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edublogs: Fresh research showing the damage of filtering 'real world' technology - 0 views

  • Students in schools around the world find that their research, creativity and learning potential is seriously curbed by filtering and lack of use of their own mobile and gaming devices in schools. This comes from research spanning the Americas, brought to my attention by its author, Research Consultant Kim Farris-Berg
  • "In 2007, [filtering] was high school students’ number one obstacle to using technology at their schools (53 percent). For middle school students, two obstacles tied for the greatest barrier (39 percent each): “there are rules against using technology at school” and “teachers limit technology use”. It’s likely that when students face obstacles to using technology at school, they also face obstacles to inquiry-based learning opportunities which can include online research, visualizations, and games."
  • "Students reported that other major obstacles to using technology at school are not being able to access email accounts and slow internet access. Perhaps these are the reasons why just 34 percent of teachers communicate with students via email. Teachers are certainly online; just not with students. Ninety percent of teachers, parents, and school leaders use email to communicate with one another about school."
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eLearn: Feature Article - 0 views

  • Every year at this time we turn to the experts in our field to share their predictions on what lies ahead for the e-learning community. While our colleagues here unanimously agree the global economic downturn is the overwhelming factor coloring their forecasts, they do see a great array of opportunities and challenges in the coming 12 months. Their insights never fail to inspire further discussion and hope. Here's what our experts have to say this year:
  • 2009 is the year when the cellphone—not the laptop—will emerge as the learning infrastructure for the developing world. Initially, those educational applications linked most closely to local economic development will predominate. Also parents will have high interest in ways these devices can foster their children's literacy. Countries will begin to see the value of subsidizing this type of e-learning, as opposed to more traditional schooling. The initial business strategy will be a disruptive technology competing with non-consumption, in keeping with Christensen's models. —Chris Dede, Harvard University, USA
  • During the coming slump the risk of relying on free tools and services in learning will become apparent as small start-ups offering such services fail, and as big suppliers switch off loss-making services or start charging for them. The Open Educational Resources (OER) movement will strengthen, and will face up to the "cultural" challenges of winning learning providers and teachers to use OER. Large learning providers and companies that host VLEs will make increasing and better use of the data they have about learner behavior, for example, which books they borrow, which online resources they access, how long they spend doing what. —Seb Schmoller, Chief Executive of the UK's Association for Learning Technology (ALT), UK
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  • Online learning tools and technologies are becoming less frustrating (for authoring, teaching, and learning) and more powerful. Instructional content development can increasingly be done by content experts, faculty, instructional designers, and trainers. As a result, online content is becoming easier to maintain. Social interaction and social presence tools such as discussion forums, social networking and resource sharing, IM, and Twitter are increasingly being used to provide formal and informal support that has been missing too long from self-paced instruction. I am extremely optimistic about the convergence of "traditional" instruction and support with technology-based instruction and support. —Patti Shank, Learning Peaks, USA
  • In 2009 learning professionals will start to move beyond using Web 2.0 only for "rogue," informal learning projects and start making proactive plans for how to apply emerging technologies as part of organization-wide learning strategy. In a recent Chapman Alliance survey, 39 percent of learning professionals say they don't use Web 2.0 tools at all; 41 percent say they use them for "rogue" projects (under the radar screen); and only 20 percent indicate they have a plan for using them on a regular basis for learning. Early adopters such as Sun Microsystems and the Peace Corp have made changes that move Web 2.0 tools to the front-end of the learning path, while still using structured learning (LMS and courseware) as critical components of their learning platforms. —Bryan Chapman, Chief Learning Strategist and Industry Analyst, Chapman Alliance, USA
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Education Week: Kansas Schools Emphasize Technology, Training - 0 views

  • In one case, an eighth-grade language arts teacher wanted to create podcasts of poems her students wrote. "We set it up so they could type in their poems and put them in PowerPoint slides, with credits and animation. Then they would play it and record an Audacity sound clip using microphones, then attach the sound clip to the PowerPoint slide," Polen explained. "When they played the final product, it was the students reading the words of their poems as the slides scrolled through. There was a lot of learning on everyone's part for that one."
  • At Pittsburg High School, a 36-week Foundations for Technology course is on tap to allow students to use state-of-the-art computers, the Internet, Web design, desktop publishing, digital imaging and video editing, with a price tag of an estimated $300,000.
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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
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Khan Academy - 1 views

  • The Khan Academy is a not-for-profit organization with the mission of providing a high quality education to anyone, anywhere. We have 700+ videos on YouTube covering everything from basic arithmetic and algebra to differential equations, physics, and finance which have been recorded by Salman Khan. He has also developed a free, adaptive math program available here.
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Behold | Search High Quality Flickr Images - 0 views

  •  
    Easy to use search engine for Flickr images.
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NASA MathTrax Homepage - 8 views

  • MathTrax is a graphing tool for middle school and high school students to graph equations, physics simulations or plot data files.  The graphs have descriptions and sound so you can hear and read about the graph. Blind and low vision users can access visual math data and graph or experiment with equations and datasets.
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Weblogg-ed » I Don't Need Your Network (or Your Computer, or Your Tech Plan, ... - 1 views

  • If at some point in the fairly near future just about every high school kid is going to have a device that connects to the Internet, how much longer can we ask them to stuff it in their lockers at the beginning of the day? How are we going to have to rethink the idea that we have to provide our kids a connection? Can we even somewhat get our brains around the idea of letting them use their own? At what point do we get out of the business of troubleshooting and fixing technology? Isn’t “fixing your own stuff” a 21st Century skill? How are we helping our teachers understand the potentials of phones and all of these shifts in general?
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