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John Evans

Daily Shoot: Miss Dunsiger's Class - Day 187 | - 0 views

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    Today was Dr. Davey's first Maker Day, and an amazing one at that! Here's a look at our day. All of the Grade 1-Grade 7 students participated in today's Maker Day. Students attended two of seven different sessions based on their interests: Minecraft/Coding, Collaborative Art, Beautiful Junk, Positive Graffiti, Making Music, Lego/Blocks, and Egg Drop. Staff members paired up together to facilitate the learning at each of the sessions, and the students directed most of the learning based on their interests. I (Aviva) worked with an amazing Grade 4 student that led the Minecraft/Coding session, and even worked with small groups of students on coding the Arduino. It was really quite incredible! After two sessions, students reflected on the day and on their learning, and then extended the "Maker Learning" back in the classroom. Today was all about the Learning Skills, problem solving, creativity and critical thinking. As you can hear in our video reflection, there were also links to our classroom learning including Science (Structures) and Math (shapes, figures, and non-standard measurement). There was also a lot of Arts learning today (with creating music and creating works of art including the elements of design). What an amazing day!"
John Evans

creatingaPLN » home - 0 views

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    joevans · My Wikis · My Mail · My Account · Help · Sign Out · wikispaces *This page can only be edited by organizers of this wiki.homeProtected * pagesubmenu o print o what links here? o rename o delete o redirect o unlock o view source * discussion * history * notify me Protected Welcome to our resource wiki for: Personal Learning Networks: The Power of the Human Network Judith Epcke (@jepcke) and Scott Meech (@smeech) Locations of visitors to this page Bold Italic Underline Color and Style Ordered List Unordered List Horizontal Rule Insert Link Remove Link Insert Images and Files Embed Widget Insert Table Insert Special Character Insert Code Cancel none Optional: a note about this edit for the page history log Optional: tags for this page, separated by commas Cancel Note that the content you create on http://creatingapln.wikispaces.com is licensed under the Creative Commons Attribution Share-Alike 3.0 License. Please only submit content that you write yourself or that is in the public domain. Learn more about our open content policy. Insert a File Double click an image or file to insert it into the page. Show: please wait... Page: Jump: A B C D E F G H I J K L M N O P Q R S T U V W X Y Z Double clicking a file: inserts the file links to the file Upload New File notUploading Insert External Image by URL Enter an external image address, click "Load", then double click the image to insert it into the page. * Wikispaces Wikispaces * Video Video * Audio Audio * Calendar Calendar * Spreadsheet Spreadsheet * Document Document * Polls Polls * RSS Feed RSS Feed * Chat and IM Chat and IM * Slideshow Slideshow * Map Map * Bookmark Bookmark * Other HTML Other HTML Choose the category of application you would like to embed from the list on the left. Choose the kind of content you would like
Clint Hamada

The Code of Best Practices in Fair Use for Media Literacy Education -- Publications --... - 7 views

