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John Evans

Fostering Creativity With Makerspaces | Edutopia - 1 views

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    "I've always found a sense of peace in the creative process. It's a time when I feel like I don't have to stick with the rules in place for all the different parts of my life. That freedom helps me come up with some of my most creative ideas and exciting projects. This has been true my entire life. When I entered the classroom, I wanted to give my students as many chances as possible to be creative. Over the years, I've seen amazing projects from students who dared to take creative chances. Until very recently, I thought these creative opportunities were the best way to engage kids in this process. It wasn't until I dove into the maker movement that I realized how much more is possible. I always come up with some big projects for my own students, but what about the rest of the building? I'd never been supported in larger school or district ideas, but this past year was different. With the support and challenge to do something for students outside of my classroom, I decided to go for it. After talking with some friends and our amazing media specialist, a makerspace in the library made the most sense. Here are some tips and tricks for putting together a makerspace in your school, and some thoughts on how it can be beneficial to your students."
John Evans

How to use Sphero the Robot in STEM and Beyond - From Courtney Pepe - 0 views

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    "As someone who primarily taught math and science when I was a classroom teacher, I associated robots, robotics curriculum, and robot apps as things that were only used in those subjects. However, this past year my school received a robot grant that provided ten robots for us from the company Sphero. Sphero emphasizes the power of play in education and has a variety of lessons that are aligned to the Common Core and Next Generation Science Standards on their website. They also have a number of STEM challenges  in the form pre-designed engineering projects designed for collaborative group work with students and are helpful for teachers using the robots in their classes. Sphero is a robotic ball that can pair with an iPad, tablet, iPhone, or smartphone through Bluetooth, and getting started is relatively easy. Once you are ready to use Sphero, you take it off the charger stand and give it a "tap-tap" to "wake it up." When the robot wakes up, it starts to flash three different colors until it pairs with the device you are using it with via Bluetooth. Once it turns blue, then you know that it is paired and ready to go. There are at least 14 different education related apps that are available with Sphero: some of them use augmented reality technology, some of them teach the basics of coding, while others allow students to draw on a tablet to manipulate the color and movement of the robot. During the last week of June, I did a presentation at the ISTE conference with many other educators from all over the country who also received the robot grant. What amazed me was that people who taught subjects like language arts and social studies found incredible ways to integrate robotics into their curriculum to create some really engaging lessons for their students."
John Evans

Fostering Creativity With Makerspaces | Edutopia - 3 views

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    "I've always found a sense of peace in the creative process. It's a time when I feel like I don't have to stick with the rules in place for all the different parts of my life. That freedom helps me come up with some of my most creative ideas and exciting projects. This has been true my entire life. When I entered the classroom, I wanted to give my students as many chances as possible to be creative. Over the years, I've seen amazing projects from students who dared to take creative chances. Until very recently, I thought these creative opportunities were the best way to engage kids in this process. It wasn't until I dove into the maker movement that I realized how much more is possible. I always come up with some big projects for my own students, but what about the rest of the building? I'd never been supported in larger school or district ideas, but this past year was different. With the support and challenge to do something for students outside of my classroom, I decided to go for it. After talking with some friends and our amazing media specialist, a makerspace in the library made the most sense. Here are some tips and tricks for putting together a makerspace in your school, and some thoughts on how it can be beneficial to your students."
Clint Hamada

The Code of Best Practices in Fair Use for Media Literacy Education -- Publications --... - 7 views

