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John Evans

Girls Can't Code Because, You Know, Boobs (And Other Myths) - 1 views

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    " "I've tried to get into coding but my cleavage is just so distracting," quipped one young woman in this provocative YouTube video. "When I'm not menstruating, I'm ovulating, so there's no time to code at all," lamented another. If this all sounds entirely ludicrous, it's supposed to. Girls Who Code, a nonprofit dedicated to bridging the gender gap in tech, created this satirical clip to feature in a three-part series that explores the ridiculous gender stereotypes that exist in the world of computer science. "We wanted to try something different and use humor and satire to question the stereotypes that tell our girls that coding is not for them," said Reshma Saujani, the organization's founder and CEO, in a statement. "Our hope is these videos will spark a much-needed conversation about the messages we send our young women and what we can do to create a more inclusive, well-rounded image of a programmer.""
John Evans

5 Reasons Why Everyone Should Learn to Code - Microsoft Citizenship Asia Pacific - 0 views

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    "The Computer Science Education Week, Dec. 5-11, is an annual initiative that mobilizes educators, parents, nonprofits and the industry to inspire all young people to learn computer science and open the door to a promising future. With our rising digital economy and the nonstop pace of technological change, we have an imperative to prepare young people to pursue careers that are in demand. Computer science refers to the academic discipline of studying what can be done using a computer and how to do so. At the foundation of this is computational thinking, a mental process that allows one to formulate problems so as to design possible solutions that a computer or human can easily understand. Coding is one way that computational thinking can be expressed. It is simply writing a list of step-by-step instructions for computers to perform what we want to do. More importantly, it provides everyone a platform to unleash our creativity to create software websites, games, and apps. More than half of today's jobs require some technology skills, and this will increase to 77 percent in the next decade, according to IDC. With youth unemployment in Southeast Asia alone almost three times that of total unemployment rate, coding and computer science serve as the gateway for youth to secure a more fulfilling career or even venture into entrepreneurship. In the Philippines for instance, an entry-level tech position pays 38 percent more than the minimum wage.   I strongly encourage everyone to try coding-and here's why:"
John Evans

Media literacy courses help high school students spot fake news. - 3 views

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    "When the AP United States history students at Aragon High School in San Mateo, California, scanned the professionally designed pages of minimumwage.com, most concluded that it was a solid, unbiased source of facts and analysis. They noted the menu of research reports, graphics and videos, and the "About" page describing the site as a project of a "nonprofit research organization" called the Employment Policies Institute. But then their teacher, Will Colglazier, demonstrated how a couple more exploratory clicks-critically, beyond the site itself-revealed the Employment Policies Institute is considered by the Center for Media and Democracy to be a front group created by lobbyists for the restaurant and hotel industries. "I have some bright students, and a lot of them felt chagrined that they weren't able to deduce this," said Colglazier, who videotaped the episode in January. "They got duped.""
John Evans

How Coding Went Mainstream - ReadWrite - 2 views

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    "Last January marked the launch of Code.org, a nonprofit that promotes computer-science education. Code.org launched Hour Of Code, a nationwide campaign that urged Americans to learn how to program. President Obama even recorded a video in support of the campaign. Nearly 15 million people responded to the call."
John Evans

"Learning in the 21st Century: Digital Experiences and Expectations of Tomorrow's Teach... - 10 views

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    "Project Tomorrow®, the national education nonprofit organization that annually facilitates the Speak Up National Research Project, conducted a special Speak Up survey in Spring 2012 for college students in teacher preparation programs. Since 2007, Project Tomorrow has collaborated with Blackboard Inc. to create a series of annual reports that focus on key trends in the use of technology to increase student achievement, teacher productivity and parental engagement. This new report, "Learning in the 21st Century: Digital Experiences and Expectations of Tomorrow's Teachers," is the latest in the series and provides new insights that will inform college and university based teacher preparation programs as well as the induction and professional development processes within K-12 schools and districts. Tomorrow's teachers may have the keys to finally unlock the potential of technology to transform teaching and learning, but much depends upon their experiences in their preparation program and how well future school leadership can support their expectations for essential technology tools and resources."
John Evans

Coding Class, Then Naptime: Computer Science For The Kindergarten Set : NPR Ed : NPR - 0 views

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    "The Foos is part of a trend toward increasing emphasis on code as a fundamental literacy. You may have heard about the Hour of Code nonprofit initiative, which claims tens of millions of student participants; or New York City Mayor Bill DeBlasio's recent announcement that he intends to require teaching of computer science in all grades for all students. "A computer science education is literacy for the 21st century," the mayor said at the announcement. Educators, researchers and entrepreneurs like Hosford are taking that analogy very seriously. They're arguing that the basic skills of coding, such as sequencing, pattern recognition and if/then conditional logic, should be introduced alongside or even before traditional reading, writing and math."
John Evans

