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John Evans

Creating a "Least Restrictive Environment" with Mobile Devices | Edutopia - 0 views

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    "The U.S. Individuals with Disabilities Education Act defines the concept of the Least Restrictive Environment as the opportunity for a student with a disability to be "provided with supplementary aids and services necessary to achieve educational goals if placed in a setting with non-disabled peers." (Daniel R.r. v. State Bd. of Educ., 874 F.2d 1036, 1050, 5th Cir.1989) This concept of providing students with "supplementary aids and services necessary to achieve educational goals" could be applied to all students. By leveraging the capabilities of mobile devices, teachers can support their students in creating a personalized learning environment with the least number of barriers. "
John Evans

The 8 Elements of The Critical Thinking Process ~ Educational Technology and Mobile Lea... - 3 views

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    "You ask any teacher about the skills they want their students to develop and critical thinking will be among the first cited skills. So what is critical thinking all about ? Critical thinking is a cognitive process that requires disruptive patterns of thinking, ones that question the status quo of propositions and leads to the creation of alternative lines of reasoning. Defining critical thinking as a process signifies by implication the presence of different elements, stages, steps you name it that constitute and shapes its core. These elements are what I want to share with you today."
John Evans

A Principal's Reflections: Change is a Mindset - 3 views

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    "For many years New Milford High School was just like virtually every other public school in this country defined solely by traditional indicators of success such as standardized test scores, graduation rates, and acceptances to four year colleges. These indicators have become so embedded in the minds of those judging our schools and work that we, like everyone else, worked hard to focus only on initiatives that would hopefully produce favorable outcomes in those areas. If we were doing well we continued down the same path allowing the status quo to reign supreme. The mentality of if it ins't broke than why fix it resonated so profoundly with us that we would not have even considered changing our ways. If results were not what our stakeholders wanted this would then trigger meetings leading to the development of action plans to get us back on course. "
John Evans

5 Ways To Influence Change | The Principal of Change - 0 views

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    " "At the end of the day, what qualifies people to be called 'leaders' is their capacity to influence others to change their behavior in order to achieve important results." Joseph Grenny In a time where the only constant in education is change, people involved with education need to become "change agents" more now than ever. You can understand pedagogy inside out, but if you are unable to define "why" someone should do something different in their practice, all of that knowledge can be ultimately wasted. People will take a "known good" over an "unknown better" in most cases; your role is to help make the unknown visible and show why it is better for kids."
John Evans

How to Password Protect Pages, Keynote, & Numbers Documents in iOS - 0 views

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    "The iWork suite of productivity apps include Pages, Numbers, and Keynote, and each of them allow users to password protect individual documents. In practice, this means that a document created within iWork in iOS, OS X, or iCloud, can be safely locked with built-in encryption, and the document can not be opened or viewed without entering the defined password on any other device. For example, you can set a password to a Pages document on your iPhone, then open it again on the Mac from iCloud and it will require a password, and vice versa."
John Evans

What Does Gamification Look Like In Classrooms? - Edudemic - 0 views

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    "Using games or game play elements in the classroom to drive learning outcomes is sill gaining popularity. Though most teachers aren't ready to embrace bringing serious games like Minecraft into their classrooms, many are willing to gamify learning or use other types of games. That said, getting an idea of how many teachers are (or aren't) using gamification (or are interested in doing so) is a somewhat difficult task: Many people define gamification in different ways, when it may be a more accurate description to identify different levels of gamification. The handy infographic below takes a look at gamification and more 'serious gaming' in organizational learning. It offers some interesting statistics on just what types (or levels) of gamification are happening in classrooms. Keep reading to learn more!"
John Evans

Code the Future - Developers and Educators Working Together - 1 views

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    "We believe in a future where every child leaves school knowing how to code. It's not realistic to expect educators to achieve this on their own, developers and the wider community must help. The amazing thing is that many developers believe in our cause and want work with educators to make this happen- someone just needs to bring them together. That's where we step in. We provide a platform where educators can post code-related projects, request a custom project or pick from our growing base of pre-defined projects. Developers can browse projects in their local area and connect with the educators to take discussions further and bring authentic learning opportunities to the classroom. So, we're currently looking for our founding partners to get the ball rolling. If you know anyone or would like to become a founding partner, please get in touch with us (team@codefuture.org)!"
John Evans

