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John Evans

Technology Tidbits: Thoughts of a Cyber Hero: The Foos: Code for an Hour - 0 views

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    "The Foos: Code for an Hour is a super fun free iOS app that teaches beginning programming concepts to students.  It's very similar to Scratch where users connect blocks to form commands.  There are 24 levels that students can complete to unlock new characters and abilities.  Some of the concepts covered in Foos are: problem solving, sequencing, spatial visualization, and more."
John Evans

4 Ways Technology is Changing How People Learn - Edudemic - 0 views

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    "That said, the handy infographic below takes a look at 4 ways technology is changing how people learn. The things that I find striking - and important- about this particular graphic is how simple the concept is. These four general concepts can be applied across the board: to learners of all ages, in all subjects, in any area of the world or for any type of learner. Take a look and see what you think: are there any other very general principles of how technology is changing learning that can be widely applied? Weigh in by leaving a comment below, mentioning @Edudemic on Twitter or leaving your thoughts on our Facebook page."
John Evans

How To 'App Smash' And Implement Digital Storytelling On The iPad - Edudemic - 0 views

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    "App smashing, the process of using more than one apps in conjunction with one another to create a final product, is a concept that allows students to create engaging educational projects and illustrate their creativity in multifaceted ways. One of the most gratifying and effective ways to use app smashing in the classroom is to create digital storytelling projects. The concept of digital storytelling is emerging as a form of personal and collective expression of knowledge, ideas, and perceptions. Its numerous and positive effects on students' communication skills are well documented. Digital storytelling is the perfect vehicle for the delivery of visual and audio stimuli that greatly enhance a storyline or a simple narrative."
John Evans

3 Ways Personal Learning Networks Are Evolving - 0 views

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    "The concept of a Personal Learning Network (PLN) is a familiar concept these days. Yet, the nature of Personal Learning Networks is evolving as the range of tools available to support them increases, and our rapport with those tools becomes more sophisticated. The aim of this post is to outline the changes that appear to be taking shape, and to offer some practical strategies for teachers to supercharge their Personal Learning Networks."
John Evans

Great Resources and Lessons for Teaching Physics for Kids ~ Educational Technology and ... - 3 views

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    "Physics 4 Kids is a great resource packed full of basic lessons covering different key concepts of physics. You can use this resource to expand students knowledge of physics and to also initiate them to those physics concepts you are planning to teach them in class. Physics 4 Kids provides students with  guided tours that they can use by themselves to learn about physics. To make things easier, the site embeds visual aids and video tutorials to enhance students understandings. Some of the core physics ideas the site covers include: motion and mechanics, electricity and magnetism, modern physics, light and optics and many more. "
John Evans

Teaching Kids to Code: Text-Based vs Block-Based Programming - 4 views

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    "About two decades ago The MIT Media lab introduced the concept of block-based programming. The idea was to develop an interface that allowed computer programs to be built by simply dragging and dropping puzzle blocks to represent complex programming constructs and commands. With this new method for teaching and learning computer science, the hugely popular Scratch platform was born. This approach lowered the bar for experimenting with programmatic thinking, making it possible for students to create interactive animations and small games without writing a single line of code. This simple concept removed the need to learn the syntax of a formal programming language, and made teaching and learning the basics of computer science accessible to younger learners and to teachers with no formal coding background. Outside of the classroom though, coding has always been, and still remains, a process of typing letters, numbers and symbols. This text-based programming, used in programming language such as C, Javascript and Python, requires coders to obey and conform to formal syntax. Despite the pain of dealing with typos in names of variables and inevitable syntax errors, no other coding method designed to be more "user friendly" has really caught on. Tools have been offered for managers to define business logic through a graphical user interface without writing lines of codes. Or for web developers to add interactive behaviors to their websites without learning Javascript. But in reality, neither of those substitute the power and flexibility of text-based programming. And with neither winning significant adoption, the demand for the classic skill of text-based coding continues to grow and grow."
John Evans

Five Ways Parents Can Help Students in Math Class - Pathfinders - 4 views

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    "Throughout my 13 years of teaching, I heard this common theme time and time again from parents: How can I help? The troubles they professed were varied and numerous (e.g., concern, frustration, bewilderment). They often included the following: I don't remember algebra. I don't like math. The way math is taught now differs from when I was in school. All of these are certainly legitimate. Although people use math every day, even when they don't realize it, they are not necessarily using all the same concepts they learned in school. And as the saying goes, if you don't use it, you lose it. I'm sure some parents don't know how to solve quadratic equations or remember what it means for a relation to be a function. And yes, math teaching today may differ from when parents were in school. But the idea behind new techniques is to encourage students to become better problem-solvers, not to confuse parents or change the concepts. So, believe it or not, despite your fears and feelings of uncertainty, you can still help. Here are a few tips to get you started. "
John Evans

