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Mr. Guymon's Classroom - Mr. Guymon's EduBlog - 0 views

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    Handing Assessment Over to Students I have been giving a lot of thought about how to give my students more of a voice in their learning and in our classroom. Initially, I was focused on increasing their presence on our classroom blog through podcasts, videos, and blog posts. I even gave thought to asking my district IT to unblock Twitter so that we could create a class account (which I am still going to do). But never would assessment have crossed my mind. Fortunately, I took my thoughts to my PLN. Janine Campbell (@campbellartsoup) responded to my tweet about amplifying students' voices with rich insights and a couple articles that got the cerebral wheels turning. If you like what you read here, be sure to follow Janine on Twitter. Assessment for learning is a pedagogical golden nugget. No one ever said that the teacher had to do it alone. Why not give your students a voice in how they are assessed? It might tell you more about where they are at than assessing your class conventionally. Rubrics are my favorite way to assess student projects. I'm even pretty good at creating them. By doing so, I completely understand the assignment and learning outcomes for any given project. But do my students? Is there a way to better utilize rubrics as assessment of learning where students' voices are intensified. Yes! Allowing students to create the criteria for assessment does just that. It doesn't just serve the purpose of better summative assessment. Student-created rubrics also provides a medium for formative assessment as well. If my assignment is for students to analyze the effects of the assassination of Abraham Lincoln on post-war America, I will be able to formatively assess the class' understanding of the main points of this event by the criteria that they suggest this assignment should be graded on. I will know that I need to reteach aspects of this event in American history if students believe that including a description of John Wilkes Booth's escape from Ford's The
John Evans

The Generation That Doesn't Remember Life Before Smartphones - 3 views

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    "Down a locker-lined hallway at Lawrence Central High School in Indianapolis, Zac Felli, a junior, walks to his first class of the day. He wears tortoiseshell glasses and is built like he could hit a ball hard. He has enviable skin for a teenager, smooth as a suede jacket. Over one shoulder he carries a slim forest-green and tan messenger bag that would have been social suicide in 1997. But 1997 was the year Zac was born, so he wouldn't know anything about that. A squat, taupe monolith flanked by parking lots, Lawrence Central smells like old brick and floor polish and grass. Its gleaming floors squeak if you move your foot a certain way. The school has existed on precisely this spot of land since 1963: maroon block letters over the door, tang of chlorine from the indoor pool. None of that has changed. Here's what has: After Zac turns the doorknob of Room 113 and takes his seat in Japanese III, he reaches into his shoulder bag, pushes aside his black iPhone 5S and Nintendo 3DS XL, and pulls out his Microsoft Surface Pro 3 tablet with purple detachable keyboard, which he props up on his desk using its kickstand. By touching a white and purple icon on his screen, he opens Microsoft OneNote, a program in which each of his classes is separated into digital journals and then into digital color-coded tabs for greater specificity. And then, without a piece of paper in sight and before an adult has said a word, he begins to learn."
John Evans

The Best Way to Test Students? Make Them Explain It On Video | WIRED - 1 views

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    "Evaluating a student's understanding of a topic is like taking a measurement. However, it requires measuring something that is difficult to see. It's not like I can stick a ruler into a student's brain to determine the size of their physics stuff. Now, most teachers use indirect means, usually a multiple-choice test or an exam in which students work through a problem. These are poor measures of student understanding. Someone could simply guess, or flub the answer through a silly mistake. So how can I accurately assess a student's understanding of physics? Until someone invents a way of reading a student's mind, I must do something else. I use a combination of written tests and video assessments."
John Evans

