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John Evans

9 Maker Projects for Beginner Maker Ed Teachers | Teach.com - 0 views

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    "Maker education (often referred to as "Maker Ed") is a new school of educational thought that focuses on delivering constructivist, project-based learning curriculum and instructional units to students. Maker education spaces can be as large as full high school workshops with high-tech tools, or as small and low-tech as one corner of an elementary classroom. A makerspace isn't just about the tools and equipment, but the sort of learning experience the space provides to students who are making projects. Maker Ed places a premium on the balance between exploration and execution. Small projects lend themselves to indefinite tinkering and fiddling, while larger projects need complex, coordinated planning. Often, small projects can organically grow into larger and larger projects. This deliberate process strengthens and enriches a learner's executive functioning skills. Additionally, communication and collaboration are two of Maker Ed's fundamental values. Making allows learners to practice their social communication skills in a variety of groupings, whether affinity-based, role-specific or teacher-assigned. It's important for all different groups to be present in student learning spaces so that all students can practice their social skills in multiple settings. Lastly, Making presents unique opportunities to generate flow learning and allow the teacher to leverage high-interest projects and activities and turn them into learning objectives within a curriculum. Maker education provides space for real-life collaboration, integration across multiple disciplines, and iteration-the opportunity to fail, rework a project and find success. The benefits of a cooperative learning environment are well documented in a makerspace. If you are wondering how to connect these projects back to the Common Core Standards, check out PBL Through a Maker's Lens and Woodshop Cowboy."
John Evans

MakerBot Launches Hands-On Learning Guide For 3D Printing In The Classroom - 1 views

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    "BROOKLYN, N.Y., -Thousands of educators throughout the U.S. are embracing 3D printing as a new way to teach 21st century skills and prepare students for the jobs of the future[1]. Taking the first steps to introduce students to 3D printing, however, can be challenging. MakerBot, a global leader in the desktop 3D printing industry, conducted in-depth research this spring to better understand how to help educators incorporate 3D printing in classrooms[2]. The research shows that acquiring 3D design skills is a major hurdle for educators and there is no single resource to address this need. To fill that gap, MakerBot today published a handbook designed to provide educators with a wide variety of ideas, activities and projects to get started with 3D printing. Titled MakerBot in the Classroom: An Introduction to 3D Printing and Design, the handbook includes an introduction to 3D printing and a range of hands-on 3D design lesson plans. MakerBot in the Classroom is available as a free digital download for registered MakerBot customers and a sample project chapter is available free to anyone who registers on MakerBot.com. Additionally, MakerBot launched a new MakerBot Education Resource Center with further ideas and resources to support the integration of 3D printing in the classroom, such as real-world MakerBot stories, videos, challenges for teachers and students, and more."
John Evans

Centre4 - Home - - 0 views

  • CORE Education is a not for profit educational research, development and implementation organisation in New Zealand. CORE aims to provide educators with the quality professional learning opportunity in an online context. Centre4 acts as the portal to this e-learning world and you are welcome to explore it in the areas that interest you. While many communities are open to the wider public, some areas have restricted access for project participants. Their purposes are indicated below.
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    CORE Education is a not for profit educational research, development and implementation organisation in New Zealand. CORE aims to provide educators with the quality professional learning opportunity in an online context. Centre4 acts as the portal to this e-learning world and you are welcome to explore it in the areas that interest you. While many communities are open to the wider public, some areas have restricted access for project participants. Their purposes are indicated below.
John Evans

Podstemic: changing the face of education with iPods - 10 views

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    This website was created to aid educators in finding valuable resources and information on new ways to integrate leading-edge technology into your school. Additionally, this site focuses on a very important area in education: STEM content areas. Science, Technology, Engineering and Mathematics are key components of our educational infrastructure. Great attention is being placed on these areas as the need for improvement and advancement are becoming overwhelmingly critical for our students. This site demonstrates how Apple's iPod touch mobile device and other Apple equipment can be infused into the curriculum not just during school hours, but anytime and anywhere. These devices allow students to take ownership of their learning and are providing them with authentic and real-time educational opportunities
John Evans

Professional Development for Teachers | Conference and Workshop Database - 0 views

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    Professional Development for Teachers & Educators Educator's Professional Development is the largest online database of professional development conferences and workshops for educators and teachers in the K-12 bracket. Painstakingly compiled by three lovers of education, EPD is a free service serving the education community. Search our database by date, education level, location or with keywords.
John Evans

ARKive Education - Homepage - 0 views

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    ARKive Education is a free-to-use, multi-media resource bank for teachers and other educators. Making use of the stunning imagery available at the award-winning ARKive website www.arkive.org, ARKive Education provides downloadable, ready to use modules on a wide range of curriculum topics, suitable for geography, biology, environmental education and citizenship lessons.
John Evans