Computational Fluency - Mitchel Resnick - Medium - 2 views

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    "Over the past decade, there has been much discussion of the term computational thinking. The term, popularized by computer scientist Jeannette Wing, is generally used to describe computer-science concepts and strategies that can be useful in understanding and solving problems in a wide range of disciplines and contexts. In a growing number of schools around the world, there are now efforts to help students develop as computational thinkers. In our Lifelong Kindergarten research group at the MIT Media Lab, we prefer to focus on the idea of computational fluency rather than computational thinking. Why? We want to highlight the importance of children developing as computational creators as well as computational thinkers. In our view, computational fluency involves not only an understanding of computational concepts and problem-solving strategies, but also the ability to create and express oneself with digital technologies."
Nigel Coutts

Lessons from Schrödinger's Cat - The Learner's Way - 1 views

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    There are some ideas which seem to translate nicely into fields of thought far from their point of origin. These are  ideas which shine a metaphorical light on concepts and allow us to develop a deeper understanding of that concept once we see it from a fresh perspective. Schrödinger's Cat is one such idea.
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

Computational Thinking Printable Activity Cards uk-bebras-cards.pdf - 2 views

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    The Bebras cards are designed to enable pupils to develop their computational thinking skills, whilst at the same time providing an introduction to more advanced computing concepts. Computational Thinking Each card is aligned to one of the following computational thinking concepts, which are indicated in the top right-hand corner of each card.  Patterns  Algorithms  Logic  Abstraction Task Difficulty The difficulty of the task on each card is indicated by the icon in the bottom right-hand corner.  = Easy  = Medium  = Hard Answers and Other Materials Answers to tasks, ideas for teaching and national curriculum links can be found at: www.bebras.uk Tip: pupils will need an exercise book or a piece of paper in order to record their answers to each activity
John Evans

5 Activities to Integrate Sports and STEM - STEM JOBS - 3 views

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    "One of the most basic methods of piquing student interest in a STEM concept is to make the subject relatable to another topic they enjoy. Combine sports and STEM to engage more students when teaching these concepts."
John Evans

The Tech Edvocate's 2017 List of 116 of the Best Teaching and Learning Apps - The Tech ... - 4 views

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    "Technology is changing the way we teach and learn at a rapid speed. So, how can teachers make learning more interactive and more fun with technology? True, teachers can make up games to teach a concept that involves every student. But, when teachers need to help students in small groups or one-on-one, how can they make sure that other students are actively practicing subject-area skills? One of the great aspects of having tablets, laptops, and desktops in the classroom is the availability educational apps. With these apps, students can individually learn, practice, study, and have fun with different subjects and concepts. Luckily, there are many good, quality apps for students of all ages. It is important to note that this list is separated into categories, and the apps in each category are not in rank ordered. Here are 116 of the best teaching and learning apps for 2017."
John Evans

Three Fun Riddles Filled With Math Problem Solving | MindShift | KQED News - 2 views

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    "n the rush to cover standards and ensure students have learned the concepts they will need in the future, it's easy to lose sight of how fun math can be. These three TED-Ed videos offer fun, challenging riddles that can also be explicitly connected to mathematical concepts. The "Prisoner Box" problem is essentially a loop and could be a high-interest way to dive into this topic."
John Evans

Computational Thinking Printable Activity Cards uk-bebras-cards.pdf - 1 views

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    The Bebras cards are designed to enable pupils to develop their computational thinking skills, whilst at the same time providing an introduction to more advanced computing concepts. Computational Thinking Each card is aligned to one of the following computational thinking concepts, which are indicated in the top right-hand corner of each card.  Patterns  Algorithms  Logic  Abstraction Task Difficulty The difficulty of the task on each card is indicated by the icon in the bottom right-hand corner.  = Easy  = Medium  = Hard Answers and Other Materials Answers to tasks, ideas for teaching and national curriculum links can be found at: www.bebras.uk Tip: pupils will need an exercise book or a piece of paper in order to record their answers to each activity
John Evans

Using Python Projects to Make a Better Math Class - Young Coder - Medium - 0 views

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    "Peter Farrell spent more than a decade teaching math and computer science. Somewhere along the way, he began using Python to create programming challenges to pair with his lessons. But what started as a way to reinforce math concepts gradually developed into something else - a gateway to a more practical approach to math education. Peter saw how coding projects allowed students to shift from passively learning concepts to actively working, reasoning, and playing with them. In other words, code helped them to go from learning about math to actually doing math. As he says "Why should the science, art, and home-ec students have all the fun? It's about time we heard students saying Look what I made in math class!""
Nigel Coutts

Collections - The Learner's Way - 0 views

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    This page makes it easy to find information and resources that are relevant to particular concepts, approaches and strategies. Each Collection is curated to serve a particular need and shares a set of resources pooled from The Learner's Way. In time this set of Collection will grow. In addition to articles from The Learner's Way you will be able to find resources designed to help you get started with the key concepts presented. The aim is to produce a set of resources which are readily accessible and of immediate benefit to classroom teachers and school leaders.
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.
  • ...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
  • 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.
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