Innovation Playlist - Ted Dintersmith - 0 views

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    "Face it. Like all organizations, schools get locked into routine, impeding change. But all schools need to innovate to prepare kids for a dynamic and uncertain future. The question is, "How?" The Innovation Playlist can help your school make positive, informed change. It represents a teacher-led model, based on small steps leading to big change, that draws on best practices from outstanding educators and non-profits from across the country. The Innovation Playlist consists of albums (the big goals on the left) and tracks (the small steps on the right that help you reach each big goal). Each track can be done quickly - fifteen minutes to a day or two - with minimal downside and lots of upside. The playlist process can be led by a school's principal, by faculty at the school, grade or department level, or even by a family at home. The "Mobilize Your Community" album is the ideal place to start, letting you generate enthusiasm for innovation. Then, focus on a few tracks in coming months. Start with one (e.g., Curiosity Time), find a few eager volunteers to try it (many will!), and have them share their experience with the entire faculty. Over time, encourage the early adopters to go deeper, and others to give it a try. Innovation is contagious. This "small steps leading to big change" model means you don't risk the painfully-visible failure that inevitably comes from a sweeping top-down dictum. Each teacher can innovate as much, or as little, as fits their strengths and styles. Give permission to those itching to innovate, and let them run with it. And if a teacher isn't up for this kind of innovation, that's ok, too… It can be a good thing for students to experience a range of pedagogies."
John Evans

This Computer Language Is Feeding Hacker Values into Young Minds | WIRED - 0 views

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    "Last year, I went to Nigeria with Mark Zuckerberg. One of the first stops on the trip was a program that taught kids how to code. When Zuckerberg entered the room, many of the young students had a hard time pulling themselves away from their projects, even to gawk at one of the world's richest men. Facebook's founder instead came to them. "What are you making?" he'd ask. And they would proudly say, "A game!" or whatever it was, and begin showing him how it works. Zuckerberg would stop them. "Show me the code!" he'd say, because, well, he's Zuckerberg, and any occasion is ripe for an ad hoc programming review. And that's when the kid would click on a menu that toggled from the game to the LEGO-like building blocks of a Scratch program. This happened several times, with kids ranging from ages 8 to 15. In every instance, the maker of a cool project could clearly show this famous visitor how he or she had methodically implemented a plan. Zuckerberg was clearly impressed. As we headed up the stairs to leave the building, Zuckerberg called out to me, "Scratch! Have you heard of this?" Oh, yes I had. Though it was not yet released to the world when Zuckerberg left Harvard to launch his quirky little startup, Scratch (developed just a couple of T stops away) is quickly becoming the world's most popular computer language for kids taking their first bite of programming. Last year, over 120 million people came to its site, and many of them built and shared projects, at a rate of a million a month. "It's the gateway drug for Silicon Valley engineering," says Fred Wilson of Union Square Ventures, a Scratch supporter."
John Evans

Should My Child Have a Cellphone? Appropriate Ages and Stages of Use - The Tech Edvocate - 3 views

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    "It is an unarguable point that cell phones are a great way to keep in touch. However, giving a child a cell phone can be a tough call for parents. In the United States, the average age for adolescents to receive their first cell phone is 11. There is no one-size-fits-all approach for determining the appropriate age to give a child a cell phone.  Cell phone use depends on a variety of circumstances. In an emergency situation, having a child equipped with the cell phone is a savvy and essential way to stay in touch.  There can be many benefits to giving a cell phone to a child. Children and parents can inform each other about any changes of plan. Parents can stay in contact with their children throughout the day. Children can reach friends more easily."
John Evans

The Fixed Mindset of Student A & Student B | Brian Aspinall, CV - 2 views

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    "Student A loves school. Student A thrives on the challenge of a test. Student A studies three nights ahead of every exam. Student A is driven by marks and grades. Student A is good at "playing school". School comes quite naturally to student A. Student A wants to be told what to do to get the grade. Student A participates in every class discussion and is proud of accomplishments. Student A answers every homework question as soon as student A gets home from school."
Beauty Mthembu

Collaboration Tools - Teaching Excellence & Educational Innovation - Carnegie Mellon Un... - 0 views

