With the evolution of technology today make sure you give a head start to your kids and help them learn and understand some basic programming skills. There are few apps on the market such as Tynker, Move the Turtle, Light-bot Hour of Code … and today, a brand new one ScratchJr by MIT Media Lab."
John Evans

The Future of Play In Education - 4 views

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    "Hi everyone, I have been looking at the future of play for about 5 years and have spoken about the topic at MIT and written about it in Fast Co. Design, Parents Magazine and The Atlantic. Recently, I summed up the research into a poster for parents and teachers to help them frame the value of play in education (see below attachment). I think this excerpt from my Atlantic article said it best, "Someday, rather than measuring memorization as an indicator of progress, we will measure our children's ability to manipulate (deconstruct and hack), morph (think flexibly and be tolerant of change), and move (think "with their hands" and play productively). Standardized aptitude tests will be replaced by our abilities to see (observe and imagine), sense (have empathy and intrinsic motivation), and stretch (think abstractly and systemically). We will advance our abilities to collaborate and create." The future favors the flexible. And that's another reason this poster has + signs at the top of each category - because the superpowers of play we will need for a constantly evolving world is always changing and it encourages everyone to add their own powers of play. I look forward to your thoughts and comments. Laura http://www.lauraseargeantrichardson.com LinkedIn: laurasgt "
John Evans

How A 6-Year-Old Learned Coding Skills With These Adorable Robot Toys | Co.Exist | idea... - 0 views

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    "The learn-to-code movement is aiming younger. MIT and partners, for example, recently released a free iPad app with its visual programming language ScratchJr., so kindergartners could use it to code stories and games even before knowing how to read. Vikas Gupta, a former Google executive who founded the startup Wonder Workshop (formerly called Play-i), has taken a slightly different path. "We learned that in order to make programming of interest to young children, it has to be a tangible product. It can't be just software," he told Co.Exist last year. Enter Dot and Dash-Wonder Workshop's two new robots that teach coding skills to children as young as five that are now being field tested in a few dozen elementary school classrooms nationally. And they are definitely tangible: Dash hears and responds to sounds, navigates around a room and avoid obstacles, and comes to life with sound and lights. He can even play the xylophone. Dot, on the other hand, doesn't have wheels and is meant to interact with Dash via Bluetooth and act as a controller. Both have their own customizable "personalities." On the back end, through four apps that control both robots, they are secretly teaching coding skills such as "event-based programming, sequencing, conditionals, and loops.""
John Evans

Makers in the Classroom: A How To Guide | EdSurge News - 5 views

  • 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.
  • 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.
  • 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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  • In Making-focused curriculum, the goal is to focus on the Making process and skills, shifting from a focus on academic content/standards to a focus on the Making itself. A kindergarten study of sewing, a robotics elective, or a few class sessions on programming with Scratch fit this model. An important consideration is whether to concentrate on process (such as ideation and prototyping), skills (such as soldering, programming, and sewing), or both, and then tailor instruction to fit those goals. When I design Making classes that focus on process, I have my students write reflections and engage in whole-class discussions to help students think about how they worked through obstacles throughout the project process.
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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."
John Evans

The Ultimate Guide to Online Courses | Edudemic - 0 views

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    "Professional and personal development are important to many people. Professional development allows you to stay current in your field, make connections with likeminded professionals, and satisfy any continuing learning requirements your job may have. Personal development allows you to grow as a person, learn new skills, and try new things. In order to grow, professionally or personally, in the past, you had to sign up for college courses, pay a lot of money, and rush to class after work or on weekends. But that set-up as changed. Online courses, many of which are totally free, have revolutionized the way in which many people access professional and personal development. Thanks to the advent of massive open online courses (MOOCs), people can attend free courses offered by Stanford, Harvard, and MIT in the luxury of their own home, taking the courses at their own pace at a time that is convenient."
John Evans

25 Resources To Teach Programming With Scratch - Techlandia Radio - 3 views

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    "I normally don't like to create "click bait" blog post titles, but this one seemed to fit. Twenty-five resources can be overwhelming, but there is a good mix of different types of items. There are links to websites with lesson plans, iOS apps, books, videos, and samples of student work to fit your learning style.  Scratch was developed by MIT a little over eight years ago. It uses a visual programming language that is easy to start for students of all ages. Teachers can start with the Scratch Jr. app for the iPad. That app, linked on the list.ly below, is designed specifically for 5-7 year olds. The only way to learn new skills, is to dig in and give it a try. I love the summer for this reason. It gives me the chance to keep up and learn something new. I am going to try Minecraft with my daughter, Gwen, after I finish up this blog post. "
John Evans

100 Useful, Free Web Tools for Lifelong Learners | Eduk8 - 0 views

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    From the web site..."This mega list of 100 free web tools and sites will grant you access to courses at Harvard Medical School and MIT, social media sites that connect you to bookworms, videos and podcasts about everything from medical news to politics, government resources, and a lot more. The best part? Everything is free, and there's no grading involved."
John Evans

s i x t h s e n s e - a wearable gestural interface (MIT Media Lab) - 8 views

  • ABOUT 'SixthSense' is a wearable gestural interface that augments the physical world around us with digital information and lets us use natural hand gestures to interact with that information.
John Evans

Video Games in Education - 9 views

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    Video Games in Education Kurt Squire Comparative Media Studies Department, 14N-205 Massachusetts Institute of Technology, Cambridge, MA. 02139 USA Email: KSQUIRE@MIT.EDU
John Evans

Mathematics, Common Sense, and Good Luck: My Life and Careers | MIT World - 2 views

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    About the Lecture Don't expect to glean any market tips or trading secrets from James Simons, who steadfastly refuses to disclose the method behind his remarkable record in investing. Instead, listen to this mathematician, hedge fund manager and philanthropist sum up a remarkably varied and rich career, and offer some "guiding principles" distilled along the way.
Phil Taylor

DAILY INSIGHT: What Should Learning Look Like? - 1 views

  • Mr. Ito doesn’t have a college degree
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    Head of MIT Media Lab does not have a degree - times are changing.
Phil Taylor

Crowds and Clouds: Data, Sheep, and Collaboration in the Works of Aaron Koblin | MIT World - 3 views

  • Where others see just data points and fodder for bar graphs, Aaron Koblin visualizes dynamic systems where information assumes forms both abstract and familiar. I
John Evans

Inventions report.pdf (application/pdf Object) - 0 views

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    This report summarizes findings and recommendations of a yearlong study of invention and inventiveness. We have aimed, through an interdisciplinary approach to the subject, to shed new light on invention and on the special kind of creativity involved in inventing.
Phil Taylor

MIT Media Lab: Ganging Up on Cyberbullying - 1 views

  • cyberbullying magnifies the effects of traditional bullying.
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