Action Graphing: Math & Physics iPad App | Class Tech Tips - 1 views

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    "Gamification is a powerful way to engage students in the science and math classroom. The Universe and More, a nonprofit company founded by a high school teacher, has released a new game called Action Graphing. This iPad app helps students understand key concepts related to graphing.  Students will learn how to analyze and interpret graphs to model the motion of real objects.  They'll see how the slope of the line represents an object's velocity and the y-intercept of the line represents the object's position."
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

Alternative Assessments and Feedback in a MakerEd Classroom | FabLearn Fellows - 0 views

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    "According to Google Trends (see photo), a new term came into existence and quickly became synonymous with progressive education and a resurgence of STEAM education in America. That term is maker education, or makered for short, and can be seen in the graph as "born" according to google searches, around September of 2004. Although the exact number of makered programs is not currently known, schools that employ a progressive pedagogy (insert the word innovative for those working in the 21st century) or schools that make claims regarding the importance of differentiation, constructivism or experiential learning have built or are building makered programs. At first these programs seemed to be dependent on having state of the art Maker Spaces or FabLabs and high-tech tools, as most were found in well-funded private schools. That picture has changed rapidly in the past ten years since the makered movement has gained popularity, however. More and more public/charter schools and nonprofit programs are building programs for the average American child, that rival many private school programs. In fact, programs with limited budgets and space have reminded us that scarcity or "disability," are invaluable teachers in any good maker culture, as they breed creativity and self-reliance. Many of the makered programs serving lower income communities have access to mentors who never stopped working with their hands, even when it fell out of status in a consumer driven America in the 1980's (Curtis 2002). While lower income mentors may not know Python or what an Arduino is, they are skilled carpenters, mechanics, seamstresses, cooks and know what it means to be resourceful. "
John Evans

Classwish - 0 views

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    ClassWish, a nonprofit, makes it easy for teachers and schools to create Wish Lists of the supplies they need for students to excel. Parents and others in the community see exactly what is needed and contribute online. Together, we can make a powerful difference in our children's lives.
John Evans

We Are Media » home - 0 views

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    We Are Media Project: The Social Media Starter Kit for Nonprofits
John Evans

A Great New Tool to Teach Kids Coding ~ Educational Technology and Mobile Learning - 8 views

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    "Code Studio is a newly released platform geared towards helping students from kindergarten to high school learn the different coding concepts. Code Studio which is a product of the popular nonprofit group Code.org known for its relentless efforts to make coding part of the curricula."
John Evans

Teens Are Being Bullied 'Constantly' on Instagram - The Atlantic - 1 views

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    "No app is more integral to teens' social lives than Instagram. While Millennials relied on Facebook to navigate high school and college, connect with friends, and express themselves online, Gen Z's networks exist almost entirely on Instagram. According to a recent study by the Pew Research Center, 72 percent of teens use the platform, which now has more than 1 billion monthly users. Instagram allows teens to chat with people they know, meet new people, stay in touch with friends from camp or sports, and bond by sharing photos or having discussions. But when those friendships go south, the app can become a portal of pain. According to a recent Pew survey, 59 percent of teens have been bullied online, and according to a 2017 survey conducted by Ditch the Label, a nonprofit anti-bullying group, more than one in five 12-to-20-year-olds experience bullying specifically on Instagram. "Instagram is a good place sometimes," said Riley, a 14-year-old who, like most kids in this story, asked to be referred to by her first name only, "but there's a lot of drama, bullying, and gossip to go along with it.""
John Evans

Report Explores Potential of Wearables, AR and VR in Education -- THE Journal - 1 views

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    "A new whitepaper from personalized learning nonprofit KnowledgeWorks explores how wearables, augmented reality and virtual reality could play out in education. Take one example shared in the report of a fourth-grader: She's wearing a Hello Kitty "smart sleeve" and toting her tablet in a matching knapsack as she heads into the homework center after school and begins to tackle a writing assignment. After 10 minutes of staring at a blank screen and experiencing a rising heart rate, her wearable triggers a "nudge" from an app that reminds her that it's OK to ask for help. She clicks on an icon and receives a holographic image of her coach in a corner of her device, calmly and clearly offering her immediate help."
John Evans

These are the top 10 workforce skills students will need by 2020 - eCampus News - 6 views