  • ollaboration Tools Collaborative learning is essentially people working together to solve a problem, create a product, or derive meaning from a body of material. A central question or problem serves to organize and drive activities, and encourage application, analysis, and synthesis of course material. While the landscape of technology that can be used to support central activities of collaborative learning is vast and varied, it is often lumped together under a single label: "collaboration tools." Given this vast and distributed landscape of tools, the difficulty of finding one or a set of tools to meet your goals can be time intensive. We are here to help. For faculty who are interested in learning more, want to explore, or try out a tool, contact us to talk with an Eberly colleague in person.
  • eam Definition & Participants
  • Communication Many features of collaboration tools are geared toward the facilitation and management of effective communication among team members. Carnegie Mellon centrally-supports tools designed for handling many of the following functions: Virtual Meetings Email Instant Messaging Screen Sharing Blogs Voice, Video, Web Conferencing Discussion Boards
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    • Beauty Mthembu
       
      Communication
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    ollaboration Tools Collaborative learning is essentially people working together to solve a problem, create a product, or derive meaning from a body of material. A central question or problem serves to organize and drive activities, and encourage application, analysis, and synthesis of course material. While the landscape of technology that can be used to support central activities of collaborative learning is vast and varied, it is often lumped together under a single label: "collaboration tools." Given this vast and distributed landscape of tools, the difficulty of finding one or a set of tools to meet your goals can be time intensive. We are here to help. For faculty who are interested in learning more, want to explore, or try out a tool, contact us to talk with an Eberly colleague in person.
John Evans

High Schools to TikTok: We're Catching Feelings - The New York Times - 1 views

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    "WINTER GARDEN, Fla. - On the wall of a classroom that is home to the West Orange High School TikTok club, large loopy words are scrawled across a whiteboard: "Wanna be TikTok famous? Join TikTok club." It's working. "There's a lot of TikTok-famous kids at our school," said Amanda DiCastro, who is 14 and a freshman. "Probably 20 people have gotten famous off random things." The school is on a quiet palm-tree-lined street in a town just outside Orlando. A hallway by the principal's office is busy with blue plaques honoring the school's A.P. Scholars. Its choir director, Jeffery Redding, won the 2019 Grammy Music Educator Award. Amanda was referring to a different kind of stardom: on TikTok, a social media app where users post short funny videos, usually set to music, that is enjoying a surge in popularity among teenagers around the world and has been downloaded 1.4 billion times, according to SensorTower. "
John Evans

Project-Based Learning Through a Maker's Lens | Edutopia - 1 views

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    "The rise of the Maker has been one of the most exciting educational trends of the past few years. A Maker is an individual who communicates, collaborates, tinkers, fixes, breaks, rebuilds, and constructs projects for the world around him or her. A Maker, re-cast into a classroom, has a name that we all love: a learner. A Maker, just like a true learner, values the process of making as much as the product. In the classroom, the act of Making is an avenue for a teacher to unlock the learning potential of her or his students in a way that represents many of the best practices of educational pedagogy. A Makerspace classroom has the potential to create life-long learners through exciting, real-world projects."
John Evans

creatingaPLN » home - 0 views

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    joevans · My Wikis · My Mail · My Account · Help · Sign Out · wikispaces *This page can only be edited by organizers of this wiki.homeProtected * pagesubmenu o print o what links here? o rename o delete o redirect o unlock o view source * discussion * history * notify me Protected Welcome to our resource wiki for: Personal Learning Networks: The Power of the Human Network Judith Epcke (@jepcke) and Scott Meech (@smeech) Locations of visitors to this page Bold Italic Underline Color and Style Ordered List Unordered List Horizontal Rule Insert Link Remove Link Insert Images and Files Embed Widget Insert Table Insert Special Character Insert Code Cancel none Optional: a note about this edit for the page history log Optional: tags for this page, separated by commas Cancel Note that the content you create on http://creatingapln.wikispaces.com is licensed under the Creative Commons Attribution Share-Alike 3.0 License. Please only submit content that you write yourself or that is in the public domain. Learn more about our open content policy. Insert a File Double click an image or file to insert it into the page. Show: please wait... Page: Jump: A B C D E F G H I J K L M N O P Q R S T U V W X Y Z Double clicking a file: inserts the file links to the file Upload New File notUploading Insert External Image by URL Enter an external image address, click "Load", then double click the image to insert it into the page. * Wikispaces Wikispaces * Video Video * Audio Audio * Calendar Calendar * Spreadsheet Spreadsheet * Document Document * Polls Polls * RSS Feed RSS Feed * Chat and IM Chat and IM * Slideshow Slideshow * Map Map * Bookmark Bookmark * Other HTML Other HTML Choose the category of application you would like to embed from the list on the left. Choose the kind of content you would like
John Evans