10 Creative Pre-assessment Ideas You May Not Know - Brilliant or Insane - 5 views

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    "Pre-assessment is a powerful instructional tool. Conducted prior to new learning experiences, the process empowers students as much as it empowers teachers. I became acquainted with pre-assessment during the early years as a classroom teacher. This was when differentiated instruction felt new to everyone. In those days, we used pre-tests, anticipation guides, and student work samples from previously taught units to identify what kids knew, what they were already able to do, and where we should invest our greatest energies. Our pre-assessment practices have evolved quite a bit since then. Many teachers have come to understand that assessment in any context rarely requires testing, and data isn't just a simple set of numbers, and defining strengths and needs serves learners in more ways than we previously understood. Sure, we still pre-assess to compact the lessons we teach, but engaging learners in this sort of reflective work helps them carve productive pathways through student-directed learning experiences as well. Consider some of these approaches as you design learning experiences for your students or prepare to engage them in self-directed projects:"
John Evans

A Principal's Reflections: Leading the Maker Movement - 1 views

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    "As the Maker Movement has gained steams schools and educators alike have begun to incorporate makerspaces as exploratory centers for students to invent, tinker, create, and make to learn. A makerspace can best be defined as a physical place where students can create real-world products/projects using real-world tools. "
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."
John Evans

ISTE | The maker movement: A learning revolution - 3 views

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    "The impulse to create is one of the most basic human drives. As far back as the Stone Age, we were using materials in our environment to fashion tools for solving the problems we encountered. And in the millions of years since then, we have never stopped creating. In fact, the rise of civilization is largely defined by the progress of technology of one kind or another. Today, the availability of affordable constructive technology and the ability to share online has fueled the latest evolutionary spurt in this facet of human development. New tools that enable hands-on learning - 3D printers, robotics, microprocessors, wearable computers, e-textiles, "smart" materials and new programming languages - are giving individuals the power to invent. We're not just talking about adults. Children of all ages can use these tools to move from passive receivers of knowledge to real-world makers. This has the potential to completely revolutionize education as we know it. And the movement has already begu"
John Evans

Teens, Social Media & Technology Overview 2015 | Pew Research Center's Internet & Ameri... - 2 views

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    "24% of teens go online "almost constantly," facilitated by the widespread availability of smartphones. Aided by the convenience and constant access provided by mobile devices, especially smartphones, 92% of teens report going online daily - including 24% who say they go online "almost constantly," according to a new study from Pew Research Center. More than half (56%) of teens - defined in this report as those ages 13 to 17 - go online several times a day, and 12% report once-a-day use. Just 6% of teens report going online weekly, and 2% go online less often."
John Evans

The Role Of Student Choice In Connected Classrooms - Edudemic - Edudemic - 3 views

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    "How many schools and how many classrooms allow student choice? And, in adult-centered spaces, how often do young people have the opportunity to make important decisions? Our mainstream educational machine is fueled by the idea that adults know best-that adults must impart their knowledge to prepare students for a demanding world. Our responsibility as teachers is to teach students for their own good…a "good" that more and more of us are having difficulty understanding. We teach students addition and multiplication facts because some day they will need to calculate very quickly…a tip at a restaurant or a bill at the grocery store in case their smartphone runs out of batteries. We teach them to write a five paragraph essay on the theme of a book because they will need those writing skills when…writing an argument to dispute a lawsuit. We teach them how to conjugate "to be" in Spanish because it might save their life…at a fruit stand in South America. While we are preparing them for possible situations, should these situations define the entirety of the direction of their education? I propose that we introduce some choice and some unknown into the situation of school. What if we allow students to make choices about what they learn, how they learn, and when they learn? In a way, 1:1 iPad programs are sparking choice whether we're OK with it or not."
John Evans

