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John Evans

Apps in Education: Geography and Science - Cross over apps - 6 views

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    "There are a number of apps that are being released that give us direct and instant access to real time data to events and happenings around the world. These apps allow the students in the classroom to have the same data and information that authorities, scientists and researcher have. This is important form the students point of view as it makes the learning more real."
John Evans

Every Classroom Should be a Makerspace - UnBoxed: Issue 14 - 2 views

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    "Ten years ago, I walked past a newsstand and out of the myriad of multicolored covers, one jumped out at me: MAKE magazine. As someone who grew up making stuff, this magazine spoke directly to me. I bought copies and immediately brought them to the director of my school. I remember triumphantly exclaiming "We should show this to all of the teachers-think of the projects we can do!" A decade later, well-intentioned schools that create dedicated "maker spaces" worry me. For the uninitiated, a maker space often houses ultramodern tools like a laser cutter or 3D printers, mixed with drill presses, table saws, and soldering irons, or perhaps screen printing equipment or sewing machines. My fear is that stand-alone maker spaces will cause the powerful act of creation to be confined to only certain parts of the school building. I worry that yesterday's centralized computer lab-which we rightly democratized and decentralized by putting computers in every classroom-is today's maker space. When I walk past a new room being outfitted with a laser cutter or a drill press and hear, "This is our maker space!" I am tempted to ask: "What happens in all of the other spaces? What do people do there?" The act of creation is transformative. An individual's self-image is forever changed when he or she can hold up a real object-a real contribution to the world-and say, "I made this." In a time when students' lives are increasingly virtual, abstract and vicarious experiences, it is every teacher's job to make learning, and life, "hands-on." "
John Evans

How Students Can Use Social Media To Actually Learn Real World Skills | Edudemic - 0 views

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    "How Students Can Use Social Media To Actually Learn Real World Skills"
John Evans

Aurasma: Augmented Reality in the Classroom | Connect! - 4 views

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    "Augmented Reality is the digital layering of information overtop of, or in front of, the real world. This content is viewable through a digital device that places it realtime over the real world through the camera."
John Evans

OPINION: How to Move PD Forward | EdSurge News - 2 views

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    But to suggest that video versus in-person PD is the real play here totally ignores what is happening back in reality. A reality where we merge online and real-life everyday through the act of sharing.
John Evans

Augmented Reality Simply Explained for Students ~ Educational Technology and Mobile Lea... - 0 views

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    "Augmented reality should not be confused with virtual reality, for the boundaries of each concept are clearly demarcated. While virtual reality denotes a reality that exists only in the virtual world (online), augmented reality, on the other hand, keeps the real world but only adds a digital layer to it. or amplifies it. In other words, augmented reality gives you  actual information without changing or displacing the real world you are experiencing."
John Evans

3 Steps to Creating an Awesome Virtual Museum in Class - iPads in Education - 2 views

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    "You're spending an afternoon browsing the exhibits at an art museum. If you're anything like me, you'd probably appreciate the art a lot more if you could bring someone along that could explain the history and nuances of the pieces on display. Now imagine pointing a device at the painting and seeing it morph into a dynamic video giving you all the information you wanted about the art. Welcome to augmented reality. Virtual reality replaces the real world with an artificial, digital environment. In contrast, augmented reality alters your view of the real world by layering it with associated digital information. Augmented reality uses your device's camera to view the immediate environment and display media when it sees an object it recognizes. It has been utilized as a marketing and informational tool by many industries. Using an augmented reality app, you can point your device at an advertisement in a magazine and get detailed product demonstrations. Aim it at a sign outside a house for sale and get an after hours virtual walk-through the property. There are also many ways augmented reality can be used in education."
John Evans

Is your gluten intolerance real? Study says gluten sensitivity is fake | Globalnews.ca - 2 views

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    "Do you roll your eyes when your friend orders the gluten-free option? While celiac disease is the real deal, an Australian doctor is casting doubt on self-reported gluten intolerance. Some supporters of the gluten-free diet may say that they feel healthier with better digestion since adopting the diet, but the latest findings suggest that if you aren't suffering from celiac disease, your intolerance is likely in your head."
John Evans

Looking For Real-World Math Problems? Try Google Earth! | MindShift - 9 views

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    "ne of the most common questions math teachers hear from their students is, "why does this matter?" They are constantly trying to convince students that math is useful and could help them in their everyday lives. But it can be a tough sell. Word problems alone often feel contrived and students see right through them. Thomas Petra has taught math at every level for more than 20 years and encountered dubious students at every grade level. That's why he developed Real World Math, a free website with lessons based on Google Earth aimed at grades 5 - 10. "I was trying to show them actual applications of the math ideas that they see in the textbook," Petra said."
John Evans

A Principal's Reflections: Leading the Maker Movement - 1 views

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    "As the Maker Movement has gained steams schools and educators alike have begun to incorporate makerspaces as exploratory centers for students to invent, tinker, create, and make to learn. A makerspace can best be defined as a physical place where students can create real-world products/projects using real-world tools. "
John Evans

Emphasize Real Problems to Boost STEM Learning | Edutopia - 0 views

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    "Problem solving is at the heart of engineering. No wonder, then, that engineering teacher Alexander Pancic leverages his own problem-solving skills to improve his students' learning experiences at Brighton High School in Boston, Massachusetts. "I've been trying to get my students to make the step, when they encounter a problem, of asking, 'What do I need to know to try to solve it?'" Students who are accustomed to doing worksheets, Pancic says, "get used to having everything they need to know included in the problems. Life isn't like that. You encounter real-life problems and have to figure out, what do I need to know? How can I find out? And then, how do I apply it?" Teachers interested in creating more student-driven learning experiences, especially in the STEM fields, are likely to benefit from Pancic's strategies and the resources he finds useful."
John Evans