A Comprehensive Checklist of The 21st Century Learning and Work Skills ~ Educational Te... - 3 views

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    "July 16, 2014 While searching for some resources on a paper and writing on  the 21st century learning skills I came across this skills checklist created by the university of Toledo. This checklist is meant to help students build powerful resumes outlining all the skills they master. I spent some time going through the components of this sheet and found it really sharing with you here.  You can use this sheet with your students as an explanatory guide of some of the important skills ( I said some because some other important skills particularly those related to digital citizenship and digital literacy are missing) they need to work. Below is a round-up of the 9 most important skills which I selected from the entire list. You can acccess this list from this link. 1- Research skills Know how to find and collect relevant background information Be able to analyze data, summarize findings and write a report 2- Critical Thinking skills Be able to review different points of view or ideas and make objective judgments Investigate all the possible solutions to a problem, weighing the pros and cons 3- Organizational skills Be able to organize information, people or thins in a systematic way Be able to establish priorities and meet deadlines 4- Problem-solving skills Be able to clarify the nature of a problem Be able to evaluate alternatives, propose viable solutions and determine the outcome of the various options 5- Creative thinking skills Be able to generate new ideas, invent new things, create new images or designs Find new solutions to problems Be able to use wit and humour effectively 6- Analytical/ logical thinking skills Be able to draw specific conclusions from a set of general observations of from a set of specific facts Be able to synthesize information and ideas 7- Public speaking skills Be able to make formal presentations Present ideas, positions and problems in an interesting way 8- Oral communication skills Be able to present information and ideas clearly a
John Evans

The education question we should be asking - 5 views

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    ""While we're at it, maybe we should just design classrooms without windows. And, hey, I'll bet kids would really perform better if they spent their days in isolation." My friend was reacting (facetiously, of course) to a new study that found kindergartners scored better on a test of recall if their classroom's walls were completely bare. A room filled with posters, maps, and the kids' own art constituted a "distraction." The study, published last month in Psychological Science [1] and picked up by Science World Report, the Boston Globe, and other media outlets, looked at a whopping total of 24 children. A research assistant read to them about a topic such as plate tectonics or insects, then administered a paper-and-pencil test to see how many facts they remembered. On average, kids in the decorated rooms were "off task" 39 percent of the time and had a "learning score" of 42 percent. The respective numbers for those in the bare rooms were 28 percent and 55 percent. Now if you regularly read education studies, you won't be surprised to learn that the authors of this one never questioned, or even bothered to defend, the value of the science lessons they used - whether they were developmentally appropriate or presented effectively, whether they involved anything more than reading a list of facts or were likely to hold any interest for 5-year-olds. Nor did the researchers vouch for the quality of the assessment. Whatever raises kids' scores (on any test, and of any material) was simply assumed to be a good thing, and anything that lowers scores is bad."
John Evans

27 Makerspace Materials & Supplies - Makerspaces.com - 7 views

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    "What makerspace materials and supplies should you buy or stock for your hands-on learning lab?  There are a lot of options out there to choose from and it can be confusing when you're first starting out as a maker educator.  Instead of just spending money randomly on items you think you will need, it's always a great idea to work backwards first.  You need to make a list of your goals for your makerspace and then define some of the projects you want to do in your makerspace.  Once you have defined the projects, you will have a better idea of the materials you need to buy.  Since money is always tight and you can't buy everything, try partnering with another maker educator and share/trade some of your items.  Lets say you're both working on a series of robotics lessons.  Each of you can buy one type of robotics kit and then when you have completed a few lessons you can trade with each other.  This is also a great way to try out new types of kits, equipment or materials before buying them. Now keep in mind makerspaces don't always need structured lessons and are great for open ended exploration.  Give your students some materials, maybe a little instruction and then let them loose to see what they do. Here are some of the top makerspace materials and supplies a classroom or library should consider adding to their space.  They are not ranked in any particular order and they all have a STEM component to them.  Please let us know in the comments section if we are missing any good materials so we can send out an updated post later on."
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