Education 3.0 and the Pedagogy (Andragogy, Heutagogy) of Mobile Learning | User Generat... - 4 views

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    "The evolution of the web from Web 1.0 to Web 2.0 and now to Web 3.0 can be used a metaphor of how education should also be evolving, as a movement based on the evolution from Education 1.0 to Education 3.0."
John Evans

Educator with a Maker Mindset | K12 Online Conference - 0 views

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    "Being a maker educator often requires developing a new mindset; a new set of skills and roles. Discover, through this presentation, first, why we are in a perfect storm for maker education in both formal and informal learning environments, and second, through a self-assessment, the characteristics and qualities of the mindsets of an educator who is embracing making education."
John Evans

What does John Hattie think about education? | David Didau: The Learning Spy - 0 views

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    "If you don't yet know, BBC Radio 4 have lined up a series of 8 interviews with the leading lights of the education world. In the second programme of the series, Sarah Montague interviews professor John Hattie on 'what works' in education. Here it is. Whatever your opinion of effect sizes and meta-analyses, Visible Learning has changed the way many of us think about teaching and Hattie has become one of the most respected and widely known academics in the field of education. For those too busy or too uninterested to invest 25 minutes of their lives actually listening to the broadcast, I'll summarise it below:"
John Evans

Maker Ed, Themeefy and Learning | Themeefy Notes - 2 views

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    "Maker Faire has been a hot topic at ISTE 2014, with education leaders from across the world discussing how the maker movement has embraced education and how we can gain so much from it as educators. The democratization of learning via the Maker Ed movement has made it an extremely exciting time to be an educator. Maker Spaces in education nurture innovation, experimentation and independence. Learners are no longer consumers, but active participants and producers of content in their own right."
John Evans

The Surprising Truth About Learning in Schools | Will Richardson | TEDxWestVancouverED ... - 2 views

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    "We know how to help kids develop into powerful learners. Now, we just need to make that happen in schools. "A parent of two teen-agers, Will Richardson has spent the last dozen years developing an international reputation as a leading thinker and writer about the intersection of social online learning networks and education. Will has authored four books (with two more on the way), including ""Why School? How Education Must Change When Learning and Information are Everywhere"" (September, 2012) published by TED books and based on his 2013 TEDx talk in Melbourne, Australia. ""Why School?"" is now the #1 best-selling TED book ever. A former public school educator of 22 years, Will is also co-founder of Modern Learner Media and co-publisher of ModernLearners.com which is a site dedicated to helping educational leaders and policy makers develop new contexts for new conversations around education. "
John Evans

Maker Education Card Game | User Generated Education - 5 views

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    "I like and have always used games in my classrooms. One of my current educational interests is maker education. As such, I have begun creating games for maker education - see my first one, a board game, at Reflecting on the Making Process. The game I am presenting here is a card game that ends with the makers making something based on selected cards. Each participant picks a card from each of the three categories: The Thing or Process The Product The Population."
John Evans

Maker Ed: The work and the impact | K12 Online ConferenceK12 Online Conference - 2 views

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    "Presentation Title: Maker Ed: The work and the impact Presentation Description: The maker education movement carries with it the momentum and promise to transform education - and ultimately, how we view learning and teaching altogether. It brings together elements of various educational pedagogies and practices, historical movements, and current trends, engaging all youth in interdisciplinary, hands-on learning experiences that are reflective and purposeful. Maker Ed, a non-profit organization that works with educators, organizations, and communities nationwide, help to train, support, and connect educator's efforts to integrate making into their educational approaches and make a deep, long-lasting impact on their youth."
John Evans

Cyber Education Registration 2018 - CyberTitan - ICTC Canadian Youth Cyber Education In... - 1 views

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    "To help educators enhance their knowledge and "in-demand" skills so they can integrate their learning into classrooms, ICTC would like to introduce a new initiative called CyberEd, a National Cyber Security Awareness & Training Initiative. This initiative has been made possible in part by a grant from the Cisco Networking Academy, an advised fund of Silicon Valley Community Foundation. A part of this initiative, 130 educators in middle and secondary schools will have the opportunity to receive training in Cisco's Introduction to Cyber Security and/or Cyber Security Essentials courses at no cost, with resources included to help them integrate cyber security into student learning. Additionally, 8-10 educators will have the opportunity to receive training in CCNA 1 & 2 at no cost who are interested in deepening their studies. These professional development opportunities will take place virtually. The courses will be facilitated/led by an instructor, while some elements of the course material will also be self-directed. All courses will be delivered in English at this time."
John Evans