Using Remind to Share Nonfiction Reading with Students | - 1 views

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    "The simple truth is that turning students on to nonfiction reading - proving that articles from sources like Popular Science and Gizmodo and National Geographic can be JUST as amazing as The Hunger Games or The Lightning Thief or The Lunar Chronicles - is probably the MOST important contribution that I can make to the academic and intellectual growth of my students. Being exposed to high interest articles from a wide range of fields - space science, biology, chemistry, earth science - might just introduce kids to personal passions and future professions.  Seeing science in action turns what could be just another boring subject in school into an interesting career worth pursuing.  Just as importantly, exposing kids to high interest nonfiction text on a regular basis will build their comfort level with a genre that will increasingly define the reading that they do as middle schoolers, high schoolers and adults. So I'm trying something new this year:  I'm going to use Remind - a free service that allows teachers to send out text and/or email updates to parents and students - to share two or three interesting science current events every week."
John Evans

What Wearable Tech Could Mean for the Classroom | Edudemic - 3 views

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    "Not too long ago, tablets and smartphones were largely viewed as educational scourges - mere distractions responsible for dulling minds and derailing productivity. Now, instead of being shunned completely, these devices are embraced as invaluable tools for meeting the complex, often hard to define needs of digital natives. Undoubtedly, wearable technology is destined to follow suit. The 2015 Horizon Report agrees, predicting the widespread use of wearables throughout the entire spectrum of modern education. Still, considering our senses are already overloaded with 1s and 0s, reluctance to embrace yet another digital medium is understandable. However, as this piece will explain, the potential benefits are simply too tremendous to ignore."
John Evans

puppets2robots - Robotic Prototyping - 1 views

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    "Robotic Prototyping Created with flickr slideshow. Objectives By the end of this unit, learners will be able: To define and describe a robot, its functions, and what it can and cannot do. To design a robot prototype that can serve humankind. To express new insights and learning about robots through oral communication."
John Evans

5 Ways to Storyboard the Assessment Design Process - Brilliant or Insane - 4 views

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    "Walt Disney gave us the storyboard: a set of images or illustrations that help designers visualize, experiment with, and sequence critical shots in a narrative. Defining key scenes, taking the time to flesh them out, and considering the influence of order on meaning serves filmmakers, artists, novelists, software designers, and animators well. As someone who frequently facilitates assessment design, I'm loving how storyboards can power up the process."
John Evans

Free Technology for Teachers: An Interactive Guide to Photo Editing - 5 views

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    "Instagram will have you believe that anyone can be a photo editing expert by just applying a filter and cropping your image into a square. But my friend Abbie Morrison, a professional photographer, will remind me that being able to use Instagram and being a good photo editor are not the same things. A good photographer and photo editor will take advantage of more than just a few default filters in a photo editing tool. To help people understand photo editing terminology and functions, Polarr has published an interactive guide to photo editing terminology. The guide defines twenty-four terms and provides visual examples of each in practice."
John Evans

A Principal's Reflections: Leading the Maker Movement - 0 views

  •  In 2013 I was fortunate enough to hire media specialist/teacher librarian Laura Fleming, who took the initiative to create a makerspace in our school.  Through her work I discovered some guiding principles that might just help you begin to create a makerspace in your school or integrate the process of making across the curriculum.  It is first important to understand three underlying qualities that essential in ensuring that students make to learn:
  • Making is a process
  • The right educator makes the difference
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  • Identify the perfect space
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    "As the Maker Movement has gained steams schools and educators alike have begun to incorporate makerspaces as exploratory centers for students to invent, tinker, create, and make to learn.  A makerspace can best be defined as a physical place where students can create real-world products/projects using real-world tools.  In 2013 I was fortunate enough to hire media specialist/teacher librarian Laura Fleming, who took the initiative to create a makerspace in our school.  Through her work I discovered some guiding principles that might just help you begin to create a makerspace in your school or integrate the process of making across the curriculum.  It is first important to understand three underlying qualities that essential in ensuring that students make to learn:"
John Evans

udefn - everything's a txt away - 0 views

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    udefn is a SMS service which lets you define keywords or shortcuts to your favorite bots. It turns your phone into a remote control. Just text your command. Customize your profile to read the latest news, see RSS updates, or even trigger your backup.
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