MinecraftEdu Takes Hold in Schools | School Library Journal - 1 views

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    "I'm in Minecraft, of course-the phenomenally popular, open-ended game that places players in a world in which they can live and build things infinitely. Marcus "Notch" Persson, the Swedish creator of Minecraft, started out by creating a simple game, allowing players to construct whatever they wanted, using a few different colored blocks, each equivalent to one cubic meter. Released in 2009, it has evolved into a massive, world-building video game in which players uses those blocks to create anything they can think of, from houses, caves, and machines to a scale version of the Death Star. Microsoft purchased Minecraft from Notch and his team for $2.5 billion in November 2014. There aren't any express objectives or any real way to win in Minecraft. It's a "sandbox," in gaming speak-offering free play without a specific goal and currently used by more than 18.5 million players, with some 20,000 more signing up every day. Users may choose between Creative Mode, in which they can build using unlimited resources by themselves or with friends, with no real danger or enemies, and Survival Mode, where they fend off enemies and other players and fight for resources and space. They can trade items and communicate using a chat bar. Modifications (or mods) can add complexity by creating things like economic systems that let players buy and sell resources from in-game characters using an in-game currency system. These downloadable mods can also add computer science concepts and thousands of additional features."
John Evans

A Principal's Reflections: Leading the Maker Movement - 0 views

  •  In 2013 I was fortunate enough to hire media specialist/teacher librarian Laura Fleming, who took the initiative to create a makerspace in our school.  Through her work I discovered some guiding principles that might just help you begin to create a makerspace in your school or integrate the process of making across the curriculum.  It is first important to understand three underlying qualities that essential in ensuring that students make to learn:
  • Making is a process
  • The right educator makes the difference
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  • Identify the perfect space
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    "As the Maker Movement has gained steams schools and educators alike have begun to incorporate makerspaces as exploratory centers for students to invent, tinker, create, and make to learn.  A makerspace can best be defined as a physical place where students can create real-world products/projects using real-world tools.  In 2013 I was fortunate enough to hire media specialist/teacher librarian Laura Fleming, who took the initiative to create a makerspace in our school.  Through her work I discovered some guiding principles that might just help you begin to create a makerspace in your school or integrate the process of making across the curriculum.  It is first important to understand three underlying qualities that essential in ensuring that students make to learn:"
Pamela Stevens

The Solution Site - 0 views

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    A Real Solution For Classroom Teachers The Solution Site is filled with K-12, hands-on, problem based thematic units with real world relevance. Invite your students to apply 21st Century skills and tools in your classroom everyday by incorporating lessons from The Solution Site into your teaching.
John Evans

Practice Investing, Stock Market Game | UpDown.com - 0 views

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    A Possible fit for SY Math or Business Classes?! Practice investing in the real stock market with a $1,000,000 practice portfolio. Compete with friends and other investors.Test strategies. Earn real money.
Tom Stimson

drop.io - 0 views

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    Simply set up a private space to drop any files by phone, email, web, widget or fax and then share them with whoever you want via a variety of outputs
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    Simple private real-time sharing and collaboration. Use drop.io to privately share your files and collaborate in real time by web, email, phone, mobile, and more. Create each drop in two clicks and share what you want, how you want, with whom you want. Check out the 'How To' video. Drop.io is another great site for parents to upload photos quickly for teachers to access. Like Troovi, the teacher would create the drop.io site, set a password, and send the link to parents. Parents simply upload their photos, video, and files to the site and the teacher can download them instantly.
John Evans

Augmented Reality that's "Real" and Focused on Learning | Langwitches Blog - 0 views

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    "Augmented Reality allows you to expand the experience of the real world with information, video, sound, GPS data, and so on. If well utilized, it can be much more than just another cool tech thing… You will see below an example of how Augmented Reality was used to expand the experience of visitors to our school's Art Exhibit. As students had to reflect on and verbalize their artistic choices, an augmented reality layer was created for viewers of the exhibit. In the process, students were excited about sharing with an authentic audience and had to really recall and reflect. It created a hyperlinked reality that enabled amplification of the viewers' learning experience that was much more engaging than text."
John Evans

10+ Tools To Bring Robotics (And Other Real Objects) Into Your Classroom - Edudemic - 3 views

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    "While tablet computers in the classroom are wonderful tools, they still have not reached the level of intuitive use that we often feel as we interact with our analog world.  As an example, there are lots of pictures of the moon that we can look up using our web browser, but seeing it first hand through a telescope offers a different level of engagement.  In the classroom, we often need our analog world to interact with our digital devices.  In the coming days I will be sharing ideas that allow teachers to use real world objects to interact with their digital iPad classroom"
John Evans

Osmo review: Hands-on iPad games with real pieces give kids new ways to play | Macworld - 2 views

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    "The iPad can be tons of fun for kids, but the trick is to balance hands-off activities like watching a movie with hands-on projects like making your own. Osmo is hands on-it's a set of iPad games played with real-world pieces, and unique stand with a red plastic piece that redirects the iPad's front-facing camera to the game pieces as your child interacts with them on a table or floor."
John Evans

Turn iPad Art into Joyous 3D Figures with the Foldify App - 0 views

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    "It's a beautiful thing when students can use digital tools to build real world creations. While 3D printing is still a little on the expensive side, the Foldify app does an amazing job allowing students to create their own three dimensional paper masterpieces. Using the app, students can choose different paper templates, paint them digitally, model them in 3D, then print for assembly in the real world. It really is a delightfully fun, creative and rewarding experience."
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