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John Evans

A Principal's Reflections: Makerspaces Provide a World of Opportunities - 1 views

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    "As of late it seems that I have been blogging a great deal about our makerspace here at New Milford High School and with good reason. Not only is the space being overrun with students during their lunch periods, but teachers here have begun to explore how the process of making can enhance the learning experience for the students in their classes. Just last week I shared on my blog how physics classes were exploring concepts related to circuitry in a more hands-on, authentic fashion in our constantly evolving space through a collaboration between Mr. Fowler and Mrs. Fleming. It seems that this might have been a catalyst for even more collaborations in order to fully take advantage of what a well-designed makerspace can provide."
John Evans

The Key To Innovation: Making Smart Analogies | MindShift - 3 views

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    "I want to talk today about how we build bridges between old ideas and new ideas, between concepts that are close to home intellectually and those that are far afield. Because it is these bridges, these connections, that produce innovation."
John Evans

What Innovation Looks Like in an Elementary School - A.J. Juliani - 3 views

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    "So, what did I do with this new scary K-5 area? I reached out online. I found teachers who were sharing what they were doing in their classes through blogs and social media and podcasts. What I realized the past year is that innovation in an elementary school revolves around many of the same concepts and topics as the secondary levels…but it's not always about technology. That is the biggest misconception we have with innovation in education. Technology doesn't necessarily lead to innovation. Instead, technology often allows for new ways of teaching and learning…but only if used for the right purpose. Here are a few of my favorite ways educators are innovating at the elementary school (with or without technology):"
John Evans

For Teachers: The Difference between Fair Use and Copyright ~ Educational Technology an... - 0 views

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    "Some of you are still probably not sure about the difference between what constitutes a copyright infringement and fair use. Well the post I have for you today might help illuminate the key differences between the two concepts. This post is based on a two days work reading a wide variety of resources pertaining to copyright and . Please check the references below to learn more about my sources."
John Evans

What is innovation? The current relationship between educators and technologies - Innov... - 0 views

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    "We are already 14 years into the 21st century, and most of us are just catching up with existing technology - like the internet, social media, touchscreens, digital files etc. We are starting to discover the applications of these inventions in our lives, and realising which are the important innovations, which are simply gimmicks, and which are merely improvements on existing systems. But have our values really changed? In this post I will attempt to provoke and challenge our conceptions of innovation, and I hope to raise more questions than I can answer."
John Evans

A Look At Using 3D Pens In The Classroom - Edudemic - 1 views

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    "The recent 3D printing explosion on the educational market has left many educators wondering how they can afford to integrate this technology into the classroom. Most schools do not have the luxury of purchasing a 3D printer but still want to provide the experience for their students. 3D pens made their debut on Kickstarter this year as an affordable 3D printing option. After the initial investment of the pens, they are an incredibly affordable tool for classrooms. The pens allow students to illustrate - in 3D - concepts in math, history, art, design, and chemistry, giving them a tangible means to explore complex ideas. The pens work as a manual operating 3D printer. Heated filament is extruded through the pen's tip, which quickly cools down to form a stable 3D structure. It actually adopts the same FDM technology which powers mainstream desktop 3D printers. The human ergonomic design allows students to draw an infinite variety of shapes and items, on both the 2D plane and within 3D free space."
John Evans

Augmented Reality Simply Explained for Students ~ Educational Technology and Mobile Lea... - 0 views

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    "Augmented reality should not be confused with virtual reality, for the boundaries of each concept are clearly demarcated. While virtual reality denotes a reality that exists only in the virtual world (online), augmented reality, on the other hand, keeps the real world but only adds a digital layer to it. or amplifies it. In other words, augmented reality gives you  actual information without changing or displacing the real world you are experiencing."
John Evans

3 App Smash Video Projects to Challenge Your Students | Edudemic - 3 views

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    "When app-smashing on iPad, students and teachers use multiple apps to create individual pieces of content that are then merged or smashed together into one culminating product. Applying this concept dramatically increases creative potential, and the rate at which apps are developing allows for new, unique, and dynamic creations to consistently challenge what seemed possible only a few months or weeks ago. The final product involved in app-smashing often lends itself to video, so to kick off the school year, here are a few app-smashing video projects."
John Evans

