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John Evans

Thingiverse: An Inside Look At The Leading 3D Printing Marketplace | All3DP - 1 views

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    "If you've ever used a desktop 3D printer before, chances are you're more than familiar with the Thingiverse platform. This 3D printing marketplace and community offers thousands of models that can be freely shared, downloaded, remixed, and of course, printed. The platform was launched by MakerBot back in 2008, and has been expanding ever since. Nowadays, Thingiverse boasts millions of users and uploaded 3D models, offering everything from popular torture tests like the 3DBenchy to full-fledged educational lesson plans. Intrigued by the continuous growth of this 3D printing marketplace, we decided to take a deeper plunge into this immensely popular platform. We recently chatted with Public Relations Manager Josh Snider, MakerBot Learning Manager Drew Lentz, and Thingiverse Product Manager Corey Zettler about the inner happenings of Thingiverse."
John Evans

10 iPad competitors for school tech budgets | Education Dive - 2 views

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    "There's no denying that the iPad is the dominant tablet in the lucrative education market right now. Technology, however, is an ever-evolving beast--a field where all it sometimes takes to dethrone the king is the right platform, device or combination thereof at the right time. Could other tablets soon cut into Apple's market share with help from outside marketplaces and learning platforms? Here are our picks for the top 10 tablets, marketplaces and platforms that threaten the iPad's dominance in the classroom:"
John Evans

Yudu - Online Publishing & Digital Library - 0 views

  • What is YUDU? YUDU is an ePublishing library and marketplace that lets you read, publish, buy, sell and share digital content.
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    What is YUDU? YUDU is an ePublishing library and marketplace that lets you read, publish, buy, sell and share digital content.
Phil Taylor

G Suite Marketplace - 2 views

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    New home for Google Addons
John Evans

YouAreHere - where kids learn to be smarter consumers! - 6 views

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    You are welcome to use the resources and activities on this site to teach kids about today's marketplace. The site is intended for students in 5th through 8th grade and can be used to complement lessons in critical thinking, writing, language arts, media literacy, business, civics, and social studies.
John Evans

Canada's Law on Spam and Other Electronic Threats - Home - Canada's Anti-Spam Legislation - 2 views

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    "Canada's anti-spam legislation (CASL) is in place to protect Canadians while ensuring that businesses can continue to compete in the global marketplace."
John Evans

Maker Camp becomes the after-school program you wish you had as a kid - 0 views

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    ""One thing we can bet on is that 'making' engages kids," Dale Dougherty, Maker Media founder told Engadget. Anyone that's ever been to a Maker Faire knows that's a solid wager. Children routinely crowd around booths and attractions at the event peppering proprietors with questions about how their devices work. They drag their parents to the marketplace to buy Arduinos, soldering guns, and DIY kits. Getting littles ones excited about science and crafts is easy when it's right in their faces, but then what? That was the question on Dougherty's mind, "what happens on the Monday following a Faire?" The initial answer to keeping kids interested in STEM (Science, Technology, Engineering and Math education) topics was an online summer camp. A virtual meeting place for kids looking to expand their DIY skills and connect with other like-minded makers. Of course, once summer is over, those same kids are left in the lurch. Some schools have implemented a by-the-book rote memorization curriculum with very little hands-on opportunities. So now Maker Camp is leaving its summer roots and going year round with weekly projects."
John Evans

A Beautiful Visual Explaining 3D Printing for Teachers ~ Educational Technology and Mob... - 4 views

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    "3D printing is a very cool technology that has garnered a lot of attention lately. The additive manufacturing process 3D printers use and the software to create 3D models can be extremely confusing. In an attempt to share some information about the 3D printing process Shapeways created a 2D explainer of 3D printing. Introducing students to the world of 3D printing is a great way to get them excited about manufacturing and design. Students are able to see their ideas and creations come to life before their eyes in a very short period of time. One of the main benefits of 3D printing is the ability to rapidly prototype ideas and designs for anything from fashion accessories to the rocket engines produced by industrial printers at NASA. The Shapeways marketplace gives students and teachers the ability to quickly upload designs and have them printed and shipped within weeks. For classrooms without access to expensive 3D printers, this allows students to get in on the exciting action of 3D printing and modeling."
John Evans

10 Edtech Podcasts That You Will Love - The Tech Edvocate - 1 views

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    "Spread the love As an educational professional, the best way to learn about new learning experiences is to hear about them firsthand from other educators. While this can be a challenge for some busy professionals, podcasts provide a convenient, approachable way for educators to learn about the latest in education technology. While websites such as Spotify and iTunes host booming marketplaces for purchasing these podcasts, sifting through the best can be a challenge. Luckily, we've rounded up some suggestions of the best podcasts for you to put on the top of your To Do list."
John Evans

33 Best Sites for Free STL Files & 3D Printer Models | All3DP - 0 views

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    "This is a selection of the best 3D printing websites, content repositories, marketplaces and search engines for free 3D printer files to download. Each lets you browse a large choice of 3D printing designs to print at home. "
reviewsserviceit

Buy Verified Paxful Account - 100% Safe & Best Accounts. - 0 views

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    Buy Verified Paxful Account Introduction A person-to-person marketplace called Paxful accepts more than 300 different payment methods. Direct trading in a wide range of currencies is possible between buyers and sellers. Both buyers and vendors on Paxful are free. An inexpensive fee is instead added to each transaction to encourage buyers and sellers to use the site. What is Paxful Account? For those wishing to purchase bitcoin using a number of payment methods, Paxful is a popular option. Paxful does come with some hazards, too. There is neither a buyer nor a seller protection on Paxful because it is a peer-to-peer marketplace. This implies that you are helpless if a trade fails. Because of this, it's crucial to only conduct business with reliable parties. Buy Verified Paxful Account
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.
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