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John Evans

4 Great Augmented Reality Apps for teaching Science | The Whiteboard Blog - 1 views

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    "Augmented Reality is the term used by apps which overlay content on top of real world objects. Imagine viewing a textbook page through your iPad and the pictures come to life with sound and animations. This can have some great educational uses. From bringing spacecraft or animals into the classroom, to bringing worksheets to life with interactive 3D models. The tech is still in its infancy. At the moment you still need to view things through some kind of device - a tablet, phone or webcam. Can you imagine what this would be like when viewed through something like Google Glass? But that's something for the future. There's many different apps out there, but here are a few of my favourites that could be used to teach Science."
John Evans

Digital Is - 2 views

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    "s a professional artist, deepening the ways in which seemingly disparate objects and processes are interconnected through locating, and mapping their intersections has been one of the main elements of my studio practice. The Fab Lab tools and working processes create an environment that is well suited to investigating those types of intersections. In an effort to integrate Fab Lab tools centered on craft, and studio-based processes into the classroom, I have been working to implement a Mobile MakerCart at a project-based K-8 charter school. In addition to introducing craft-based physical computing projects to the children, a guiding principle behind the MakerCart is to give teachers the opportunity to develop familiarity with the MakerCart's tools and processes in order to be able to envision the ways in which they might be able to develop their own curriculum for use in the classroom."
John Evans

From STEM to STEAM; Passing Through Coding, Tinkering & Making by Marco Vigelini | Code... - 0 views

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    "A lot of people limit themselves only to use things without wondering how they work internally or without having the ability to look inside and possibly make changes.This means that we renounce a better understanding of the objects that surround us and we become mere passive users of systems, mechanisms and technology. By cultivating the maker philosophy and promoting tinkering and coding, we can lay a solid foundation for those kids and young people who are intrigued by science, technology, art, engineering and maths. We can also involve more girls to encourage them to choose future career paths in scientific and  technological areas."
John Evans

Who Is a Maker? - Bright - Medium - 0 views

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    "Who is allowed to "make"? Who is celebrated for hand-fashioning all sorts of devices, objects, artworks and comestibles - and perhaps picking up some critical thinking skills in the process? These questions have been percolating in the "maker community" for some time - and gained relevance when 14-year-old Ahmed Mohamed was arrested last month after his homemade clock was mistaken for a bomb."
John Evans

9 Maker Projects for Beginner Maker Ed Teachers | Teach.com - 0 views

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    "Maker education (often referred to as "Maker Ed") is a new school of educational thought that focuses on delivering constructivist, project-based learning curriculum and instructional units to students. Maker education spaces can be as large as full high school workshops with high-tech tools, or as small and low-tech as one corner of an elementary classroom. A makerspace isn't just about the tools and equipment, but the sort of learning experience the space provides to students who are making projects. Maker Ed places a premium on the balance between exploration and execution. Small projects lend themselves to indefinite tinkering and fiddling, while larger projects need complex, coordinated planning. Often, small projects can organically grow into larger and larger projects. This deliberate process strengthens and enriches a learner's executive functioning skills. Additionally, communication and collaboration are two of Maker Ed's fundamental values. Making allows learners to practice their social communication skills in a variety of groupings, whether affinity-based, role-specific or teacher-assigned. It's important for all different groups to be present in student learning spaces so that all students can practice their social skills in multiple settings. Lastly, Making presents unique opportunities to generate flow learning and allow the teacher to leverage high-interest projects and activities and turn them into learning objectives within a curriculum. Maker education provides space for real-life collaboration, integration across multiple disciplines, and iteration-the opportunity to fail, rework a project and find success. The benefits of a cooperative learning environment are well documented in a makerspace. If you are wondering how to connect these projects back to the Common Core Standards, check out PBL Through a Maker's Lens and Woodshop Cowboy."
John Evans

MinecraftEdu Takes Hold in Schools | School Library Journal - 1 views

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    "I'm in Minecraft, of course-the phenomenally popular, open-ended game that places players in a world in which they can live and build things infinitely. Marcus "Notch" Persson, the Swedish creator of Minecraft, started out by creating a simple game, allowing players to construct whatever they wanted, using a few different colored blocks, each equivalent to one cubic meter. Released in 2009, it has evolved into a massive, world-building video game in which players uses those blocks to create anything they can think of, from houses, caves, and machines to a scale version of the Death Star. Microsoft purchased Minecraft from Notch and his team for $2.5 billion in November 2014. There aren't any express objectives or any real way to win in Minecraft. It's a "sandbox," in gaming speak-offering free play without a specific goal and currently used by more than 18.5 million players, with some 20,000 more signing up every day. Users may choose between Creative Mode, in which they can build using unlimited resources by themselves or with friends, with no real danger or enemies, and Survival Mode, where they fend off enemies and other players and fight for resources and space. They can trade items and communicate using a chat bar. Modifications (or mods) can add complexity by creating things like economic systems that let players buy and sell resources from in-game characters using an in-game currency system. These downloadable mods can also add computer science concepts and thousands of additional features."
John Evans