  • 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.
  • 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
  • This code of best practices does not tell you the limits of fair use rights.
  • ...51 more annotations...
  • Media literacy is the capacity to access, analyze, evaluate, and communicate messages in a wide variety of forms. This expanded conceptualization of literacy responds to the demands of cultural participation in the twenty-first century.
  • Media literacy education helps people of all ages to be critical thinkers, effective communicators, and active citizens.
  • Rather than transforming the media material in question, they use that content for essentially the same purposes for which it originally was intended—to instruct or to entertain.
  • four types of considerations mentioned in the law: the nature of the use, the nature of the work used, the extent of the use, and its economic effect (the so-called "four factors").
  • this guide addresses another set of issues: the transformative uses of copyright materials in media literacy education that can flourish only with a robust understanding of fair use
  • Lack of clarity reduces learning and limits the ability to use digital tools. Some educators close their classroom doors and hide what they fear is infringement; others hyper-comply with imagined rules that are far stricter than the law requires, limiting the effectiveness of their teaching and their students’ learning.
  • However, there have been no important court decisions—in fact, very few decisions of any kind—that actually interpret and apply the doctrine in an educational context.
  • But copying, quoting, and generally re-using existing cultural material can be, under some circumstances, a critically important part of generating new culture. In fact, the cultural value of copying is so well established that it is written into the social bargain at the heart of copyright law. The bargain is this: we as a society give limited property rights to creators to encourage them to produce culture; at the same time, we give other creators the chance to use that same copyrighted material, without permission or payment, in some circumstances. Without the second half of the bargain, we could all lose important new cultural work.
  • specific exemptions for teachers in Sections 110(1) and (2) of the Copyright Act (for "face-to-face" in the classroom and equivalent distance practices in distance education
  • Through its five principles, this code of best practices identifies five sets of current practices in the use of copyrighted materials in media literacy education to which the doctrine of fair use clearly applies.
  • Fair use is in wide and vigorous use today in many professional communities. For example, historians regularly quote both other historians’ writings and textual sources; filmmakers and visual artists use, reinterpret, and critique copyright material; while scholars illustrate cultural commentary with textual, visual, and musical examples.
  • Fair use is healthy and vigorous in daily broadcast television news, where references to popular films, classic TV programs, archival images, and popular songs are constant and routinely unlicensed.
  • many publications for educators reproduce the guidelines uncritically, presenting them as standards that must be adhered to in order to act lawfully.
  • Experts (often non-lawyers) give conference workshops for K–12 teachers, technology coordinators, and library or media specialists where these guidelines and similar sets of purported rules are presented with rigid, official-looking tables and charts.
  • this is an area in which educators themselves should be leaders rather than followers. Often, they can assert their own rights under fair use to make these decisions on their own, without approval.
  • ducators should share their knowledge of fair use rights with library and media specialists, technology specialists, and other school leaders to assure that their fair use rights are put into institutional practice.
  • In reviewing the history of fair use litigation, we find that judges return again and again to two key questions: • Did the unlicensed use "transform" the material taken from the copyrighted work by using it for a different purpose than that of the original, or did it just repeat the work for the same intent and value as the original? • Was the material taken appropriate in kind and amount, considering the nature of the copyrighted work and of the use?
  • When students or educators use copyrighted materials in their own creative work outside of an educational context, they can rely on fair use guidelines created by other creator groups, including documentary filmmakers and online video producers.
  • In all cases, a digital copy is the same as a hard copy in terms of fair use
  • When a user’s copy was obtained illegally or in bad faith, that fact may affect fair use analysis.
  • Otherwise, of course, where a use is fair, it is irrelevant whether the source of the content in question was a recorded over-the-air broadcast, a teacher’s personal copy of a newspaper or a DVD, or a rented or borrowed piece of media.
  • The principles are all subject to a "rule of proportionality." Educators’ and students’ fair use rights extend to the portions of copyrighted works that they need to accomplish their educational goals
  • Educators use television news, advertising, movies, still images, newspaper and magazine articles, Web sites, video games, and other copyrighted material to build critical-thinking and communication skills.
