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John Evans

Using Tech Tools to Provide Timely Feedback | Edutopia - 4 views

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    "One of the most powerful moments in my teaching journey was the summer I immersed myself in feedback and checking for understanding. It forced me to ask myself what and if my students were actually learning."
Phil Taylor

Solve for X: Nicholas Negroponte on learning by themselves - YouTube - 6 views

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    Nicholas Negroponte founded the MIT Media Lab (1980), WiReD Magazine (1990), and One Laptop per Child. Nicholas has recently launched a reading experiment to learn whether poor and remote kids (5-10 years old) can learn to read on their own with a solar powered, Android tablet suitably loaded with immersive and constructionist material.
John Evans

18 Apps Every Creative And Artist Type Should Download Right Now - 4 views

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    "Mobile devices like iPads and Androids have transformed the way we experience boredom. No longer is a wayward commuter forced to play Snake or Tetris, occupying themselves in a hardly satisfying, and utterly pixelated virtual reality. The tablet or smart phone-wielding travelers can now immerse themselves in an entire library of art and culture-related distractions, finding solace in everything from a Vincent van Gogh game to a digital version of the Louvre. Just this week, the Metropolitan Museum of Art, a 140-year-old cultural stalwart of New York City, went the way of the future and introduced an iPhone app. Described as "exceedingly simple and modest" by Forbes, the move to make art more accessible is something we can't help but love. So, in the spirit of the Met's 21st century attitude, we've put together a list of mobile museums and art-honoring programs that will spark creativity in your everyday life. Behold, 18 apps every creative and artist type should download now:"
John Evans

Building Early Literacy Skills With iPads | iTeach with iPads - 3 views

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    "I am on spring break this week. It has been such a luxury to linger over coffee and the newspaper in the mornings. That has been about all of the luxury I've been able to enjoy because even though I'm on spring break from my job, I am not on spring break from doctoral classes. I have been immersed in scholarly articles on early literacy. So, while this is all fresh on my mind, I am going to share a few work samples from some of our recent literacy activities on iPads."
John Evans

5 Truths about Making and Makerspaces in Our Libraries - @TLT16 Teen Librarian Toolbox - 1 views

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    "I am in the midst of a profound "Maker awakening". Yes, that's what I think I will dub it. I have spent the last couple of months immersed in the research and development of incorporating the maker movement into the library I am currently working at. I have been reading, reading some more, and refining what I think it means to incorporate the concept of makers and maker spaces into our libraries."
John Evans

Your Brain on Books: 10 Ways Reading Affects Psyche - 2 views

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    "Any book lover can tell you: diving into a great novel is an immersive experience that can make your brain come alive with imagery and emotions and even turn on your senses. It sounds romantic, but there's real, hard evidence that supports these things happening to your brain when you read books. In reading, we can actually physically change our brain structure, become more empathetic, and even trick our brains into thinking we've experienced what we've only read in novels."
John Evans

Worlds of Learning | WMKR: Movers and Makers - 4 views

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    "I am very excited to announce the launch of my new makerspace radio show on the BAM Radio Network!  BAM Radio is the largest education radio network in the world offering programming from the nation's top education organizations and thought leaders and reaching a wide audience of people passionately committed to quality education.  The show is called WMKR, Movers & Makers.  Embarking on this journey with me, I am lucky enough to have a fabulous co-host in educator, Travis Lape.   Each episode of our show, will focus upon expanding upon the chapters of my makerspace book, allowing for readers/listeners to be immersed further in each topic. Show topics will include: The Maker Movement Planning Your Makerspace Setting Up Your Makerspace Creating a Maker Culture in Your School Makerspaces and the Standards The 'Expert' Maker Makerspaces and the School Library Makerspace as a Unique Learning Environment Showcasing Student Creations Makerspaces as Catalysts for Future Change School Leaders Role in the Maker Movement/Makerspaces As of today, our first show has launched.  The topic is the Maker Movement and the show is called Helping Students Learn with the Head, the Heart and the Hand.  Our first guest is the gracious, Sylvia Martinez."
John Evans

