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Changing the face of coding - The Official Microsoft Blog - 0 views

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    "Unfortunately, the strength in the talent pipeline that we see in female soccer today is not the reality for technology. The U.S. is facing a shortage of Computer Science (CS) graduates. According to the Bureau of Labor Statistics, every year there are close to 140,000 jobs requiring a CS degree, but only 40,000 U.S. college graduates major in CS, which means that 100,000 positions go unfilled by domestic talent. Even more dramatic is that women in U.S. colleges and universities earn only 18 percent of CS degrees. In middle school, 74 percent of girls express interest in Science, Technology, Engineering and Math (STEM), but when choosing a college major, only 0.4 percent of high school girls select computer science. The true potential of future innovation will only become a reality if more women are part of it. A rich, diverse community of innovators is key for new technologies to address the needs of modern society. That is why Microsoft YouthSpark - a global initiative to create opportunities for all youth to learn computing - supports Girls Who Code, a national nonprofit organization that aims to close the gender gap in technology in the U.S."
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www.brainspacemagazine.com - home - 2 views

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    "With augmented reality, magazine content comes to life! With fun ways to explore math, science, language, geography, history, music and art beyond the curriculum, we engage kids through what they love - their mobile devices. They get interactive video by hovering their phone/tablet over the print page of the magazine. Brainspace magazine offers kids the benefits of reading great content PLUS the engagement of video. This is cool learning."
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YouTube - Augmented Reality - Explained by Common Craft (Free Version) - 6 views

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    "Augmented Reality - Explained by Common Craft (Free Version) "
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Ten Paradoxes of Technology on Vimeo - 2 views

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    Teresa Penedo posted this item in the #change11 Facebook group. The one-hour video tells us "most of what we think we know about technology in general is false." According to Andrew Feenberg, "Our error stems from the everyday conception of things as separate from each other and from us. In reality they belong to an interconnected network the nodes of which cannot exist independently qua technologies." This leads to ten 'paradoxes of technology': "1. The paradox of the parts and the whole: The apparent origin of complex wholes lies in their parts but in reality the parts find their origin in the whole to which they belong. 2. The paradox of the obvious: What is most obvious is most hidden. 3. The paradox of the origin: behind everything rational there lies a forgotten history. 4. The paradox of the frame: Efficiency does not explain success, success explains efficiency. 5. The paradox of action: In acting we become the object of action. 6. The paradox of the means: The means are the end. 7. The paradox of complexity: Simplification complicates. 8. The paradox of value and fact: Values are the facts of the future. 9. The democratic paradox: The public is constituted by the technologies that bind it together but in turn it transforms the technologies that constitute it. 10. The paradox of conquest: The victor belongs to the spoils." from Stephen Downes OL Daily
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How To Make An Educational App: What I Learned - 5 views

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    "I would like to tell you about our journey of innovation, creativity and implementation in creating a self-help teaching mobile tool for the speaking skill. I would like you to follow our thoughts and decisions as mobile app developers and see what the production of such a tool entails. I am a former teacher, and know the dream list. But as a member of a team trying to build the dream, we run into reality. It is this bump into reality that I would like to share with you here."
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Jumping Off the Cliff of Comfortability - Classroom Tech - 0 views

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    "Technology has not always been my strong point. In fact, for six years I was so terrified of it that when given a SMART board for my classroom I politely turned it away. Technology cannot be forced upon teachers. They have to have their A-HA moment. Mine was spring of 2013. I begrudgingly checked my Twitter account one night (did not like Twitter) and ran across a teacher named Erin Klein. She was doing something called Augmented Reality with her 2nd graders, and I was amazed. I started looking at all of the other engaging activities that teachers were doing with students via technology, and I knew that I needed to get my tail in gear. My students deserved the same type of education. The type of education that fosters life long learners. The type of education that provokes children to question and really use those deep critical thinking skills. So late that night I taught myself how to make images come to life in my classroom using Aurasma. Aurasma is an app that creates Augmented Reality. It absolutely changed my classroom. Flipped it upside down."
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Apple and accessibility: Helping students with dyslexia | iMore - 1 views

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    "Can you imagine not being able to read printed words? What would your life be like if books, newspapers, websites, email, and even signs were all virtually incomprehensible to you? How would you get through the day? For up to one in five people like me with dyslexia these are not hypothetical questions, they are our reality. Yet, thanks to accessibility technologies built into Apple's iPhone, iPad, and Mac, it's a reality that can be challenged. Dyslexia makes reading a simple paragraph, let alone textbooks, a tedious and frustrating process. Spelling and written expression can also be very difficult. ( (Despite this, dyslexia does not impact intellectual ability. It doesn't cause people to read backwards or see words upside down. It does, however, make figuring out what sounds go with which letters difficult. Deciphering unfamiliar words on a page can be extremely difficult, if not impossible. ((So what do people who have dyslexia do when they encounter printed text? Some simply avoid it or give up. Others find methods to help them succeed."
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The Struggles and Realities of Student-Driven Learning and BYOD | MindShift - 1 views