Five iPad Apps for Teaching Programming to Younger Pupils - The ICT Advisors - 2 views

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    "As we head towards a world where coding is considered a necessary skill, teaching pupils the basics of programming has never been more crucial. Unlike the common belief that coding is a specialised skill only applicable to selected areas, programming is actually used in almost all industries. Coding is not for young adults and 'geeks' anymore; even elementary students can easily dive into this complex world with the use of modern day technology. The qualm that people have against teaching coding so early usually involves lack of space in the current curriculum and the lack of confidence (in the child or teacher's) ability to code themselves. Thanks to the rise in popularity of mobile technology and apps, even the most inexperienced user can easily learn the core concepts of coding. Below are great apps which you can utilise to learn and teach basic programming."
John Evans

A Great Guide to Developing Critical Thinking through Web Research Skills eBook ~ Educa... - 3 views

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    "Developing Critical Thinking through Web Research Skills is a free PDF eBook from Microsoft for teachers and educators.This short 37 pages ebook provides a wide range of ideas for teaching web search skills and critical thinking in all grades (k-12). It also features different resources to introduce teachers to the concept of critical thinking and provides them with practical guides on how they can go about incorporating critical thinking skill in their instruction."
John Evans

From Mars to Minecraft: Teachers Bring the Arcade to the Classroom | MindShift - 2 views

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    "Teachers have found many different ways of using digital games in the classroom. But what kind of games are these students playing? And how are teachers incorporating them in the classroom? Last year's report from the Joan Ganz Cooney Center, "Games For A Digital Age," made the distinction between "short-form" and "long-form" learning games. Short-form games are designed to be played during a single class period. "They focus on a particular concept of skill refinement, skills practice, memorization, or performing specific drills." Long-form games "extend beyond a single class period" and sometimes gameplay can "spread over multiple sessions or even several weeks." Often long-form games are comprehensively tied to a full curriculum. They can replace textbooks by offering an interactive experience that seamlessly blends content, practice, and assessment into a contextualized learning experience. While some programs like this already exist, it's difficult to implement well. For teachers who want to get started, short-term games can supplement their already established curricula with fresh and engaging activities. Learning Games"
John Evans

Handy Visual: Differentiation Is Vs Differentiation Is Not ~ Educational Technology and... - 0 views

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    "Here is an interesting visual on the concept of differentiation in education which I came across on a tweet by Karen Friedman. This visual is created by ASCD and outlines some key differences between what differentiation is and what it is not. Have a look and share with us what you think of it."
John Evans

Game-Based Learning: Resource Roundup | Edutopia - 1 views

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    "Check out Edutopia's collection of articles, videos, and resources on using video games, simulations, and gaming concepts in the classroom. ORIGINALLY PUBLISHED: JULY 11, 2011 | UPDATED: OCTOBER 6, 2014"
John Evans

5 Math Apps for Math Averse Students | Edudemic - 4 views

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    "Math is a core subject and one used in everyday life, especially throughout the K-12 years. Students who enjoy and generally perform well in math classes will have their choice of an amalgam of apps to aid them in both study and enjoyment. There are, however, a fair number of students who simply don't like to do math at school and who certainly won't easily be tempted to do extra math at home. Luckily, there are a series of apps available to help math averse students. Some of these are geared towards students who need visual stimulation such as colors, patterns, and graphics to remain engaged in general math concepts. Other students, those who are geared toward auditory stimulation, will be interested only if sound and music come into play. In addition to focusing on multiple communication preferences, some math apps disguise learning in the form of game play. Students who have fun while learning can greatly benefit from these math 'games', especially if they are in the younger grades."
John Evans

Free Technology for Teachers: Mystery Science - Great Science Lessons for Elementary Sc... - 0 views

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    "Mystery Science is a relatively new service that is offering nice science lessons for elementary school students. The lessons on Mystery Science feature a series of videos and images arranged around a science subject. After each video there are questions that students can answer on their own or work through with your guidance. The lessons don't stop there. After the initial videos and questions you can extend the lessons by leading students in hands-on activities that reinforce the concepts shown in the videos. Mystery Science provides materials lists and detailed directions for each hands-on activity"
John Evans

