Pedagogical Uses of Flickr - Design - 0 views
The Educational Technology Site: ICT in Education: --> A Preview of 2DIY - 0 views
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I like the idea that children could use this to devise activities which, rather than testing or extending their skills by doing the activity itself, does so by requiring them to design the activity themselves
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For example, when creating a quiz they may have to think about issues like the path taken by the user, how to frame the question, show the scoring will work, and what sounds (if any) to use for the feedback.
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News & Views A Preview of 2DIY By Terry Freedman Created on Wed, 14 Jan 2009, 09:33 Email this article Printer friendly page Email the author Listen to this article if ("">"") { document.write (""); document.write (""); document.write (""); } I've just received a link to download the latest program from 2Simple. Called 2DIY (for non-Brits, DIY = do-it-yourself, a shorthand term for home making things like bookshelves for the home), it enables users to create their own games and exercises.I've had a quick exploration, and it is looking very good. Read on for a quick thumbnail sketch, and why I think you should look into it.Back in the 1990s I used to love looking at shareware games developed for the educational sector. Some of the games were quite fun, but the problem for me was either that the game wasn't really educational at all, or that it didn't quite do what I'd have liked. Unfortunately, I never had the time to develop my games programming skills in order to rectify the situation.I think 2DIY would have been a step in the right direction.I think the best way of describing the program -- bearing in mind I've had it installed for less than an hour -- is that it's the programming equivalent of a painting or desktop publishing program. What you have is a suite of specialised tools, and you can use them to build yourt own games and activities.You can see from the screenshot that the range is quite extensive. The manual is easy to use, and there are videos and examples available.It has the ability to let you import pictures or select from a range of ones provided. Indeed, there is quite a lot of control over what your completed game or activity will look like.What's more interesting to me, however, is what boxes it ticks if you put it into the hands of youngsters -- and I use the term "youngsters" rather than "children" for reasons which will become apparent
Technology Literacy and Sustained Tinkering Time « Generation YES Blog - 0 views
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It struck me as I looked at this list that it’s a lot like what I believe about children and computers: that student choice, plus time for unstructured access to lots of different computing experiences is crucial to developing literacy and fluency with computers. My vision includes a teacher or mentor modeling passion, collaboration, interest in the subject, and offering experiences that challenge students without coercion, tricks, or rankings. If I had to come up with a catchy acronym, I’d call it Sustained Tinkering Time (SST).
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So, looking at this list, there are some things that seem really relevant to the kind of computer fluency I would like all students to have. Wouldn’t it be great if students had: Free access to lots of different kinds of books software and hardware The teacher reads works on computer projects too No tests, book reports, logs, comprehension quizzes Comfortable space to read work on computer projects and that this was for all kids, not a reward or remediation?
More and More, Schools Got Game - washingtonpost.com - 0 views
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As Net-generation teachers reach out to gamers, classrooms across the country are becoming portals to elaborate virtual worlds.
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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
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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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The eyeballing game - 0 views
Project Rubric maker - 0 views
That Quiz - Math Test Activities - 1 views
Educational Leadership:Learning in the Digital Age:The New WWW: Whatever, Whenever, Whe... - 10 views
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counteract the New WWW's potentially harmful impact on youth, educators must use technology to create learning experiences that are real, rich, and relevant.
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Next will come 4G, in which data rates are expected to be 100 times faster than those in this first 3G wave. As the delivery platform of broadband content and functionality shifts from computer to personal device, we will be surrounded by a multimedia aura that accompanies us wherever we go
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The plan is that you'll use your phone to spend money everywhere, all the time.
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Teach Science and Math: Why Use Technology to Teach Science and Math? - 9 views
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After four weeks of providing staff development and in-class support regarding how to use these data loggers, with the eight science teachers in the school. The science teachers began to come up with strategies and techniques on their own for integrating CBL Probeware data loggers in their lessons. At the same time all the teachers confided in me that they had all agreed in advance that using this technology was a waste of time and that they would resist every step of the way.
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Their minds were changed as they discovered their students were more interested in science experiments, grasped the technology quickly, better understood concepts, and were able to make connections with other concepts. The teachers also found out that they were not behind in their curriculum and students scored better, on average, on chapter tests
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Instead of resisting technology, the goal should be to harness the technological energy in students and become a guide for the best ways to use technology to learn.
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