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    "Today's workforce, as nearly everyone knows, is increasingly global. And with that global nature comes fierce competition-students will need an arsenal of workforce skills in order to stand out from their peers. According to a recent McGraw-Hill Education survey, just 40 percent of college seniors said they felt their college experience was helpful in preparing for a career. Alarmingly, that percentage plummeted to 19 percent for women answering the same question. That same survey also found that students in STEM majors were the most likely out of any group to report that they are optimistic about their career prospects (73 percent). According to data from the nonprofit Institute for the Future, there are 6 drivers of change in today's workforce:"
John Evans

Playing Games Can Build 21st-Century Skills. Research Explains How. | EdSurge News - 0 views

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    "As anyone who's ever spent hours hunched over Candy Crush can attest, there's something special about games. Sure they're fun, but they can also be absorbing, frustrating, challenging and complex. Research has shown our brains are "wired for pleasure," and that games are an effective way to learn because they simulate adventure and keep our brains engaged and happy. But what exactly do we learn from them? In an era consumed with teaching 21st-century soft skills, are games any good at building critical thinking or collaboration skills? The answer is likely yes, but, much like games themselves, it's complicated. "What you'll find from the research is that it's very much dependent on, 'under certain types of conditions, certain types of skills seem to be developed,'" explains game designer and theorist Katie Salen, a former executive director at the nonprofit Institute of Play. "I never want to make claims that games writ-large for any kid-under any circumstances-teach these sort of skills.""
John Evans

New AI fake text generator may be too dangerous to release, say creators | Technology |... - 2 views

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    "The creators of a revolutionary AI system that can write news stories and works of fiction - dubbed "deepfakes for text" - have taken the unusual step of not releasing their research publicly, for fear of potential misuse. OpenAI, an nonprofit research company backed by Elon Musk, Reid Hoffman, Sam Altman, and others, says its new AI model, called GPT2 is so good and the risk of malicious use so high that it is breaking from its normal practice of releasing the full research to the public in order to allow more time to discuss the ramifications of the technological breakthrough."
John Evans

Five Ways to Sustain School Change Through Pushback, Struggle and Fatigue | MindShift |... - 1 views

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    "Teaching through projects, interrogating the value of grades, attempting to make learning more meaningful and connected to young people's lives and interests, thoughtful ways of using technology to amplify and share student work. These are just some of the ways teaching and learning are changing. But moving to these kinds of learning environments is a big shift for many teachers, schools, and districts; it's hard to sustain change once the shiny newness wears off. That's when people tend to slip back into old habits, relying on what they know best. The transformation requires a leader who understands how to manage the change process. "Sustained modes of change can be incredibly meaningful and yield for your community in huge ways, but you have to be incredibly intentional in order to make space for these things to happen," said Diana Laufenberg at an EduCon 2018 session about how to lead through change. Laufenberg is the executive director of Inquiry Schools, a nonprofit working with schools around the country to make these shifts. She has come to the conclusion that there are five pillars to sustaining change: permission, support, community engagement, accountability and staying the course."
John Evans

Where Edtech Can Help: 10 Most Powerful Uses of Technology for Learning - InformED : - 2 views

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    "Regardless of whether you think every infant needs an iPad, I think we can all agree that technology has changed education for the better. Today's learners now enjoy easier, more efficient access to information; opportunities for extended and mobile learning; the ability to give and receive immediate feedback; and greater motivation to learn and engage. We now have programs and platforms that can transform learners into globally active citizens, opening up countless avenues for communication and impact. Thousands of educational apps have been designed to enhance interest and participation. Course management systems and learning analytics have streamlined the education process and allowed for quality online delivery. But if we had to pick the top ten, most influential ways technology has transformed education, what would the list look like? The following things have been identified by educational researchers and teachers alike as the most powerful uses of technology for learning. Take a look. 1. Critical Thinking In Meaningful Learning With Technology, David H. Jonassen and his co-authors argue that students do not learn from teachers or from technologies. Rather, students learn from thinking-thinking about what they are doing or what they did, thinking about what they believe, thinking about what others have done and believe, thinking about the thinking processes they use-just thinking and reasoning. Thinking mediates learning. Learning results from thinking. So what kinds of thinking are fostered when learning with technologies? Analogical If you distill cognitive psychology into a single principle, it would be to use analogies to convey and understand new ideas. That is, understanding a new idea is best accomplished by comparing and contrasting it to an idea that is already understood. In an analogy, the properties or attributes of one idea (the analogue) are mapped or transferred to another (the source or target). Single analogies are also known as sy
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