  • nder fair use, educators using the concepts and techniques of media literacy can choose illustrative material from the full range of copyrighted sources and make them available to learners, in class, in workshops, in informal mentoring and teaching settings, and on school-related Web sites.
  • Students’ use of copyrighted material should not be a substitute for creative effort
  • Where illustrative material is made available in digital formats, educators should provide reasonable protection against third-party access and downloads.
  • Teachers use copyrighted materials in the creation of lesson plans, materials, tool kits, and curricula in order to apply the principles of media literacy education and use digital technologies effectively in an educational context
  • Wherever possible, educators should provide attribution for quoted material, and of course they should use only what is necessary for the educational goal or purpose.
  • Educators using concepts and techniques of media literacy should be able to share effective examples of teaching about media and meaning with one another, including lessons and resource materials.
  • fair use applies to commercial materials as well as those produced outside the marketplace model.
  • curriculum developers should be especially careful to choose illustrations from copyrighted media that are necessary to meet the educational objectives of the lesson, using only what furthers the educational goal or purpose for which it is being made.
  • Curriculum developers should not rely on fair use when using copyrighted third-party images or texts to promote their materials
  • Students strengthen media literacy skills by creating messages and using such symbolic forms as language, images, sound, music, and digital media to express and share meaning. In learning to use video editing software and in creating remix videos, students learn how juxtaposition reshapes meaning. Students include excerpts from copyrighted material in their own creative work for many purposes, including for comment and criticism, for illustration, to stimulate public discussion, or in incidental or accidental ways
  • educators using concepts and techniques of media literacy should be free to enable learners to incorporate, modify, and re-present existing media objects in their own classroom work
  • Media production can foster and deepen awareness of the constructed nature of all media, one of the key concepts of media literacy. The basis for fair use here is embedded in good pedagogy.
  • Whenever possible, educators should provide proper attribution and model citation practices that are appropriate to the form and context of use.
  • how their use of a copyrighted work repurposes or transforms the original
  • cannot rely on fair use when their goal is simply to establish a mood or convey an emotional tone, or when they employ popular songs simply to exploit their appeal and popularity.
  • Students should be encouraged to make their own careful assessments of fair use and should be reminded that attribution, in itself, does not convert an infringing use into a fair one.
  • Students who are expected to behave responsibly as media creators and who are encouraged to reach other people outside the classroom with their work learn most deeply.
  • . In some cases, widespread distribution of students’ work (via the Internet, for example) is appropriate. If student work that incorporates, modifies, and re-presents existing media content meets the transformativeness standard, it can be distributed to wide audiences under the doctrine of fair use.
  • educators should take the opportunity to model the real-world permissions process, with explicit emphasis not only on how that process works, but also on how it affects media making.
  • educators should explore with students the distinction between material that should be licensed, material that is in the public domain or otherwise openly available, and copyrighted material that is subject to fair use.
  • ethical obligation to provide proper attribution also should be examined
  • Most "copyright education" that educators and learners have encountered has been shaped by the concerns of commercial copyright holders, whose understandable concern about large-scale copyright piracy has caused them to equate any unlicensed use of copyrighted material with stealing
  • This code of best practices, by contrast, is shaped by educators for educators and the learners they serve, with the help of legal advisors. As an important first step in reclaiming their fair use rights, educators should employ this document to inform their own practices in the classroom and beyond.
  • Many school policies are based on so-called negotiated fair use guidelines, as discussed above. In their implementation of those guidelines, systems tend to confuse a limited "safe harbor" zone of absolute security with the entire range of possibility that fair use makes available.
  • Using an appropriate excerpt from copyrighted material to illustrate a key idea in the course of teaching is likely to be a fair use, for example.
  • Indeed, the Copyright Act itself makes it clear that educational uses will often be considered fair because they add important pedagogical value to referenced media objects
  • So if work is going to be shared widely, it is good to be able to rely on transformativeness.
  • We don’t know of any lawsuit actually brought by an American media company against an educator over the use of media in the educational process.
Phil Taylor