  • Fair use is the right to use copyrighted material without permission or payment under some circumstances—especially when the cultural or social benefits of the use are predominant.
  • This guide identifies five principles that represent the media literacy education community’s current consensus about acceptable practices for the fair use of copyrighted materials
  • This code of best practices does not tell you the limits of fair use rights.
  • ...51 more annotations...
  • Media literacy is the capacity to access, analyze, evaluate, and communicate messages in a wide variety of forms. This expanded conceptualization of literacy responds to the demands of cultural participation in the twenty-first century.
  • Media literacy education helps people of all ages to be critical thinkers, effective communicators, and active citizens.
  • Rather than transforming the media material in question, they use that content for essentially the same purposes for which it originally was intended—to instruct or to entertain.
  • four types of considerations mentioned in the law: the nature of the use, the nature of the work used, the extent of the use, and its economic effect (the so-called "four factors").
  • this guide addresses another set of issues: the transformative uses of copyright materials in media literacy education that can flourish only with a robust understanding of fair use
  • Lack of clarity reduces learning and limits the ability to use digital tools. Some educators close their classroom doors and hide what they fear is infringement; others hyper-comply with imagined rules that are far stricter than the law requires, limiting the effectiveness of their teaching and their students’ learning.
  • However, there have been no important court decisions—in fact, very few decisions of any kind—that actually interpret and apply the doctrine in an educational context.
  • But copying, quoting, and generally re-using existing cultural material can be, under some circumstances, a critically important part of generating new culture. In fact, the cultural value of copying is so well established that it is written into the social bargain at the heart of copyright law. The bargain is this: we as a society give limited property rights to creators to encourage them to produce culture; at the same time, we give other creators the chance to use that same copyrighted material, without permission or payment, in some circumstances. Without the second half of the bargain, we could all lose important new cultural work.
  • specific exemptions for teachers in Sections 110(1) and (2) of the Copyright Act (for "face-to-face" in the classroom and equivalent distance practices in distance education
  • Through its five principles, this code of best practices identifies five sets of current practices in the use of copyrighted materials in media literacy education to which the doctrine of fair use clearly applies.
  • Fair use is in wide and vigorous use today in many professional communities. For example, historians regularly quote both other historians’ writings and textual sources; filmmakers and visual artists use, reinterpret, and critique copyright material; while scholars illustrate cultural commentary with textual, visual, and musical examples.
  • Fair use is healthy and vigorous in daily broadcast television news, where references to popular films, classic TV programs, archival images, and popular songs are constant and routinely unlicensed.
  • many publications for educators reproduce the guidelines uncritically, presenting them as standards that must be adhered to in order to act lawfully.
  • Experts (often non-lawyers) give conference workshops for K–12 teachers, technology coordinators, and library or media specialists where these guidelines and similar sets of purported rules are presented with rigid, official-looking tables and charts.
  • this is an area in which educators themselves should be leaders rather than followers. Often, they can assert their own rights under fair use to make these decisions on their own, without approval.
  • ducators should share their knowledge of fair use rights with library and media specialists, technology specialists, and other school leaders to assure that their fair use rights are put into institutional practice.
  • In reviewing the history of fair use litigation, we find that judges return again and again to two key questions: • Did the unlicensed use "transform" the material taken from the copyrighted work by using it for a different purpose than that of the original, or did it just repeat the work for the same intent and value as the original? • Was the material taken appropriate in kind and amount, considering the nature of the copyrighted work and of the use?
  • When students or educators use copyrighted materials in their own creative work outside of an educational context, they can rely on fair use guidelines created by other creator groups, including documentary filmmakers and online video producers.
  • In all cases, a digital copy is the same as a hard copy in terms of fair use
  • When a user’s copy was obtained illegally or in bad faith, that fact may affect fair use analysis.
  • Otherwise, of course, where a use is fair, it is irrelevant whether the source of the content in question was a recorded over-the-air broadcast, a teacher’s personal copy of a newspaper or a DVD, or a rented or borrowed piece of media.
  • The principles are all subject to a "rule of proportionality." Educators’ and students’ fair use rights extend to the portions of copyrighted works that they need to accomplish their educational goals
