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John Evans

5 Innovative Animation Tools for Teachers | Edudemic - 9 views

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    "5 Innovative Animation Tools for Teachers"
John Evans

Two Students + Video Game = Innovations in Science | MindShift - 4 views

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    The potential of using video games for purposes other than entertainment is starting to be unleashed - not just by veteran scientists, but by young students.
Phil Taylor

The Innovative Educator: The Innovative Educator's Five Fave Ways to Create a Global Co... - 4 views

  • The Innovative Educator’s Five Fave Ways to Create a Global Communication Center with Google
John Evans

Engagement and Impact: Design Thinking and the Arts | Edutopia - 0 views

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    "That computer mouse that fits so nicely in your hand, the way your iPhone reacts to your creative way of spelling, the "so simple why didn't I think of that?" processes you encounter every day -- these are the result of design thinking, a sequential process embraced by innovative companies and entrepreneurs. Design thinking, or human-centered design, is an empowering way to solve problems and design products and solutions by starting with discovery, moving on to ideation and rapid prototyping, then testing, and finally execution. How can this high-level, innovative style of problem solving work in a classroom or after-school program? Quite well, actually. The West Michigan Center for Arts + Technology (WMCAT) engages urban high school students in a best-practice after-school program that is grounded in design thinking. I'll share our journey so that you can find ways to enhance your own learning environment through design thinking. "
Phil Taylor

Every Teacher an Innovator | Edutopia - 0 views

  • What mindset do we want to instill in our students when they leave our classes and our schools?
  • In 2014, that's no longer a very good excuse for not leveraging technology to provide the best teaching as an educator. Using technology every day and being innovative aren't the same.
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    "What mindset do we want to instill in our students when they leave our classes and our schools?"
John Evans

The Science (and Practice) of Creativity | Edutopia - 2 views

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    ""Creativity isn't about music and art; it is an attitude to life, one that everybody needs," wrote the University of Winchester's Professor Guy Claxton in the lead-up to the 2014 World Innovation Summit for Education (WISE) dedicated to creativity and education. "It is a composite of habits of mind which include curiosity, skepticism, imagination, determination, craftsmanship, collaboration, and self-evaluation." Sounds like the perfect skill set for equipping young people to navigate an increasingly complex and unpredictable world. Encouragingly, there's plenty of evidence -- from both research and practice -- that most of the above can be taught in the classroom. In fact, innovation and education experts agree that creativity can fit perfectly into any learning system. But before it can be incorporated broadly in curriculum, it must first be understood."
John Evans

10 Innovative Ways to Bring STEM to Schools | MindShift | KQED News - 2 views

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    "As schools look for innovative ways to bring in STEM learning, here's a possible road map for how to galvanize a school community. "
John Evans

Changing the face of coding - The Official Microsoft Blog - 0 views

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    "Unfortunately, the strength in the talent pipeline that we see in female soccer today is not the reality for technology. The U.S. is facing a shortage of Computer Science (CS) graduates. According to the Bureau of Labor Statistics, every year there are close to 140,000 jobs requiring a CS degree, but only 40,000 U.S. college graduates major in CS, which means that 100,000 positions go unfilled by domestic talent. Even more dramatic is that women in U.S. colleges and universities earn only 18 percent of CS degrees. In middle school, 74 percent of girls express interest in Science, Technology, Engineering and Math (STEM), but when choosing a college major, only 0.4 percent of high school girls select computer science. The true potential of future innovation will only become a reality if more women are part of it. A rich, diverse community of innovators is key for new technologies to address the needs of modern society. That is why Microsoft YouthSpark - a global initiative to create opportunities for all youth to learn computing - supports Girls Who Code, a national nonprofit organization that aims to close the gender gap in technology in the U.S."
John Evans

How Librarians Are Rockin' the Makerspace Movement | graphite Blog - 1 views

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    "Shhh! You're in the library! As the great-granddaughter of a librarian, I was brought up to know that the quiet of the library was sacred space. Fast-forward 30 years. In the media centers of the Cherokee County, Georgia schools, where I train as an instructional technology specialist, quiet is no longer the chief value. Instead, makerspaces are bringing books to life, and the new mantra is, "Innovate, create, collaborate." Many media specialists still struggle with this transformation from silent reading space to innovative makerspace; with that in mind, I interviewed six women who seamlessly flow from rockin' librarians to Creative Directors of Making in the same day to ask how they do it."
John Evans

Enabling Makers To Create "The Next Big Thing" | TechCrunch - 1 views

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    "Makers have long been known as hobbyists or tinkers. However, with increased access to professional-grade tools, the maker movement is transforming business as usual. Through collaboration and connectivity, makers are inspiring innovation on a daily basis with the creation of smart gadgets, machines, robots and wearables. This new way of doing business is a shift from the historic model where innovation was monopolized by multi-million-dollar companies. Makers and their peers have the opportunity to build cutting-edge products, test them in collaborative workspaces and share their inventions online in order to bring "the next big thing" to market for mass consumption. It is through this connectivity that makers are able to contribute to the Internet of Things - a world of interconnected devices that use sensors to interact with the people, the environment and other devices around them. This smarter, connected way of life is the future of technology worldwide."
John Evans

Advice for Analog Parents with Digital Kids | Getting Smart - 0 views

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    ""Our teachers hopefully have hours and hours of support and training for integrating [technology] into the classroom, but what help are parents getting?" This is an important question posed in Educating Parents in the Siri Generation, a blog post by Carl Hooker that explores how "analog parents" can rise to meet the challenges of their "digital kids." It's this exact problem-the difference the learning environments that most parents experienced versus the ones in which their children are learning in-that formed the basis of our Smart Parents series and culminating book project (launching in August 2015). If you've been around the edu-innovation space for awhile, you've probably come across Carl Hooker-or @MrHooker as many of us know him. With a title like Director of Innovation and Digital Learning (Eanes ISD, Texas), he knows a thing or two about the next generation of teaching and learning. Here are some pearls of wisdom from his perspective as a parent and an administrator in a one-to-one mobile device district."
John Evans

7 Education Disruptors that Are Making Learning More Fun | Articles | Noodle - 3 views

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    "With each presidency come new reforms and initiatives aimed at enhancing education. The new policies, programs, and funding lay the foundation for various innovations and trends to build momentum and transform the way we teach and learn. Before you go back to school, get the skinny on seven big disruptors in education. These seven transformative tools are part of the growing movement to get students creating and problem-solving with technology, which has been supported by the Obama administration's Educate to Innovate initiative."
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.
John Evans

Tech Forum - Strategies, Solutions and Innovations for Technology Leaders - 0 views

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    Insight and Innovation for Technology Leaders
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