CYB Overview 2008 - 0 views

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    The Canada Year Book 2008, now online, is a fabulous reference on Canada's society and economy, written in accessible, plain language. Its articles, which include links to charts and tables, describe the latest trends in 31 current topics, including population, children and youth, families, energy, government, health, as well as ethnic diversity and immigration. The Canada Year Book is popular with secondary students and a useful reference for teachers of intermediate grades.
John Evans

The Startup That's Bringing Coding to the World's Classrooms | Business | WIRED - 2 views

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    "This fall, the entire British school system will embrace computer science. The UK is the first G8 country to include computer science education in its national curriculum, and the move could serve as a test case for so many other nations across the globe, including the United States. As computing comes to dominate our world, programming skills are more valuable than ever, but even the U.S.-the center of the technology universe-is still struggling to bring coding into the classroom. Part of the problem is that, before students learn how to code, their teachers must learn too. Pulling all that off is a massive endeavor."
John Evans

Creative Commons 4.0 Is now Available for Everybody to Use ~ Educational Technology and... - 6 views

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    "Creative Commons has recently rolled out its new 4.0 licenses and made it available for adoption worldwide. This is a fruit of two years of hard work to overcome some of the weaknesses that marked the 2011 version CC licenses .Some of the features and improvements included in 4.0 licences which make them easily shared and re-used include : improved readability and organization and common-sense attribution."
John Evans

A Visual Math Glossary for Your iPad | iPad Apps for School - 0 views

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    "For years Jenny Eather's A Maths Dictionary for Kids has been a favorite resource of mine and many other teachers for years. Maths Charts by Jenny Eather is the iPad companion to the website. Math Charts by Jenny Eather provides simple and clear definitions of math terms. Each definition includes a diagram to illustrate the term's definition. You can print any and all of the visuals included in the app."
John Evans

1:1 iPad Initiative: A Four Year Study & Review - 1 views

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    "The Franklin Academy High School implemented a 1:1 iPad deployment a the beginning of the 2010-2011 school year. Over the course of the next two school years, the pilot was expanded to include all grades 9-12 in the high school. This deployment has reached 475 high school students and all teaching staff. Our K-8 program deployed iPads across the grade levels in the form of class sets and mobile carts. This study targeted our 1:1 deployment at the high school to investigate the impact the device has had on teaching and learning. The survey used to gather the student data was administered in April of 2014. Students included in the survey used the device anywhere from 1 to 4 years. The students use the iPad while at school and home. Results of the survey hope to shed light on the impact the use of the iPad has had on academic gains as well as the development of the most important non-cognitive skills our program is founded upon."
John Evans

Free Technology for Teachers: 36 Online Games Kids Can Play to Learn About Engineering - 0 views

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    "Try Engineering is a site that hosts lesson plans and games designed to get students interested in engineering. The lesson plans, more than 100 of them, are arranged according age and engineering topic. The lesson plans can be downloaded as PDFs. The games section of Try Engineering features 36 online games. Some of the games were developed specifically for Try Engineering while others are hosted on other educational sites like those of NASA and PBS. Like the lesson plans, the games collection cover a variety of topics including solar energy, space science, and bio-engineering. The games section of Try Engineering also includes links to a dozen iPad apps that students can use to learn about engineering and programming."
John Evans

Grief In The Classroom: 'Saying Nothing Says A Lot' : NPR Ed : NPR - 1 views

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    "So how should educators handle the death of a student's loved one? A new website - GrievingStudents.org - is trying to help teachers and school leaders answer that question. It's a database of fact sheets, advice and videos. The materials were produced by the Coalition to Support Grieving Students, a group including 10 national organizations that represent teachers, school administrators and support staff. Using census data, the group estimates that 1 in 20 children will lose a parent by the time he or she graduates from high school. And that doesn't include the many more kids who will lose a sibling, grandparent or close friend. Grief is a fact of life in our nation's schools; 7 out of 10 teachers have a student currently in their classroom who is grieving, according to research by the New York Life Foundation and the American Federation of Teachers."
alxa robert

Mysore University ready to adopt e-Governance - 0 views

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    Being the oldest varsity in the state, the University of Mysore's move is expected to make it a paperless system. Sources revealed that the move has been planned in order to deal with the staff shortage facing the varsity. According to plans, Crawford Hall, the administrative headquarters of the university and other departments including academic sections would be included under the e-governance. Pursuing the plan, a blue print has been prepared to turn e-governance into reality.
tech vedic

