Mobile Learning Institute - 0 views
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The Mobile Learning Institute’s film series “A 21st Century Education” profiles individuals who embrace and defend fresh approaches to learning and who confront the urgent social challenges that are part of a 21st century experience. “A 21st Century Education” compiles, in short film format, the best ideas around school reform. The series is meant to start, extend, or nudge the conversation about how to make change in education happen.
The Educational Technology Site: ICT in Education: --> A Preview of 2DIY - 0 views
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I like the idea that children could use this to devise activities which, rather than testing or extending their skills by doing the activity itself, does so by requiring them to design the activity themselves
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For example, when creating a quiz they may have to think about issues like the path taken by the user, how to frame the question, show the scoring will work, and what sounds (if any) to use for the feedback.
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News & Views A Preview of 2DIY By Terry Freedman Created on Wed, 14 Jan 2009, 09:33 Email this article Printer friendly page Email the author Listen to this article if ("">"") { document.write (""); document.write (""); document.write (""); } I've just received a link to download the latest program from 2Simple. Called 2DIY (for non-Brits, DIY = do-it-yourself, a shorthand term for home making things like bookshelves for the home), it enables users to create their own games and exercises.I've had a quick exploration, and it is looking very good. Read on for a quick thumbnail sketch, and why I think you should look into it.Back in the 1990s I used to love looking at shareware games developed for the educational sector. Some of the games were quite fun, but the problem for me was either that the game wasn't really educational at all, or that it didn't quite do what I'd have liked. Unfortunately, I never had the time to develop my games programming skills in order to rectify the situation.I think 2DIY would have been a step in the right direction.I think the best way of describing the program -- bearing in mind I've had it installed for less than an hour -- is that it's the programming equivalent of a painting or desktop publishing program. What you have is a suite of specialised tools, and you can use them to build yourt own games and activities.You can see from the screenshot that the range is quite extensive. The manual is easy to use, and there are videos and examples available.It has the ability to let you import pictures or select from a range of ones provided. Indeed, there is quite a lot of control over what your completed game or activity will look like.What's more interesting to me, however, is what boxes it ticks if you put it into the hands of youngsters -- and I use the term "youngsters" rather than "children" for reasons which will become apparent
About | FreshBrain - 4 views
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Technology is advancing at an accelerating rate. Schools are providing teens with a traditional education, but they are unable to keep up with this evolution. Limited individual computer accessibility, minimal hands-on training for teachers, and insufficient technical support are all obstacles many schools face. While the availability of curriculum continues to grow, the lack of time and skills required to select, integrate, and teach with technology continues to be a barrier. In addition, funding to provide updated computers, ongoing maintenance, training and support will always be a challenge. The result is an inability for schools to provide the time, space, or platform for teens to fully utilize technology, either individually or in groups. This lack of integration prevents teens from gaining skills and extending their abilities with technology. Therefore, teens miss the opportunity to find their passion with, or through the use of technology, including the chance to interact with others.
5 Reasons Why Educators Should Network - 6 views
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educational isolation is still prevalent in public schools today.
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Here's why educators should start a personal learning network, or PLN.
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1. To learn with others
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The Code of Best Practices in Fair Use for Media Literacy Education -- Publications --... - 7 views
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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.
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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
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This code of best practices does not tell you the limits of fair use rights.
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The Finland Phenomenon: Learning from the new Tony Wagner film | Connected Principals - 1 views
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Finnish system is praised extraordinarily highly for its global success, and yet students don’t work terribly hard, have many choices, use technology creatively, enjoy the integration of the arts, and learn in a culture which emphasizes depth over breadth and less is more.
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Students are shown researching and collaborating online in their studies, and many classrooms are shown with a wide array of technological units, not just computers. Students use wikipedia and facebook when researching very current topics, and Wagner explains that there is a culture of trust that is extended to students in their technology usage.
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A particularly inspiring moment comes when Wagner reports stumbling across a project at one school, the “Innovation Camp,” in which teams of students are given 26 hours to come up with a new product or service.
W M Net - A Teachers Guide Video Conferencing - 0 views
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Video Conferencing is one tool that can be used to extend and enhance the impact on Curriculum Content and delivery The Professional Development of school staff The quality of leadership within schools
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Video Conferencing enables learners to do things that are hard or impossible to do by other means. Collaborate easily and regularly Be in more than one place at once Link directly to places and resources
Jessica Gross: Embracing the Twitter Classroom - 0 views
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Rheingold points to five reasons for teaching students social media: Developing students' literacy in our new online environment is as crucial as developing their abilities to read and write. Communication is moving toward social media. We can either help students thrive in this environment or leave them flailing. Many students bring their computers to class. Why not work with this trend instead of fighting or ignoring it? Social media is just that: social. Students who use Twitter for class are "learning collaborative skills that are particularly important today." There is only so much class time. Rheingold makes mini-lectures on video that students comment on between classes, allowing more time to engage the issues through in-class discussion. Shy students who hold back in class often speak up online. "If you can extend the discussion to an online message board, you enable students who may not jump into the discussion," he said, to "make a thoughtful contribution."
The Adventures of Library Girl: Holy Bodacious Barcodes: Using QR Codes to Extend Learn... - 2 views
EXTENDING YOUR IPOD BATTERY LIFE - 0 views
Giving Students Think Time | Edutopia - 1 views
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How long do you think teachers pause, on average, after asking a question? Several studies from the 1970s on have looked into the effect that the amount of time teachers pause after asking a question has on learners. In visiting many classrooms in the United States and other parts of the world, I've found that, with few exceptions, these studies are still accurate. For example, according to work done by Mary Budd Rowe in 1972 and Robert J. Stahl in 1994, pausing for three or more seconds showed a noticeable positive impact on learning. Yet the average length that teachers pause was found to be 0.9 seconds. Wow.
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