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John Evans

Little Children and Already Acting Mean - WSJ.com - 0 views

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    "Special programs are popping up in elementary schools to teach empathy as a means of stemming relational aggression, a psychological term to describe using the threat of removing friendship as a tactical weapon. Children also are being guided in ways to stand up for themselves, and to help others, in instances of social exclusion. Though both boys and girls exhibit relational aggression, it is thought to be more common among girls because they are generally more socially developed and verbal than boys."
John Evans

It's All in the Thumbs: What David Hockney Can Teach Schools About Technology | Edutopia - 3 views

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    "David Hockney's exhibit at the DeYoung Museum in San Francisco is awe inspiring, jaw dropping and a tribute to what is possible with a phone or tablet. His imagination is boundless, providing the viewer with a journey into a wonderful world of color, space, expanse and tributaries into landscape and portraiture. "
John Evans

About | The Public Domain Review - 1 views

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    "Founded in 2011, The Public Domain Review is an online journal and not-for-profit project dedicated to promoting and celebrating the public domain in all its richness and variety. All works eventually fall out of copyright - from classics works of art to absentminded doodles - and in doing so they enter the public domain, a vast commons of material that everyone is free to enjoy, share and build upon without restriction. Our aim is to help our readers explore this rich terrain - like a small exhibition gallery at the entrance to an immense network of archives and storage rooms that lie beyond. With a focus on the surprising, the strange, and the beautiful, we hope to provide an ever-growing cabinet of curiosities for the digital age, a kind of hyperlinked Wunderkammer - an archive of materials which truly celebrates the breadth and variety of our shared cultural commons and the minds that have made it. "
John Evans

Two Guys and Some iPads: 10 iPhone Apps to Explore Virtual Reality with Google Cardboard - 0 views

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    "Cardboard puts virtual reality on your iPhone. The Google Cardboard app helps you set up a Cardboard viewer and includes a few experiences to get you started: Explorer: Explore exciting environments. Exhibit: View 3D objects from a museum collection. Urban Hike: Take a hike through iconic cities around the world. Kaleidoscope: Enjoy a fun stereoscopic take on the old classic."
John Evans

Improving Learning With Metacognition: Part 2 - Brilliant or Insane - 0 views

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    "Students will not like reflection at first; they will see it as additional work that doesn't feel like it's helping. Like most new things, students won't appreciate it until they see the growth later on. Be prepared for various complaints. Why do I need to do this? Because reflection is the most important part of learning. Remind students that seeing how they reflect helps you provide useful feedback that will help them grow as learners. You'll need to exhibit the same patience you used when you convinced them to shift their mindset."
John Evans

What Is the Point of a Makerspace? | Cult of Pedagogy - 4 views

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    "For as long as I've been aware of makerspaces, I haven't quite understood them. I have seen plenty of photos on social media, with the towers made of marshmallows and toothpicks. I've walked through exhibit halls at conferences where the coding and robotics displays cause me to stop, stare, and try to look like I have some idea of what I'm looking at. I even stumbled into a Twitter chat one night where a group of school librarians was throwing around some pretty great ideas about building makerspaces in their libraries. And yet, I still feel like I don't get it. I have this picture in my mind of kids kind of messing around with Legos instead of, I don't know, reading primary source materials that would shed light on some period in history. Or taping together some cardboard strips to make them into a car. Or attaching some kind of wire to a banana. I don't know…the more traditional, stodgy, control-freak part of me says it looks like a bunch of hooey. But some of the smartest people I know are pretty into makerspaces, and the part of me that's not a stodgy control freak, the part that knows there's a lot about tradition we need to question, that part of me wants to find out once and for all what's so great about makerspaces."
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

6 Must-Haves for Developing a Maker Mindset | EdSurge News - 2 views

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    "Flashy spaces and shiny toys in makerspaces are enticing, but it takes time and explicit scaffolding to develop a true Innovator. Building and providing the space for Making to happen is one thing; nurturing a mindset that gives students the mental tools to engage with said spaces is a much larger, and timely, endeavor. Best defined by the research and work of Carol Dweck, Jo Boaler and Eduardo Briceno, growth mindset is the recognition of the brain as a muscle that-with practice, effort, and nurturing-can continue to grow and develop. When you think of an inventor or innovator, past or present, what descriptors come to mind? Creative. Persistent. Curious. Fearless. Passionate. But educators know that most students don't show up to your class on the first day of school exhibiting these qualities. So how do we provide not only the physical tools but the mental tools to Make? Here are the essential pieces:"
John Evans