Most important smartphones of 2012-13 - 0 views

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    "iPhone 5 Called ""Gadget off the Year"" by Time Magazine, Apple's iPhone 5 (from $199 on 2-year AT&T, Sprint or Verizon plan) is a serious piece of hardware. Along with its powerful new A6 chip, iPhone 5 works on 4G/Long Term Evolution (LTE) networks for wireless speeds that rivals your home's broadband connection. iPhone 5 also has improved cameras: an eight-megapixel iSight rear-facing camera (3264 x 2448 pixels) and front-facing FaceTime camera with 720p HD quality for video calling. Samsung Galaxy S III The Samsung Galaxy S III (from $149 on 2-year plan with AT&T, Sprint, T-Mobile, U.S. Cellular, Verizon) is a true smartphone in every sense of the word -- and we're not even referring to its stunning 4.8-inch display, fast LTE speeds or versatile Android operating system. the Galaxy S III's front-facing camera knows when you're looking at the screen, so it'll give you the bright display you seek, but if your eyes look away it'll dim itself to preserve its battery. It also knows when you want to talk: if you're messaging with someone and want to call them, simply lift the smartphone to your ear and it'll dial for you. Nokia Lumia 920 As the flagship Windows Phone 8 device, Nokia's Lumia 920 (from $99.99 on 2-year AT&T plan), has a lot to offer, including a colorful Start screen with ""live tiles""; familiar Microsoft apps like Outlook, Word, Excel, PowerPoint and OneNote; and a People hub that aggregates all your contacts into one page per person (so you don't need to close, say Outlook, to see what that friend is up to on Facebook or Twitter). HTC Droid DNA and HTC One X+ A pair of Android-powered HTC devices are also worthy of ""best of 2012"" nods: the HTC Droid DNA ($149.99 on 2-year Verizon Wireless plan) and HTC One X+ ($199.99 on 2-year AT&T plan). Protected by Corning's uber-durable Gorilla Glass 2 technology, the Droid DNA's 5-inch 1080p HD screen was built for video, games, ebooks and web browsing. Integrated Beats Audio - an
tech vedic

Wireless headphones for Apple Products - 0 views

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    "Looking for a pair of wireless headphones to complement your super tight jeans? JayBird's SB2 Sportsband headphones should serve as the perfect tech-cessory for your 80′s inspired hipster wardrobe thanks to their wide headband and small collection of colors ranging from subtle to almost neon. But what's that you say? You embrace the 80′s except when it comes to technology? Well you'll be happy to know that in addition to Bluetooth A2DP support, the headphones also support the newer apt-X Bluetooth audio codec, which is apparently included in Apple's new Mac Mini. However, if you wanted to take advantage of its CD-quality wireless sound with other gear like the iPhone. The iSport (pictured above) which is compatible with the iPhone and other iDevices, or the uSport which connects to the headphone jack of pretty much any other audio source. like with most Bluetooth headphones they include buttons on the side for controlling your music, as well as an integrated mic for making calls." By-The Xpert Crew @ http://techvedic.com https://www.facebook.com/techvedicinc https://twitter.com/techvedicinc http://pinterest.com/techvedic1 http://techvedicinc.tumblr.com/ https://plus.google.com/u/0/110467075169904075419/
tech vedic

BlackBerry Z10: Easier to use than Android with loads of features - 0 views

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    BlackBerry Z10 is the touchscreen version which is very similar to the other smartphones available in the market. Display with 4.2inch screen gives a resolution of 1268 x 768 pixels i.e. 768 pixels per inch. The BlackBerry Z10 is easier to use than Android and more powerful, giving faster access to e-mails, tweets, facebook updates and messages. The Z10 has 16GB on inbuilt memory. Unlike the iPhone, the BlackBerry Z10 will allow user to extend the storage with microSD card slot. It sports a chip letting the phone act as a credit card at few payment terminals and share data wirelessly when tapped against some other phones. BlackBerry Z10 comes with handsome cameras with 8MP on back and 2MP on the front. The rear camera can record is a 1080p high definition camera while the front has 720p resolution. One more good thing about the BlackBerry Z10 is its battery life. The talk time is upto 10hrs on 3G. Upto 60 hours of audio playback and 11 hours of video playback. The BlackBerry messenger (BBM) in BlackBerry Z10 includes voice calling and video chatting and allows user to share its screen with another. Another distinguishing feature is the BlackBerry Balance which allows two personas on the same device still keeping the individual data secure. One can set Work mode and personal mode and can switch between them easily. The Time shift is a camera feature that lets you capture a group shot where everyone is smiling with their eyes wide open. BlackBerry Z10 introduces new browser which includes HTML5 support which has a reader mode. By-The Xpert Crew @ http://techvedic.com https://www.facebook.com/techvedicinc https://twitter.com/techvedicinc http://pinterest.com/techvedic1 http://techvedicinc.tumblr.com/
John Evans