Google Extends Digital Literacy Training to Teachers | EdTech Magazine - 5 views

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    "Digital citizenship has stepped into the forefront of a modern-day education. Experts indicate that as schools roll out tech, they also need to be rolling out digital citizenship education. Tech giant Google heeded that call and partnered with experts to launch Be Internet Awesome, an interactive campaign that educates students on how best to act on the internet. One part of this Google campaign is Interland, a game that has students travel an imaginary world where they need to fight hackers, phishers, oversharers and bullies with digital citizenship skills. While game-based learning can be effective, educators also need to be armed with skills to teach their students to be citizens of the web. This month, Google extended its Be Internet Awesome program to include a free online training course to help educators establish foundational skills needed to teach their students to have a safe and positive experience online."
John Evans

Don't Stress About Coding: Focus Shifts To Teaching Problem Solving Not Computer Skills... - 2 views

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    "In an effort to prepare the next generation for the future, school and public librarians, as well as teachers and educators at community-run and for-profit camps, have answered the call to teach kids code. But many now recognize it's not enough for students simply to know how to write code. The capacity to build a product or solve a problem requires an entirely different literacy. With this in mind, the focus of coding education is shifting from teaching the specific skill of coding to teaching computational thinking-or the ability to follow a step-by-step process to solve a problem. Technology education programs from CSforAll to Code.org to the International Society for Technology in Education (ISTE), as well as employers such as Google, all embrace this new context and focus. The future workforce will require a solid grounding in the discipline of thinking computationally, says Chris Stephenson, Google's head of computer science education strategy. She compares this moment to the epistemological shift that happened before the Enlightenment, when scribes guarded reading as a skill only for the chosen few."
John Evans

Ipads in physical education - ETEC 510 - 4 views

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    "The inclusion on iPads in the physical education has great potential, although there are two main limitations for its use. The first limitation is the way that administrators and school district authorities overlook the technology needs of physical education(PE): they are either unaware of the technology possibilities within PE or they experiment financial restraints. In the study conducted by Gibbone, Rukavina and Silverman (2010), the authors reported budget restraints as the most profound barrier to technology integration in the physical education learning environment. The second limitation to the use of iPads in PE is that most physical educators may not know how to implement technology into the curriculum without taking away from activity time (Pyle, & Esslinger, 2014)."
John Evans

Design Thinking Process and UDL Planning Tool for STEM, STEAM, Maker Education | User G... - 2 views

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    "User Generated Education Education as it should be - passion-based. Design Thinking Process and UDL Planning Tool for STEM, STEAM, Maker Education leave a comment » Post by Jackie Gerstein, Ed.D. @jackiegerstein and Barbara Bray @bbray27. Crossed posted at http://barbarabray.net/2017/06/08/design-thinking-process-and-udl-planning-tool/. If there is a makerspace in your school, it may be down the hall, in the library, or in another building. If there is someone other than the teacher managing the makerspace or there is a schedule for the school, your kids may only be able to use it once a week or month. Some makerspace activities may be focusing on how to use the resources available and may not be connecting the activities to the curriculum or around a real world problem. If this is how the makerspace is set up in your school, then your kids may not have access to the resources, materials, and tools when they need them, especially for STEM or STEAM. In deciding what resources you need based on the learners you have, you may first need to determine how your learners learn best, what projects you plan to do, how you can set up a makerspace in your classroom, and much more. This is why we decided to create a planning tool for makerspaces in the classroom for you using the Design Thinking Process and Universal Design for Learning®."
John Evans

ISTE Says Watch Out for Coding, Immersive Tech This School Year -- THE Journal - 2 views

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    "The International Society for Technology in Education (ISTE) this week named five technology trends to watch in the 2017-2018 school year. Serving approximately 100,000 teachers, administrators, ed tech specialists and other education stakeholders worldwide, ISTE has a comprehensive view of the K-12 education landscape and offers a unique perspective on emerging learning technologies, according to CEO Richard Culatta. "With improved connectivity and increasingly impactful educator professional learning around the use of technology, many students will have new experiences as the bell rings to start a new school year," Culatta said the announcement.   An ISTE educator from Wisconsin says coding can be taught to students as young as kindergarten. First, the organization called coding "the international language of problem-solving" and says every student will need to know the basics of computer science. "Teachers are helping students attain problem-solving skills by infusing coding and computational thinking into courses across the curriculum and encouraging students to become digital content creators," the organization wrote."
John Evans

The Multiple Uses of Augmented Reality in Education | Emerging Education Technologies - 0 views

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    "Classroom learning as we know it is undergoing change at an unprecedented rate. Technology has made its way to the classroom, increasing the engaging and interactive elements that many students are benefitting from. Students today are already familiar with various technologies, which is why computerized tools and apps make sense in a classroom setting. One study among marketing students has shown that the introduction of technology makes 87% of students more likely to attend class and 72% of them more likely to participate. Augmented and virtual reality are seeing more prominent utilization in classroom and educational settings. The format and even the location of the learning process could be transformed through AR in the years to come. Keeping in mind that 71% of people aged 16 to 24 in the US have a smartphone, AR could be the next big thing in education. Let's explore educational uses of the AR technology in detail."
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