  • Educators use television news, advertising, movies, still images, newspaper and magazine articles, Web sites, video games, and other copyrighted material to build critical-thinking and communication skills.
  • nder fair use, educators using the concepts and techniques of media literacy can choose illustrative material from the full range of copyrighted sources and make them available to learners, in class, in workshops, in informal mentoring and teaching settings, and on school-related Web sites.
  • Students’ use of copyrighted material should not be a substitute for creative effort
  • Where illustrative material is made available in digital formats, educators should provide reasonable protection against third-party access and downloads.
  • Teachers use copyrighted materials in the creation of lesson plans, materials, tool kits, and curricula in order to apply the principles of media literacy education and use digital technologies effectively in an educational context
  • Wherever possible, educators should provide attribution for quoted material, and of course they should use only what is necessary for the educational goal or purpose.
  • Educators using concepts and techniques of media literacy should be able to share effective examples of teaching about media and meaning with one another, including lessons and resource materials.
  • fair use applies to commercial materials as well as those produced outside the marketplace model.
  • curriculum developers should be especially careful to choose illustrations from copyrighted media that are necessary to meet the educational objectives of the lesson, using only what furthers the educational goal or purpose for which it is being made.
  • Curriculum developers should not rely on fair use when using copyrighted third-party images or texts to promote their materials
  • Students strengthen media literacy skills by creating messages and using such symbolic forms as language, images, sound, music, and digital media to express and share meaning. In learning to use video editing software and in creating remix videos, students learn how juxtaposition reshapes meaning. Students include excerpts from copyrighted material in their own creative work for many purposes, including for comment and criticism, for illustration, to stimulate public discussion, or in incidental or accidental ways
  • educators using concepts and techniques of media literacy should be free to enable learners to incorporate, modify, and re-present existing media objects in their own classroom work
  • Media production can foster and deepen awareness of the constructed nature of all media, one of the key concepts of media literacy. The basis for fair use here is embedded in good pedagogy.
  • Whenever possible, educators should provide proper attribution and model citation practices that are appropriate to the form and context of use.
  • how their use of a copyrighted work repurposes or transforms the original
  • cannot rely on fair use when their goal is simply to establish a mood or convey an emotional tone, or when they employ popular songs simply to exploit their appeal and popularity.
  • Students should be encouraged to make their own careful assessments of fair use and should be reminded that attribution, in itself, does not convert an infringing use into a fair one.
  • Students who are expected to behave responsibly as media creators and who are encouraged to reach other people outside the classroom with their work learn most deeply.
  • . In some cases, widespread distribution of students’ work (via the Internet, for example) is appropriate. If student work that incorporates, modifies, and re-presents existing media content meets the transformativeness standard, it can be distributed to wide audiences under the doctrine of fair use.
  • educators should take the opportunity to model the real-world permissions process, with explicit emphasis not only on how that process works, but also on how it affects media making.
  • educators should explore with students the distinction between material that should be licensed, material that is in the public domain or otherwise openly available, and copyrighted material that is subject to fair use.
  • ethical obligation to provide proper attribution also should be examined
  • Most "copyright education" that educators and learners have encountered has been shaped by the concerns of commercial copyright holders, whose understandable concern about large-scale copyright piracy has caused them to equate any unlicensed use of copyrighted material with stealing
  • This code of best practices, by contrast, is shaped by educators for educators and the learners they serve, with the help of legal advisors. As an important first step in reclaiming their fair use rights, educators should employ this document to inform their own practices in the classroom and beyond.
  • Many school policies are based on so-called negotiated fair use guidelines, as discussed above. In their implementation of those guidelines, systems tend to confuse a limited "safe harbor" zone of absolute security with the entire range of possibility that fair use makes available.
  • Using an appropriate excerpt from copyrighted material to illustrate a key idea in the course of teaching is likely to be a fair use, for example.
  • Indeed, the Copyright Act itself makes it clear that educational uses will often be considered fair because they add important pedagogical value to referenced media objects
  • So if work is going to be shared widely, it is good to be able to rely on transformativeness.
  • We don’t know of any lawsuit actually brought by an American media company against an educator over the use of media in the educational process.
John Evans

