The Code of Best Practices in Fair Use for Media Literacy Education -- Publications --... - 8 views
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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.
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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
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This code of best practices does not tell you the limits of fair use rights.
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The Best Resources For Applying "Fed Ex Days" To Schools | Larry Ferlazzo's W... - 0 views
Applying Psychology and Learning Sciences Research to Developing a Makerspace | Getting... - 3 views
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"As a female middle school STEM teacher, leveling the playing field among my boys and my girls in both their love of science and their beliefs about their potential success as scientists has always been one of my highest priorities and one of my biggest anxiety-inducers. Now, while developing a school-wide makerspace for every preschool-through-8th-grade child in my school, I feel a great responsibility to create both a physical space and a program that is welcoming and encouraging for all students. Coming from my roots in molecular biology research and learning sciences research, I of course turned to the scientific literature as I crafted my plan (in addition to my extensive visits to existing makerspaces). Following are some of my plans followed by the research supporting each plan."
Applying Maker Education to Music | Piktochart Infographic Editor - 4 views
Gaggle.Net - CIPA Compliance for Google Apps - 0 views
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Google Apps for education provides an excellent set of communication tools for students and educators. However, the email account feature of Google Apps does not offer a method to meet the requirements of the Children's Internet Protection Act. As a solution, Gaggle accounts can be integrated with Google Apps. The same great monitoring and filtering capabilities found in Gaggle can be applied to your Gmail accounts.
Applying iPad Apps in the Classroom: Goal? Language Proficiency! | The FLTmag - 1 views
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"With the growing interest in using iPads for teaching, the inclusion of technology as part of the 21st century skills, and the availability of iPads in classrooms, it becomes more and more important to create language lessons that make effective use of the device. Often teachers and learners alike are overwhelmed by the new technology and the wealth of apps that are available. When searching the Apple Store, for example, several language learning apps focus on grammar, vocabulary drills, and games in a variety of languages. However, it is not the objective of this article to highlight apps for grammar and verb drills. Instead, it is the goal of this article to present a sample of free-of-charge apps that were not necessarily created for language instruction but that can be used in a creative way to encourage critical thinking, enhance language proficiency, and integrate into existing curricula and lessons. WHY USE TECHNOLOGY IN TEACHING?"
ICT for Teachers - 140 views
Hi Glen, it's great to see such an engaging and hands-on approach to integrating ICT in education! Since you're exploring digital tools, you might be interested in Spotify Lite APK - a lightweight ...
Kleinspiration: 10 Apps & Sites for Digital Storytelling & more! - 7 views
INFOGRAPHIC: The Health Hazards Of Tablet Use - 4 views
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"I've never really thought about this until now, but if you use a tablet extensively, you have to watch how you're seated when you're using it. Just like how you sit in front of a normal computer matters to your back and neck posture, the same rules equally apply to when you're using your iPad, Android tablet or Kindle Fire."
Early childhood STEM: Less talk more action SmartBlogs - 0 views
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"Elementary education overemphasizes literacy at the expense of disciplines that lead to greater academic, professional and personal success for adults. By placing STEM disciplines at the center of elementary education, we lay the foundation necessary to meet adult personal and professional challenges while providing an environment in which to apply the 3Rs."
22 Ways to Apply Blooms Taxonomy to Twitter ~ Educational Technology and Mobile Learning - 6 views
10 Secrets To Unlocking The Learning Potential Of The iPad - 7 views
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"To establish how we can maximize the impact of the iPad as a learning tool, we first have to establish what kind of impact we'd hope to have. In this case, we'll settle on understanding (as troublesome a term as that might be): Students being able to think critically about chosen standards or curriculum, and apply understanding in diverse, academic and non-academic environments. With that as the goal, here are some ideas."
What teachers need and reformers ignore: time to collaborate - 3 views
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"Concern for 21st century learning has driven the adoption of the Common Core State Standards (CCSS) by more than 40 states. These new standards recognize that the premium in today's world is not merely on students' acquiring information, but on their being able to analyze, synthesize, and apply what they've learned to address new problems, design solutions, collaborate effectively, and communicate persuasively. Achieving these goals will require a transformation in teaching, learning, and assessment so that all students develop the deeper learning competencies that are necessary for post-secondary success."
Code Club World Projects - Code Club World Projects - 1 views
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The Code Club projects are step by step guides for children to follow to create animations, games, websites and much more. Children will build up their programming skills as they move through the projects, and challenges provide opportunities to demonstrate and apply what's been learnt. Our projects cover Scratch, HTML & CSS and Python. Choose your language to access the resources.
The Benefits of Paper Prototypes in Games and Learning | MindShift | KQED News - 0 views
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"Tracy Fullerton, director of the University of Southern California's Game Innovation Lab, wrote the textbook Game Design Workshop, now in its 3rd edition. Paper prototyping and iterative design is something that The Game Innovation Lab has done for over a decade. Many academic institutions use the methodology to create innovative games. In March 2014 I asked Fullerton how teachers could apply techniques such as paper prototyping and iterative design in the classroom. She pointed out how similar the process was to constructivism, or learning from doing. She said, "It's a version of constructivist education, more focused on systems thinking than just making.""
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