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John Evans

thought control. - 0 views

  • What is a “rich task”? A rich task involves both process and product, following an inquiry-based model of learning. Students learn large amounts of new content, develop important skills and develop in interdisciplinary learning. This includes personal-management, interpersonal development, communication, ICT and particularly in thinking. Usually a “rich task” might be classified as a term’s worth of learning under the guise of “integrated studies”, but a rich task could be equally as applicable in literacy and mathematics programs (or indeed any other area of learning). Here are some key areas that I think people need to consider when aiming to plan rich tasks: 
John Evans

Tim Berners-Lee on the next Web | Video on TED.com - 0 views

  • 20 years ago, Tim Berners-Lee invented the World Wide Web. For his next project, he's building a web for open, linked data that could do for numbers what the Web did for words, pictures, video: unlock our data and reframe the way we use it together.
John Evans

Education Week: Kansas Schools Emphasize Technology, Training - 0 views

  • In one case, an eighth-grade language arts teacher wanted to create podcasts of poems her students wrote. "We set it up so they could type in their poems and put them in PowerPoint slides, with credits and animation. Then they would play it and record an Audacity sound clip using microphones, then attach the sound clip to the PowerPoint slide," Polen explained. "When they played the final product, it was the students reading the words of their poems as the slides scrolled through. There was a lot of learning on everyone's part for that one."
  • At Pittsburg High School, a 36-week Foundations for Technology course is on tap to allow students to use state-of-the-art computers, the Internet, Web design, desktop publishing, digital imaging and video editing, with a price tag of an estimated $300,000.
John Evans

More and More, Schools Got Game - washingtonpost.com - 0 views

  • As Net-generation teachers reach out to gamers, classrooms across the country are becoming portals to elaborate virtual worlds.
  • But lately, researchers and educators say sentiment toward gaming is changing. Advocates argue that games teach vital skills overlooked in the age of high-stakes tests, such as teamwork, decision-making and digital literacy. And they admire the way good games challenge players just enough to keep them engaged and pushing to reach the next level
  • if ( show_doubleclick_ad && ( adTemplate & INLINE_ARTICLE_AD ) == INLINE_ARTICLE_AD && inlineAdGraf ) { placeAd('ARTICLE',commercialNode,20,'inline=y;!category=microsoft;',true) ; } The Pew Research Center reported in September that 97 percent of youths aged 12 to 17 play video games, and half said they played "yesterday."
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  • A new generation of game designers is borrowing from the sophisticated platforms and stunning graphics that captivate students for hours after school. They hope to channel the kind of feverish determination students exhibit when stealing a car in Grand Theft Auto and redirect it toward more wholesome pursuits, such as algebra.
  • Compelling games can help schools compete for students' attention, advocates say, even as many teenagers are tackling complex projects on the Internet in their free time.
  • Private foundations and the National Science Foundation have contributed millions of dollars to developing or studying games. The U.S. Education Department awarded a $9 million grant in September to a New York-based education firm to develop games for the hand-held Nintendo DS to weave into middle school science lessons
John Evans

FINAL REPORT | DIGITAL YOUTH RESEARCH - 0 views

  • White Paper - Living and Learning with New Media: Summary of Findings from the Digital Youth Project (pdf)
  • Two page summary (pdf)
  • Social network sites, online games, video-sharing sites, and gadgets such as iPods and mobile phones are now fixtures of youth culture. They have so permeated young lives that it is hard to believe that less than a decade ago these technologies barely existed. Today’s youth may be coming of age and struggling for autonomy and identity as did their predecessors, but they are doing so amid new worlds for communication, friendship, play, and self-expression
John Evans

StickySorter - 0 views

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    StickySorter supports Affinity Diagramming, a data analysis method used in many disciplines including user research, product planning, and design.
John Evans

Interesting Ways to use Netbooks in the Classroom - Google Docs - 0 views

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    The purpose of this resource is to brainstorm and share ways that a few of them(netbooks) can be used to enhance classroom-based learning.
John Evans

Constructing Modern Knowledge » Summer Institute - 0 views

  • About Constructing Modern Knowledge Constructing Modern Knowledge is a minds-on institute for educators committed to creativity, collaboration and computing. Participants will have the opportunity to engage in intensive computer-rich project development with peers and a world-class faculty. Inspirational guest speakers and social events round out the fantastic event.
John Evans

Welcome to the Cassiopeia Project - 0 views

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    High definition Science education videos freely avaialble
John Evans

SoundJay.com - Free Sound Effects - 1 views

  • Welcome to Sound Jay's free sound effects web site! You are allowed to use the sounds on our website free of charge and royalty free in your projects but you are NOT allowed to post the sounds on any web site for others to download, link directly to individual sound files, or sell the sounds to anyone else
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