30 Of The Best Apps For Group Project-Based Learning - 0 views

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    "Project-based learning is a matter of identifying needs and opportunities (using an app like flipboard), gathering potential resources (using an app like pinterest), collecting notes and artifacts (with an app like Evernote), concept-mapping potential scale or angles for the project (using an app like simplemind), assigning roles (with an appp like Trello), scheduling deadlines (with apps like Google Calendar), and sharing it all (with apps like OneDrive or Google Drive). With that in mind, below are 30 of the best apps for getting this kind of work done in the classroom, with an emphasis on group project-based learning apps for both Android and iPad (and even a few for plain old browsers)."
John Evans

Transforming History Lessons with Twitter | The Apptive Learning Lab - 1 views

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    "We have recently started a class Twitter feed to extend our classroom beyond its walls and share our learning with the world. The students are so thrilled to upload their work samples for parents, teachers and other classes around the world to see. They excitedly wait to see whether we have any new followers or replies and my inbox is crowded with emails from my students sending me examples of their iPad work to post. They love to hear my laptop "ping", indicating a new email, and announce matter-of-factly to the class "That was me, just sending you my work for our Twitter". This latest technological venture for us has brought a new-found sense of enthusiasm to our learning environment. Last week as part of our History studies we connected with experts via Twitter to completely transform our History assessment. The existing assessment task required students to observe photos of old and new technology and pose and answer questions based on what they could see in the images. I immediately thought of Twitter and the possibility of engaging with experts to answer our questions, and provide us with new information that we could not gain ourselves by analyzing a photograph."
John Evans

20 Strategies for Motivating Reluctant Learners | MindShift | KQED News - 0 views

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    "Kathy Perez has decades of experience as a classroom educator, with training in special education and teaching English language learners. She also has a dynamic style. Sitting through her workshop presentation with like being a student in her classroom. She presents on how to make the classroom engaging and motivating to all students, even the most reluctant learners, while modeling for her audience exactly how she would do it. The experience is a bit jarring because it's so different from the lectures that dominate big education conferences, but it's also refreshing and way more fun. Perez says when students are engaged, predicting answers, talking with one another and sharing with the class in ways that follow safe routines and practices, they not only achieve more but they also act out less. And everyone, including the teacher, has more fun. "If we don't have their attention, what's the point?" Perez asked an audience at a Learning and the Brain conference on mindsets. She's a big proponent of brain breaks and getting kids moving around frequently during the day. She reminded educators that most kids' attention spans are about as long in minutes as their age. So a third-grader can concentrate for about eight minutes before losing interest. It's a teacher's job to make sure there are lots of quick, effective brain breaks built into the lesson to give children a moment to recalibrate. Perez says teachers must be prepared for a diverse cross section of learners with a large toolkit of strategies for teaching in multiple modalities, with many entry points to participation and content."
John Evans

Sphero Robotics Update | Graham Wegner - Open Educator - 1 views

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    "The good thing about my school is that we do have teacher leaders who will take ownership of initiatives and run with them with little more than moral and budgetary support from me. Our Beebots are used widely in our Early Years classes with a couple of teachers taking the lead - and we have had our kids use them for learning Vietnamese! But Spheros in our school has been my own journey. I have added to the original 15 Spheros that I bought in March, bringing two Sphero SPRKs and four Ollies in as additions. I just want to reflect on what else I have learned since the last post when I was still just working with my Digital Leaders. This term, I started to work with some classes within my own building. I am line manager for four classroom teachers and my office is based in that building. I am also the self appointed Sphero maintenance person - I keep them secure, charge them prior to use and kept tabs on the apps needed on the building's squad of 10 iPads. Just prior to starting with the first class, I saw a tweet about an app called Tickle that uses a Scratch style interface to program a number of connected robots including both Sphero and Ollie. It is easier to use than MacroLab and as I was about to introduce programming robots to Year 3 and 4 students, it was the perfect tool to use to set some simple programming challenges."
John Evans