Let kids learn by hacking their toys - Quartz - 0 views

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    "Children, unlike most adults, have imaginations that are unconstrained by either themselves or society. For an 8- or 10-year-old, anything and everything seems possible. Burning with curiosity about the world around them, they can transform mundane objects into toys, invent entire worlds in a heartbeat, and become lost in daydreams one minute, only to fire off a barrage of (often unanswerable) questions the next. Then, they start to grow up. Curiosity seeps away. Self-consciousness kicks in. Until, slowly, the formalized structures within education, and the expectations of society, begin to take over. It doesn't have to be that way."
John Evans

Making in the classroom is a political stance | Sylvia Libow Martinez - 4 views

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    "When I talk about the maker movement in schools I do talk about tools and spaces, but I try to make the point that it's about giving agency to kids in a system that most often considers students to be objects of change, rather than agents of change. One of our reasons for writing the book Invent To Learn: Making, Tinkering, and Engineering in the Classroom  was to try to create momentum for the return of progressive principles of education, principles that have been yanked away from kids and teachers by politicians, corporations, and Silicon Valley gurus who think they know how to fix everything with an app."
Phil Taylor

BBC - A History of the World - Home - 6 views

  • This site uses objects to tell a history of the world. You’ll find 100 objects from the British Museum and hundreds more from museums and people across the UK.
John Evans

2009 Horizon Report | EDUCAUSE CONNECT - 0 views

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    he annual Horizon Report is a collaborative effort between the New Media Consortium (NMC) and the EDUCAUSE Learning Initiative (ELI). Each year, the report identifies and describes six areas of emerging technology likely to have a significant impact on teaching, learning, or creative expression in higher education within three adoption horizons: a year or less, two to three years, and four to five years. The areas of emerging technology cited for 2009 are: * Mobiles (i.e., mobile devices) * Cloud computing * Geo-everything (i.e., geo-tagging) * The personal web * Semantic-aware applications * Smart objects Each section of the report provides live Web links to examples and additional readings.
John Evans

sqworl - 0 views

  • Sqworl is a web application that provides a clean and simple way to visually bookmark multiple URLs.

John Evans

woices.com - where the words go - 0 views

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    Woices is a FREE internet service that allows people to create, share and consume echoes, audio records which are linked to a very specific geographical location or real world object. Woices ultimate goal is to extend reality by creating a new layer of audio information, what we call the echoesphere, that will make the world a more interesting place.
John Evans

Convert PowerPoint to Flash in One Click and Create Flash E-Learning Courses with iSpring - 0 views

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    converts your PPT to Flash keeping PowerPoint animations, transition effects and embedded multimedia objects.
John Evans

'The Objective of Education Is Learning, Not Teaching' - Knowledge@Wharton - 0 views

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    A though provoking article.Read online, or download the article in podcast form.
John Evans

PicLits.com - Create a PicLit - 0 views

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    PicLits.com is a creative writing site that matches beautiful images with carefully selected keywords in order to inspire you. The object is to put the right words in the right place and the right order to capture the essence, story, and meaning of the picture.
John Evans

Moovl - 0 views

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    Moovl is a unique online tool which teachers and pupils can use to draw, animate and apply physical properties to objects in order to bring their pictures and words to life. Let them discover what happens when they make a ball even bouncier, a hippo even heavier or the word shiver actually shiver.
John Evans

AllThingsPLC - Research, education tools and blog for building a professional learning ... - 0 views

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    This site was created to serve as a collaborative, objective resource for educators and administrators who are committed to enhancing student achievement. We invite you to share your knowledge, ask questions, and get expert insight into the issues teachers face each day in the classroom.
John Evans

CoSN Small District Technology Leadership Wiki - CoSNWiki - 0 views

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    The Consortium for School Networking (CoSN) is the country's premier voice for K-12 education leaders who use technology strategically to improve teaching and learning. The objective of this wiki is to provide a space for collaborative work around topics regarding effective planning for and use and implementation of technology.
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