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John Evans

21st Century Learning: Why Change? - 0 views

  • Here's why-- you change for the same reason you went into teaching in the first place. You change because what you do for a living was never just a job- but more a mission. You change because you are willing to do whatever it takes to make a significant difference in the lives of the students you teach. You change because you care deeply about kids and you know that unless you personally own these new skills and literacies you will not be able to give them to your students.
  • You change because of all the people in the world- teachers understand the value of being a lifelong learner. You change because you know intuitively relationships matter and you are interested in leaving a legacy to your kids-- through what you do for other's kids. You change because you understand learning is dynamic and that to not change means to quit growing.
  • Why change? Because you made the decision when you first became a teacher to do something that was larger than life and more meaningful than money, recognition, and status. You became a teacher because of change-- the changes in the world you wanted to make one kid at a time. You change because you want to do what is right-- simply because it *is* the right thing to do and you understand the need to model for others so they can do what is right as well. You are use to hard work and long hours. You are use to commitment with little recognition. You know what you do has lasting results
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  • You change because the world has changed and you know that not challenging the status quo is the riskiest thing you can do at this point. You change because you love learning and you love children and you know they need you to lead the way in this fast paced changing world and to do that you have to find your own way first. That is why you and they should change
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    Points to ponder
John Evans

The Educational Technology Site: ICT in Education: --> A Preview of 2DIY - 0 views

  • 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
  • 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.
  • 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
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
John Evans

Half an Hour: The Future of Online Learning: Ten Years On - 0 views

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    eless technologies created an essentially mobile internet, with Wi-Max, a long-range broadband wireless internet standard, poise
John Evans

ConverStations: Social Media Success Plan for Beginners: 6 Hours for 6 Weeks - 0 views

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    ...a simple formula for social media success How to learn and use social media software like blogs, RSS, Twitter and others in a 6 week span. Up to the chalenge??
John Evans

24 hours in pictures | News | guardian.co.uk - 0 views

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    A selection of the best images from daily news around the world.
Phil Taylor

The Finland Phenomenon: Learning from the new Tony Wagner film | Connected Principals - 1 views

  • 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.
  • 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.
  • 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.  
Phil Taylor

At Calhoun School, Longer Classes in 5 Short Terms - NYTimes.com - 0 views

  • If the subject matter was a bit unusual for high school students, the amount of time they had to grapple with it was more so — 2 hours 10 minutes, in what is called a class block. Long blocks became standard this year at Calhoun, as part of a radical attempt to alter the structure of the school day and school year.
John Evans

Bringing The World To The Classroom With SMS « Mr Robbo - The P.E Geek - 0 views

  • The students were thinking about who would be likely to help them complete their questions, which ultimately helped them identify their own Personal Learning Networks.  Which is helpful for them establishing who they could contact for help in the future.
  • The students were able to use SMS to collectively gather responses from a wide range of people from outside the school community. As a result the broad range of views enabled a more diverse range of discussions to take place
  • The follow up discussion was much more richer than what had taken place in the past as I believe each of them was able to bring some sort of vested interest into the conversation
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  • The engagement levels of the student group were through the roof.
  • How else could  we be able to gather 50+ responses within the course of an hour that represented the views of the general public.
  • As answers started rolling in, they were sharing their responses with each other, comparing them and taking notice of the similarities and differences among the responses. This lead to a great level of discussion about the concepts the activity was hoping to cover.
  • At the moment we are learning about the different values people demonstrate towards nature. So with this in mind I got the students to choose 3 people who they could SMS who would be likely to respond quickly within our scheduled classtime. They then had 3 questions they needed to include in their SMS with only one question asked per person.
Dennis OConnor

Stanford's free 'Intro to AI' course | KurzweilAI - 0 views

  • Stanford University’s CS221: Introduction to Artificial Intelligence Fall quarter 2011 is now available, for free, Stanford has announced.You can take this online course from professors Sebastian Thrun and Peter Norvig, along with several hundred Stanford undergrads, without having to fill out an application, pay tuition, or live in a dorm.
  • This is more than just downloading materials and following along with a live stream; you’re actually going to have to do all the same work as the Stanford students. There’s a book, at least 10 hours per week of studying, weekly graded homework assignments, a midterm exam, and a final exam. The professors will be available to answer your questions. If you finish the work, you’ll get a certificate of completion and a final grade (no college credits, however, unless you’re a Stanford student).
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