Inspired To Educate - "STEAM: Creating A Maker Mindset" by @vvrotny and @speterson224 - 1 views

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    "As parents and teachers, we encourage our kids to become well rounded people who love learning.   In our world of cell phones, ipads, and computers, it's easy for kids to become passive consumers of media and technology.   We, however, want are kids to be active, curious, and creative.   Since I'm a musician and a software engineer, I hope that my kids learn to express themselves emotively and become creative thinkers.   We're trying to foster a family culture where we are active, encourage tinkering, and building physical things with our hands.    With these ideas in mind, I wanted to share a great video I found by Vinnie Vrotny and Sheryl Peterson entitled "STEAM: Creating A Maker Mindset."   In this conference talk from the K12 Online Conference in 2013, they share their experiences encouraging a "maker" mindset in the Quest Academy .   Their school has a very unique class teaching design thinking to kids.    It's giving me lots of ideas for building a maker environment for our family.    In this class, Sheryl encourages her students to invent a creative design problem and solve it.   With the tools and support of the teacher, the kids are encouraged to build their design.    In some cases, the kids ask Sheryl to assign a problem to them.    The kids aren't used to having creative freedom to design and make.    In these cases, Sheryl encourages the students to keep thinking."
John Evans

Teaching Kids Finance and Smart Spending With Cryptocurrency | EdSurge News - 3 views

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    "how a fourth grader how to balance a checkbook and it won't be long before her eyes start to glaze over or his mind starts to wander off to more interesting things. Infuse a financial literacy lesson with terms like bitcoin or cryptocurrency, however, and the lesson gets a bit more interesting. Better yet, give the student a very hands-on, tech-centric way to experiment with those financial concepts, and suddenly you're in an entirely new learning realm. As it stands now, a high percentage of K-12 students never getting the tools and training they need to make informed financial decisions. Only a third of states require high school students to take a course in personal finance, while less than half require them to take a course in economics before graduating. So in a push to make learning more relevant-and fun-a pair of startups, BitLearn and Pigzbe, are fusing gamification with finance, propped up by digital currency tokens. Call it the 21st century piggy bank."
Clint Hamada

The Code of Best Practices in Fair Use for Media Literacy Education -- Publications --... - 8 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.
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  • 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
  • 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?
  • 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.
  • 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.
  • 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.
  • Whenever possible, educators should provide proper attribution and model citation practices that are appropriate to the form and context of use.
  • 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.
  • Students’ use of copyrighted material should not be a substitute for creative effort
  • 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

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

Free Technology for Teachers: Visible Body - 3D Human Anatomy - 0 views

  • The Visible Body is a fantastic, free, program that allows your students to virtually explore all systems of the human body. I first learned about the Visible Body through Kevin Jarrett's blog, he used the program with a 4th grade class, but the Visible Body could just as well be used in a high school setting. In fact, the reason that I thought about the Visible Body today is that a science teacher in my school mentioned that she has used it with her anatomy students.
  • To use the Visible Body you need to install the Unity Web Player for Mac or PC. Once installed you can explore all of the systems of the body. The Visible Body allows students to view bones, muscles, and organs from various perspectives and see how the parts of the body work together as a system.
  • Update: Kevin Jarrett reminds us in the comments that if you're going to use Visible Body with younger students be aware that Visible Body is 100% anatomically correct. In that case it's probably best to use Visible Body as a teacher-directed exercise and not a individualized activity.
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    Free Anatomically correct 3d Human Anatomy site. Kevin Jarrett reminds us in the comments that if you're going to use Visible Body with younger students be aware that Visible Body is 100% anatomically correct. In that case it's probably best to use Visible Body as a teacher-directed exercise and not a individualized activity.
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