How to Teach STEM Without Being an Engineer - Getting Smart - 3 views

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    "Does STEM scare you? I know it scared me. When I was a kid, I watched my brother take apart an entire computer and put it back together without a manual or guide. Me, I could barely change a lightbulb. And no matter how hard I tried, I always seemed to put IKEA furniture together backward. You should see my bookcase. Very embarrassing. It was with this same trepidation and insecurity that I approached STEM. What could I teach kids? I'm not an engineer! I'm not a scientist! I'm not a mathematician! It wasn't until I reluctantly volunteered to help out with a robotics after school program that I started gaining confidence. I put together my first robot (with a lot of help, TLC from the co-instructor, and even guidance from some eight-year-old kids) and its been downhill from there. I soon realized that leading successful STEM experiences has less to do with your actual knowledge as an instructor (though it helps), and more to do with the MINDSET you take with kids. Here are the five MAKER mindsets and how YOU can develop them starting tomorrow."
John Evans

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."
John Evans

Coding as a playground: Promoting positive learning experiences in childhood classrooms... - 0 views

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    "In recent years, there has been a push to introduce coding and computational thinking in early childhood education, and robotics is an excellent tool to achieve this. However, the integration of these fundamental skills into formal and official curriculums is still a challenge and educators needs pedagogical perspectives to properly integrate robotics, coding and computational thinking concepts into their classrooms. Thus, this study evaluates a "coding as a playground" experience in keeping with the Positive Technological Development (PTD) framework with the KIBO robotics kit, specially designed for young children. The research was conducted with preschool children aged 3-5 years old (N = 172) from three Spanish early childhood centers with different socio-economic characteristics and teachers of 16 classes. Results confirm that it is possible to start teaching this new literacy very early (at 3 years old). Furthermore, the results show that the strategies used promoted communication, collaboration and creativity in the classroom settings. The teachers also exhibited autonomy and confidence to integrate coding and computational thinking into their formal curricular activities, connecting concepts with art, music and social studies. Through the evidence found in this study, this research contributes with examples of effective strategies to introduce robotics, coding and computational thinking into early childhood classrooms."
John Evans

- Apps for students with dyslexia - 5 views

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    "Children with dyslexia can have trouble with many aspects of literacy, including learning the alphabet, recognizing letters, following a sequence of directions and mastering the rules of spelling. Having a son with dyslexia, we tried many things to help him with his frustrations. We used a lot of compensatory techniques and one web-based program that is now an app. Below are six apps that aim to help kids and adults with dyslexia. "
John Evans

Learning and Teaching with iPads: Speech and Language Development with the iPad - 8 views

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    "The iPad platform provides teachers with lots of good resources to assist in developing children's speech and language. The features of the iPad allows Apps that provide students with the ability to interact with words with all their senses. They can listen, see, touch and record while developing their vocabulary, language, articulation and grammar skills."
John Evans

Learning and Sharing with Ms. Lirenman: Learning By Design in a Primary Classroom - 5 views

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    " I have incredible students who love to explore, create and design.  I've spent a lot of time watching them do this and have been trying to find ways to make our new curriculum fit with their passions, instead of in spite of their passions.  So this week we began to explore design challenges. The challenges themselves are quite simple but the beauty of them is that they are using tools my students love to learn with, they were co-created with the students, and the criteria for success was determined by the students.  I provided the opportunity for them to learn this way, but they came up with the purpose.  Along the way they learned that they have to collaborate to be successful. That sometimes, even with the best laid out plans, that they aren't successful. That mistakes just lead to new learning. That perseverance is a skill, and some of us need to work hard to have some, and for some of us it comes naturally.  But above all they learned, once again, that learning is and can be student centered and fun! So what exactly were our challenges this week? The first was "The Contraption Lab""
John Evans

Training for jobs of the future: BCIT partners with Microsoft for education - 0 views

