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John Evans

Using The SAMR Model To Frame How To Teach With Apps - 0 views

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    "Not all apps are created equal. Not all teacher planning and instructional design are created equal. Mash the two, and we're beginning to see the opportunity for some real disparity. In response, we've taken the popular SAMR model and use it as a framework to understand how to better teach with apps. This post started as a look at "app workflow"-the patterns of student and teacher interaction, the movement of learning artifacts, the visibility of quality criteria, assessment results, and so on, but we thought it might be better to start with some concrete examples of the movement from basic technology integration-in this case, apps-to that which redefines the learning process entirely. Below, then, are 21 ways apps can be used to teach-and learn-with varying degrees of ambition, from mere substitution of existing teaching practices, all the way to full-on redefinition of what's possible. (This post also presumes you're familiar with the SAMR model-if not, here's a good primer.)"
John Evans

Quick Start Guide for Adobe Spark for Education - Class Tech Tips - 3 views

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    "Getting started with Spark is easy for users of all ages. This is one reason that I love sharing with teachers and students. When I lead a professional development session or visit a classroom, everyone can jump in and create a dynamic, visually stunning artifacts of their learning. So if Spark is entirely new to you, it won't take long for you to dive into this user-friendly tool with your students! You can turn students into movie-makers, website creators, and graphic designers with the Spark tools. From book trailers in the English Language Arts classroom to lab reports in the science classroom, the possibilities are endless!"
John Evans

Design thinking vs computational thinking in education - 3 views

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    "In India, 41km of highway road was constructed every day for the year of 2016. In the Indian government budget, it estimated the cost just for 2016 to be 19 billion USD. It would be financing any shortfall through tax-free government bonds. Computational thinking would have played an instrumental role in deciding on where the road would go through with taking into account the key hubs and may have saved the government millions, if not billions of dollars. Jeanette Wing (2012) defines computational thinking as the thought process involved in formulating a problem and expressing its solution in a way that a computer-human or machine can effectively carry out. It is the process of abstraction by; choosing the right abstractions, operating in terms of multiple layers of abstraction simulations and defining the relationships between layers guided by efficiency, correctness, and flexibility. Computational thinking can best be related to as writing software or instructionals. Every action or non-action is accounted for in the way computational artifacts are constructed. Computational thinking is great for working out a solution but there is an argument that computational thinking does not put enough emphasis on the problem itself. Design thinking, on the other hand, attempts to understand the intent or problem before looking at any solution - computational or otherwise. Design thinking attempts to identify why the problem exists in the first place before solving it. IDEO defines design thinking as the application of empathy and experimentation to arrive at innovation solutions through making decisions based on stakeholder input and evidence based research. Using the Indian roading example, a design thinker would ask, what is the intent of building the roads in the first place?"
John Evans

https://k12cs.org/wp-content/uploads/2016/09/K%E2%80%9312-Computer-Science-Framework.pdf - 0 views

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    The K-12 Computer Science Framework was developed for states, districts, schools, and organizations to inform the development of standards and curriculum, build capacity for teaching computer science, and implement computer science pathways. The framework Computer science is powering approaches to many of our world's toughest challenges. The K-12 Computer Science Framework informs standards and curriculum, professional development, and the implementation of computer science pathways. 2 K-12 Computer Science Framework Executive Summary promotes a vision in which all students critically engage in computer science issues; approach problems in innovative ways; and create computational artifacts with a practical, personal, or societal intent. The development of the framework was a community effort. Twenty-seven writers and twenty-five advisors developed the framework with feedback from hundreds of reviewers including teachers, researchers, higher education faculty, industry stakeholders, and informal educators. The group of writers and advisors represents states and districts from across the nation, as well as a variety of academic perspectives and experiences working with diverse student populations.
John Evans

The Prison Break | Think Like A Coder, Ep 1 - YouTube - 2 views

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    "The adventure begins! Episode 1: Ethic awakens in a mysterious cell. Can she and robot Hedge solve the programming puzzles blocking their escape? This is episode 1 of our animated series "Think Like A Coder." This 10-episode narrative follows a girl, Ethic, and her robot companion, Hedge, as they attempt to save the world. The two embark on a quest to collect three artifacts and must solve their way through a series of programming puzzles."
John Evans

Information Curation - Home - 3 views

  • Curation, is defined by Wiktionaryas the act of curating, of organizing and maintaining a collection of artworks or artifacts. EContentmag.com describes content curation as the act of discovering, gathering, and presenting digital content that surrounds specific subject matter.
John Evans

ISTE | Big maker ideas don't require big-ticket items - 2 views

  • Start by picking a project that aligns with your curricular goals and allow students to create artifacts that demonstrate their knowledge. The learning, and the off-the-charts engagement, comes from building or creating something to show what they’ve learned.
  • “A makerspace can be more extravagant, of course. There’s nothing more exciting than seeing a 3D-printed item emerge out of nothing,” Vrotny says. “But you can start simply and inexpensively.”
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    "As is often the case with innovations in learning and teaching, getting started with that first lesson or project is the biggest hurdle. So it is with making, a learning approach that allows students to learn by doing and solve problems with tinkering and trial and error. Despite what you may have heard, maker projects and makerspaces don't require expensive equipment like 3D printers or laser cutters.   Check out the small-scale maker projects that attendees were doing in the Maker Playground at ISTE 2015:"
Carla Shinn

How to Save the Humanities With Just a Few Clicks - 1 views

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    Expanding Our Wikiverse Save the books. And the film reels. The photos, the manuscripts, the letters, the maps. These artifacts that fill our libraries threaten to sink into oblivion. But the good news? You can save them.
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