Making Stuff Light Up and Move! | FabLearn Fellows - 0 views

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    "My sixth and seventh grade STEAM students immersed themselves in the wonder of electricity this school year. They started out by exploring basic circuits, using blocks that I constructed using the Exploratorium's ideas from their electricity exploration curriculum. "
John Evans

A Principal's Reflections: The Web 2.0 vs. Traditional Learner - 14 views

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    "many benefits students receive when immersed in learning environments that combine solid pedagogical techniques with web 2.0/digital resources."
John Evans

Ed/ITLib DL → Children's Sense of Self: Learning and Meaning in the Digital Age - 0 views

  • Children’s Sense of Self: Learning and Meaning in the Digital Age
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    This research began with the premise that video game play, especially as it relates to participation in persistent virtual worlds, provides fictional spaces where players engage in cognitive and communicative practices that can be personally transformative in prosocial ways. Players' experiences with these worlds are as much defined by the technical design and construction of these spaces as they are influenced by the socio-cultural arrangements that develop. In support of this belief, we collected data on children's experiences with a range of technologies germane to the Digital Age, including their participation in the Quest Atlantis environment, an immersive space for learning that is intended to engage children ages 9-12 in a form of dramatic play comprising both online and real-world learning activities. By enlisting this innovation to nonintrusively collect data about children's participation as well as their engagement with media more generally, the research team was able to move beyond an ethnographic study of what already exists in the world and develop a grounded appreciation for what an innovative technology-rich context might make possible in the future.
Ingunn Kjøl Wiig

The New Atlantis » Is Stupid Making Us Google? - 0 views

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    Immersing myself in a book or a lengthy article used to be easy. My mind would get caught up in the narrative or the turns of the argument, and I'd spend hours strolling through long stretches of prose. That's rarely the case anymore. Now my concentration often starts to drift after two or three pages. I get fidgety, lose the thread, begin looking for something else to do. I feel as if I'm always dragging my wayward brain back to the text. The deep reading that used to come naturally has become a struggle."
John Evans

Second Life in Education » educationaluses - 0 views

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    The unique qualities of a 3D virtual worlds can provide opportunities for rich sensory immersive experiences, authentic contexts and activities for experiential learning, simulation and role-play, modelling of complex scenarios, a platform for data visualisation and opportunities for collaboration and co-creation that can not be easily experienced using other platforms. Second Life is completely user-generated 3D environment that comes with relatively easy-to-use building and scripting tools that anyone can learn. This makes it an ideal platform for engaging students in creating their own learning activities, experiences and environments, and not just be passive consumers of learning.
John Evans

K-12 Instructional Media Center Lobby - K12IMC.org - 0 views

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    ...an immersive environment with over 580 pages and 2,100 carefully selected links that will help unify K-12 professional development and school reform.
John Evans

Games, Pop-Ups, 3D, and More - The iPad is Changing Books Forever | Singularity Hub - 7 views

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    "I grew up on a healthy regimen of Choose-Your-Own Adventure books, Nintendo, and role playing games, but even I am intimidated by the new brand of interactive storytelling that is flooding the iPad. More designers are exploring how the frenzy around Apple's tablet computer is evolving e-books into something new. Sure, you can find traditional children's picture books directly translated onto the iPad that simply let you flip through on a touchscreen, but there's so much more the medium allows. Embedded games, interactive backgrounds, responsive audio, non-linear stories - "books" on the iPad have become something much better: immersive experiences. I've got a host of videos to show you what I mean, check them out below. Combining games, books, music, and voices in compelling ways, these early attempts to revolutionize storytelling on the iPad are exciting…but they're just the beginning. Give it a few years and the lines between these different ways of telling stories will blur so far we'll have to come up with a new name. 'Books' just doesn't cut it anymor"
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