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    "The British Columbia Institute of Technology (BCIT) - the post-secondary institution recognized for integrating education and industry - is announcing a partnership with Microsoft Corp. and its Technology Education and Literacy in Schools (TEALS) program to teach foundation computational skills for BC high-school students. This partnership recognizes the value of exposing young learners to the jobs of the future while equipping them with the appropriate knowledge and skills for success in the future tech workforce. With support from the BC Ministry of Education and BCIT, the BC branch of TEALS has already educated more than 400 students across four BC high schools. Credit: Microsoft Microsoft TEALS exists because many high schools want to offer computer science courses but often don't have teachers who are trained on the subject. To fill this gap, TEALS volunteers work with classroom teachers to team-teach students, and to equip instructors with the knowledge to teach students on their own."
John Evans

FaceTime: The ultimate guide | iMore.com - 6 views

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    "FaceTime is Apple's video chat service. It allows anyone with a recent iPhone, iPod touch, iPad, or Mac to make free calls to any other Apple user over Wi-Fi or cellular connection. On the iPhone, FaceTime is bundled into the Phone app. On the iPod touch, iPad, and Mac, FaceTime is a separate app. On all devices, FaceTime can connect to any Apple-registered iPhone phone number or email address. That makes it perfect for keeping in touch with family who lives far away, with the kids while traveling, with business partners at distant offices, or even with that special someone while shopping for the perfect gift."
John Evans

The Paperless iPad Classroom with the Google Drive App | Jonathan Wylie: Instructional ... - 2 views

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    "Have you read The Paperless Classroom with Google Docs by Eric Curts? If not, you should. It is a great way for Google schools to harness the power of Google for sharing documents, and establishing a workflow for students to turn in work for teachers to grade and return in a paperless environment. I love it. In fact, I liked it so much that I decided to pay homage to it with a version that is dedicated to doing the very same thing on the iPad using just the Google Drive app. Regular readers will have seen my last post, How to Use Comments on the Google Drive iPad app. For me, this was a key change to the Google Drive iPad app, and one that had huge implications for the iPad classroom. It inspired me to think about just how much you can do in Google with an iPad and the Drive app, and I soon discovered that you can do a lot more than you might think. So, with the blessing of Eric Curts himself, I sat down and went through all the steps he meticulously outlined for the desktop version of Google Drive, and converted as many as I could to the equivalent actions in the Google Drive iPad app. Then I added some additional steps for other things like taking documents offline, or grading PDFs, images and movies."
John Evans

Creating Music with iPads | iPad and Technology in Music Education - 4 views

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    "One area that I don't have time to explore very often during the school year is creating music on my iPad. It seems with all the day to day activities of teaching that I totally loose touch with musical explorations and composing. I've been taking more time lately to do this and I am floored at what I can do with an iPad and a few apps. I am not going to give you a history lesson here but I will say that at one time in my career I dreamed of creating a wonderful MIDI lab outfitted with computers, keyboards, speakers and mixers for my students to use. That dream never happened because of the crazy cost involved. My dream has been reshaped. Here is what I've found…."
John Evans

Google for Education: Careers with Code: A CS Magazine for High School Students - 3 views

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    "From the programmers behind Pokemon Go to the creators of chatbots, the impact of computer science (CS) is ubiquitous in our daily lives. This is because computer science education provides a way of thinking that focuses on problem solving, teamwork and a powerful way to express yourself - important skills for any career. And with a projected 1 million jobs going unfulfilled in computing-related roles by 2020, we need computer scientists from all backgrounds to bring their unique perspectives to solve real-world problems. That's why today, we're excited to announce Careers with Code in the US, a free high school "CS + X" career magazine that shows how to combine your passions, your "X", with computer science. We partnered with STEM specialist publishers Refraction Media to create a CS career magazine that illuminates the range of computer science careers and highlights the impact they have across industries. Readers can get to know people who use CS in their daily work in sometimes unexpected ways, such as Jonathan Graham. "
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