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    "If the promise of mobile technology in classrooms has been to equalize opportunities for all students through access to the internet, that potential has yet to be realized. National surveys consistently show that students in low-income schools are getting short-changed when it comes to using technology in school. A 2013 Pew study revealed that only 35 percent of teachers at the lowest income schools allow their students to look up information on their mobile devices, as compared to 52 percent of teachers at wealthier schools. And while 70 percent of teachers working in high income areas say their schools do a good job providing resources and support to effectively integrate technology into the classroom, only 50 percent of teachers in low-income areas agree. The reality is that while some teachers have found powerful ways to use mobile devices - both those owned by students and those purchased by the school - teachers at schools in very low-income areas are often battling a persistent student culture of disengagement. Many students have learning gaps that make it hard for them to stay interested in grade level materials and little desire to be in school at all."
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Using Augmented Reality to Enhance Vocabulary Instruction Part One | The Apptive Learni... - 3 views

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    "Over the school holidays I have been playing around with an app called Aurasma, in the hope of creating an activity for reading groups to enhance our vocabulary studies. We already do a number of activities with iPads that enhance explicit vocabulary instruction, but this is going to be different. I think this activity is going to blow the kids away, and I'm so looking forward to seeing their faces when they use it for the first time."
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Innovate on Purpose: The End of the Beginning, for innovation - 0 views

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    "It's a sign of maturity and experience to be able to determine just where you are in a journey, and I think the time has come to put some stakes in the ground about just exactly where we all are in regards to our innovation journeys. While some companies have made tremendous strides, becoming much more innovative than their peers, the real truth is that most corporations are still at the very beginning of their innovation work, and as I've written in other places the emerging new management fads around digital transformation combined with the fact that innovation often hasn't lived up to its promises means that our innovation journeys may end before they really got started. Because while it seems many companies have been on an innovation journey for quite some time, the honest reality is that they haven't moved very far. There's been a significant amount of sound and fury, signifying not so much, to paraphrase a much more ancient bard. The reality is that right now, after almost 20 years of innovation as a corporate phenomenon, most companies are closer to the end of the beginning of innovation, rather than the beginning of the end."
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Everything You Need to Know to Get Started With AR/VR in the Classroom | EdSurge News - 1 views

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    "Getting started with augmented and virtual reality may seem overwhelming, but with the right approach, successful implementation is achievable-and can actually be a lot of fun to learn. As we head back to school, a solid plan will help turn frustrating experiences into mind-blowing creative lessons. But first, an introduction to the world of AR/VR, which can sometimes get confusing."
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Five Ways to Boost Metacognition In the Classroom - John Spencer - 5 views

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    "We live in an era where robotics and artificial intelligence will replace many of our current jobs. Global connectivity will continue to allow companies to outsource labor to other countries. Our students will likely change jobs every five to seven years. The corporate ladder is gone and in its place, is a complex maze. They will inhabit a world of constant change. But how do we help students navigate that maze? We often hear that our current students will work in jobs that don't exist right now. But here's another reality: our current students will be the ones who create those jobs. Not every student will create the next Google or Pixar or Lyft. Some students will be engineers or artists or accountants. Some will work in technology, others in traditional corporate spaces and still others in social or civic spaces. Some of them will work in high-skilled manufacturing. But no matter how diverse their industries will be, our students will all someday face a common reality. They will need to be self-starters and self-managers. This is why metacognition is so vital. Metacognition happens when students analyze tasks, set goals, implement strategies and reflect on what we're learning."
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Report Explores Potential of Wearables, AR and VR in Education -- THE Journal - 1 views

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    "A new whitepaper from personalized learning nonprofit KnowledgeWorks explores how wearables, augmented reality and virtual reality could play out in education. Take one example shared in the report of a fourth-grader: She's wearing a Hello Kitty "smart sleeve" and toting her tablet in a matching knapsack as she heads into the homework center after school and begins to tackle a writing assignment. After 10 minutes of staring at a blank screen and experiencing a rising heart rate, her wearable triggers a "nudge" from an app that reminds her that it's OK to ask for help. She clicks on an icon and receives a holographic image of her coach in a corner of her device, calmly and clearly offering her immediate help."
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Data visualization via VR and AR: How we'll interact with tomorrow's data | ZDNet - 2 views

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    "Augmented reality and virtual reality​ could fundamentally change the way we interact with and interpret data. "
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Shifting Needs in a Digital World - The Meaning of Meraki - 5 views

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    "In a perfect world, all of our students would come to school every day well rested, well fed, clean, healthy, happy, feeling good about themselves and ready to learn. But some of the time, and perhaps for a significant segment of our students, that is not the reality. So yes, schools need to be clear on their priorities and make tough choices in supporting students while making sure their basic and psychological needs are met before we can aspire to assist them with their self-fulfillment needs. It's a delicate dance schools must do in supporting students with their varying needs; a balancing act of sorts that comes with great consequence. What complicates this even further is the reality of the very dynamic, digital world our students are growing up in. With a shifting world, comes shifting needs. And along with shifting needs comes a shifting role that schools must take on in order to best prepare students moving forward. We must revisit the graphic above to explore and best support students with their changing needs in our DIGITAL WORLD. In some cases, students get these emerging needs related to our shifting world met at home, but for others, this is not the case for a variety of reasons."
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