9 Picture Books Featuring Courageous Characters | Parents | Scholastic.com - 0 views

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    "We all want our kids to emulate qualities of bravery, strength, and intellect. Modeling these characteristics for our kids is ideal but books can also help to solidify the lessons we want our kids to learn. In fact, according to the 6th Edition Scholastic Kids & Family Reading Report, families seek out books featuring characters who display these traits. "Characters who are 'smart, brave or strong' or 'face a challenge and overcome it' are the most popular among kids and parents," according to the report.  Here are nine books featuring characters who show strength, exhibit bravery, or are incredibly smart."
Keri-Lee Beasley

Being a Better Online Reader - The New Yorker - 4 views

  • Maybe the decline of deep reading isn’t due to reading skill atrophy but to the need to develop a very different sort of skill, that of teaching yourself to focus your attention.
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    "Soon after Maryanne Wolf published "Proust and the Squid," a history of the science and the development of the reading brain from antiquity to the twenty-first century, she began to receive letters from readers. Hundreds of them. While the backgrounds of the writers varied, a theme began to emerge: the more reading moved online, the less students seemed to understand. There were the architects who wrote to her about students who relied so heavily on ready digital information that they were unprepared to address basic problems onsite. There were the neurosurgeons who worried about the "cut-and-paste chart mentality" that their students exhibited, missing crucial details because they failed to delve deeply enough into any one case. And there were, of course, the English teachers who lamented that no one wanted to read Henry James anymore. As the letters continued to pour in, Wolf experienced a growing realization: in the seven years it had taken her to research and write her account, reading had changed profoundly-and the ramifications could be felt far beyond English departments and libraries. She called the rude awakening her "Rip van Winkle moment," and decided that it was important enough to warrant another book. What was going on with these students and professionals? Was the digital format to blame for their superficial approaches, or was something else at work?"
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    Really interesting information on being a better online reader. The author suggests the following: "Maybe the decline of deep reading isn't due to reading skill atrophy but to the need to develop a very different sort of skill, that of teaching yourself to focus your attention. (Interestingly, Coiro found that gamers were often better online readers: they were more comfortable in the medium and better able to stay on task.)"
John Evans

More and More, Schools Got Game - washingtonpost.com - 0 views

  • As Net-generation teachers reach out to gamers, classrooms across the country are becoming portals to elaborate virtual worlds.
  • But lately, researchers and educators say sentiment toward gaming is changing. Advocates argue that games teach vital skills overlooked in the age of high-stakes tests, such as teamwork, decision-making and digital literacy. And they admire the way good games challenge players just enough to keep them engaged and pushing to reach the next level
  • if ( show_doubleclick_ad && ( adTemplate & INLINE_ARTICLE_AD ) == INLINE_ARTICLE_AD && inlineAdGraf ) { placeAd('ARTICLE',commercialNode,20,'inline=y;!category=microsoft;',true) ; } The Pew Research Center reported in September that 97 percent of youths aged 12 to 17 play video games, and half said they played "yesterday."
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  • A new generation of game designers is borrowing from the sophisticated platforms and stunning graphics that captivate students for hours after school. They hope to channel the kind of feverish determination students exhibit when stealing a car in Grand Theft Auto and redirect it toward more wholesome pursuits, such as algebra.
  • Compelling games can help schools compete for students' attention, advocates say, even as many teenagers are tackling complex projects on the Internet in their free time.
  • Private foundations and the National Science Foundation have contributed millions of dollars to developing or studying games. The U.S. Education Department awarded a $9 million grant in September to a New York-based education firm to develop games for the hand-held Nintendo DS to weave into middle school science lessons
Tom Stimson

Butterflies North and South - 0 views

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    Virtual Museum of Canada
Tom Stimson

The Butterfly Conservatory | American Museum of Natural History - 0 views

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    Web cams, photo gallery, FAQ about butterflies. Active during the day, they live almost everywhere around the world, from Arctic tundra to tropical rain forests.
Phil Taylor

Adobe Museum of Digital Media - 3 views

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    Poses the question: where do you think innovation comes from?
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