Epic! presents a gift for educators - @joycevalenza NeverEndingSearch - 2 views

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    "This week Epic! offered classroom teachers and school librarians in the U.S. and Canada free, forever, single subscription access to its iPad app, an "ever-growing library of high-quality children's books from some of the world's best publishers." Epic! calls itself the first "All-You-Can-Read" eBook service for kids. It currently offers thousands of digital titles from 40 publishing partners, including HarperCollins, Simon & Schuster, National Geographic, Kids Can Press, Blue Apple Books. The growing digital collection of titles for ages 2 through 12 includes many recent and award-winning books and represents a mix of fiction and nonfiction. New titles are added each week."
John Evans

First Aid App for iPads from the American Red Cross | Class Tech Tips - 0 views

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    "The American Red Cross has a handful of apps on weather safety for iPad users looking to plan and prepare for natural disasters.  They also have a great iPad app to help students of any age stay safe.  With First Aid children can learn about different ways to act in situations that require first aid.  There are photographs, informational text, and diagrams to help students understand the best steps to take in an emergency.  First Aid includes extra features including the ability to switch from English to Spanish and a quiz to check for understanding."
John Evans

ISTE | The case for project-based learning - 1 views

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    "Project-based learning is not some new-fangled teaching method just coming into vogue. In fact, use of the PBL approach can be tracked back to the big thinkers, including Confucius, Aristotle and Socrates. Its longevity is due to one of the key outcomes it provides: keeping students happily engaged in rigorous learning. Of course, the ancient philosophers didn't foresee PBL's connection to ed tech, but they did seem to comprehend the benefits students derive from the approach, including a deep understanding of content, the ability to transfer knowledge to new contexts, improved ability to collaborate and better content retention, to name a few. "
John Evans

Teach ICT - Scratch - 4 views

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    "The resource is made up of five complete projects (7 hours+) that provides detailed guidance, taking your students from that very first piece of coding to five fully functional games. This also includes the latest Scratch 2 features that includes cloning and writing custom code modules. "
John Evans

How to Add RSS Feeds & Sites to Apple News in iOS - 0 views

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    "The News app is bundled in modern versions of iOS, accessible from the home screen as a standard app icon and from the Siri Suggestions screen in Spotlight under the News section on an iPhone or iPad. While News app includes a handful of curated Apple-approved sites, users can customize the app on their own by adding websites they like, and also use the News app as an RSS reader. This allows you to add just about any site or feed to News app yourself, including great sites like this one."
John Evans

What is a Makerspace? Is it a Hackerspace or a Makerspace? - 5 views

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    "A makerspace is a collaborative work space inside a school, library or separate public/private facility for making, learning, exploring and sharing that uses high tech to no tech tools.  These spaces are open to kids, adults, and entrepreneurs and have a variety of maker equipment including 3D printers, laser cutters, cnc machines, soldering irons and even sewing machines.  A makerspace however doesn't need to include all of these machines or even any of them to be considered a makerspace.  If you have cardboard, legos and art supplies you're in business.  It's more of the maker mindset of creating something out of nothing and exploring your own interests that's at the core of a makerspace.  These spaces are also helping to prepare those who need the critical 21st century skills in the fields of science, technology, engineering and math (STEM).  They provide hands on learning, help with critical thinking skills and even boost self-confidence.  Some of the skills that are learned in a makerspace pertain to electronics, 3d printing, 3D modeling, coding, robotics and even woodworking,   Makerspaces are also fostering entrepreneurship and are being utilized as incubators and accelerators for business startups.  There have already been some amazing success stories that have come out of makerspaces to date. "
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