Three Free iPad Apps Students Can Use Over and Over - Learning in Hand - 2 views

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    "There are already a lot of apps in Apple's App Store for iPad and iPhone (over 1.5 million), and more are added each day. In fact, this month an average of 1,400 apps have been submitted to the App Store. Despite the outrageous number of apps, only a small percentage end up piquing my interest. The apps I get most excited about are ones that are open-ended. I like to make things, and I love it when an app empowers students (and teachers) to create digital productions. Shadow Puppet Edu, Adobe Voice, and TeleStory are three apps that facilitate creativity. They provide students a way to retell stories, explain concepts, or persuade an audience."
John Evans

Prizewinning Educational Games from the Nobel Foundation | AvatarGeneration - 5 views

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    "Marie Curie, Martin Luther King Jr, Albert Einstein, Sir Alexander Fleming, Mother Teresa; all of these amazing individuals have one thing in common - winning the Nobel Prize. The Nobel Prize is one of the most highly regarded awards given to people working in the fields of literature, medicine, physics, chemistry, peace, and economics. But the Nobel Foundation is more than just an award giving Foundation, and has branched out into creating educational content related to the hard work done by Nobel Prize winners. Not only does their website contain video clips, documentaries, literature and history related to the winners, but it has over 29 interactive educational games for students to learn about key scientific, economic, literature and peace concepts."
John Evans

9 Magnetic Building Toys for STEM Play and Making - 0 views

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    "Magnetic building toys are among the most popular STEM construction options for a number of simple reasons. They are robust and affordable. There are no batteries required (magnets are always on). And they straddle a number of important engineering concepts such as design, structure, geometry and are an excellent stepping stone to more complex conversations around physics and electronics. While magnets alone (or the ones stuck to the fridge door) can provide hours of fun, the below nine magnetic building toys have all been created especially for children who have that engineering streak. Take a look and see how magnets can motivate learning in your children!"
John Evans

Makers in the Classroom: A How To Guide | EdSurge News - 5 views

  • At Lighthouse Charter School, we use three Making-inspired models: open-ended student-driven projects, integration into curriculum, and Making-focused curriculum. While a single project may involve more than one of these models, you can use these categories to start thinking about Making in your own classroom, school, or educational program.
  • Open-ended student-driven projects ask students to do most of the heavy lifting. The open-ended projects have a strong focus initially on the heart, and a student’s interests--”What are you passionate about? What gets you excited? What would just be cool?” But to create a final project, the mind and hands must get involved as well.
  • Integrating Making into curriculum happens when Making is tied to core academic curriculum or standards, in order to enhance student understanding. For example, when students build circuits using open-ended materials to introduce to concepts about electricity, design bridges to withstand an earthquake as part of a geology study, and deepen their understanding of geometry by programming shapes in LOGO (a computer language developed as a tool for learning), they engage their hands to solidify and deepen the concepts that they are already learning in the classroom.
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  • In Making-focused curriculum, the goal is to focus on the Making process and skills, shifting from a focus on academic content/standards to a focus on the Making itself. A kindergarten study of sewing, a robotics elective, or a few class sessions on programming with Scratch fit this model. An important consideration is whether to concentrate on process (such as ideation and prototyping), skills (such as soldering, programming, and sewing), or both, and then tailor instruction to fit those goals. When I design Making classes that focus on process, I have my students write reflections and engage in whole-class discussions to help students think about how they worked through obstacles throughout the project process.
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    "You see it everywhere in K-12. Kindergarteners design toys for their friends to practice empathy, while learning to use a saw and glue-gun along the way. Second graders deepen their understanding of character traits while designing and sewing puppets to represent a character in a folk-tale. In high school physics, students make wind turbines in order to internalize an understanding of how magnetism can create electricity. The "it" I'm referring to is "Making," and simply put, Making is any activity where people create something, often with their hands. I often define Making by looking at what people bring to the Maker Faire, which does include more technical aspects like 3D printing, physical computing and programming. But Making also includes woodworking, growing food, making art and crafts."
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