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John Evans

An iPad App To Make All Your Selfies Go 3D | TechCrunch - 1 views

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    "Itseez3D, the first app to partner with computer vision technology company Occipital, can turn any picture you take with your iOS camera into a 3D object."
John Evans

Sample Student Learning Objectives For Hour Of Code - 1 views

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    "You keep hearing about this hour of code thing, but you're not a "hacker," and aren't real comfortable with teaching what you don't know. Especially when it relates to technology and its fundamental programming. You know this is some kind of "coding week." You've seen our tips for integrating coding into the classroom. Now what to do? Turn students loose with Scratch or Codea or Kahn Academy? Well, maybe. Self-Directed Learning is a core learning fluency in an age of access."
Clint Hamada

The Code of Best Practices in Fair Use for Media Literacy Education -- Publications --... - 8 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
  • 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?
  • 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.
  • 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.
  • 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.
  • Whenever possible, educators should provide proper attribution and model citation practices that are appropriate to the form and context of use.
  • 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.
  • Students’ use of copyrighted material should not be a substitute for creative effort
  • 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.
John Evans

Reflections from an Elementary School Principal: Using Technology with Classroom Instru... - 0 views

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    "With the increasing rate of new tech devices and web 2.0 tools being developed each day, it is very easy for both teachers and students to get excited by something flashy and lose sight of the purpose. We often have to remind ourselves to start with our learning objectives and THEN decide what technology can enhance the learning process."
John Evans

Why use rubrics? (Infograph) - 7 views

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    "The use of rubrics in the classroom falls in and out of favor, as do other trends. This infographic demonstrates why rubrics, unlike other trends, should be here to stay. Rubrics, in essence, are an easy way to score student work objectively. They are succinct scoring charts that allow for student work to be fairly evaluated. Therefore, it can improve teaching methodologies and ensure unbiased assessment. Rubrics can also be used to help increase student agency and intrinsic motivation, a constant struggle in today's reward based culture. This infographic is neatly split into two sections, "Why Use Rubrics?" and "How to Use Rubrics?" This allows the use (presumably a teacher) to easily refer back to relevant information as needed to help deliver quality education, regardless of experience or expertise."
John Evans

What Did Educators Learn at Maker Faire? | EdSurge News - 2 views

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    "As Kristin Berbawy packed projects into her car, she lingered over one in particular. Two 3D-printed Makerbots with wire hooks-a pair of earrings. They matched the white braces on her teeth and the white strands in her hair. Her students had made them-as they had all the projects in her car-in their high school makerspace. She was proud of them. She was going to display their work to other teachers. Smack in the middle of AP exams, a growing group of teachers is pouring time, creativity and energy into activities for which there are no standardized tests: makerspaces. The movement is avowedly grassroots and candidly quirky, and its main gathering is the Maker Educator Convening in Oakland, CA, where Kristin Berbawy was headed with a trunkload of laser cut wood and 3D printed objects. "
John Evans

Developing Fraction Number Sense Through Part/Whole Thinking - Math Coach's Corner - 3 views

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    "It's no secret that fractions are a very difficult concept for students to understand. But why is that? Fractions are an extremely abstract concept, and without adequate concrete and representational experiences, students do not develop mental images of what the abstract symbols mean.   In Texas, students begin formal fraction instruction in 2nd grade under our newly adopted TEKS, but the symbolic notation for fractions (1/4, 2/3, etc.) is not taught until 3rd grade. The 2nd grade standards include: partition objects into equal parts and name the parts, including halves, fourths, and eighths, using words explain that the more fractional parts used to make a whole, the smaller the part; and the fewer the fractional parts, the larger the part use concrete models to count fractional parts beyond one whole using words and recognize how many parts it takes to equal one whole Let's take a closer look at each."
John Evans

Four STEM Tools to Get Kids Learning and Exploring Outdoors | MindShift | KQED News - 3 views

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    "The four STEM apps below all get kids moving in different ways, whether by looking up at the sky, analyzing how their own bodies move, discovering unique objects to photograph, or getting muddy at their local watershed. Sure, they may not be capturing that next rare Pokémon, but these apps will still help students appreciate the diversity of the world they inhabit."
John Evans

Clever Ways to Use Math Manipulatives with EdTech to Facilitate Deeper Learning - 3 views

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    "Manipulatives are objects that allow learners to interact with mathematical concepts. The learner changes the manipulative in some way, and the manipulative provides informative feedback. Research suggests that using maniuplatives (physical or virtual) has a positive effect on student achievement.  Check out how ST Math educators incorporate physical manipulatives with education technology to provide different ways to explore math concepts and facilitate deeper learning:"
John Evans

Mars Medical Challenge - Future Engineers - 0 views

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    "If you are a K-12 student in the United States, your challenge is to create a digital 3D model of an object that could be used by an astronaut to maintain physical health on a 3-year mission to Mars. Your design must be intended to be 3D printed and could be used for a range of medical needs including diagnostic, preventative, first-aid, emergency, surgical, and/or dental purposes. While exercise, psychological, and nutritional health are important, they are not priority areas for this challenge. Retired astronaut Scott Kelly�s historic one-year mission on ISS provided insights on how the human body reacts to long duration spaceflight, but the Journey to Mars will take approximately 30 months. What health-related items do you think an astronaut will need on that journey, and why would these items require a 3D printer? It�s time to start flexing your problem-solving and design skills to find a solution � good luck!"
John Evans

ECF Curriculum - Enable Community Foundation - 0 views

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    "3D printing and other additive manufacturing techniques are revolutionizing global health systems. Great interest is being seen in the 3D printed prosthetic movement due to the potential for a wide range of people, including novice designers, builders, and students to produce devices that have the potential to effect positive change in a recipient's life. Close Additionally, there is incredible value in having students print and build devices and for those devices to make their way to other young people. Through this work, students are provided with a window into an incredibly authentic application of many of the STEM concepts and 21st century skills they are being taught and recipients have their interest sparked and have a tangible object that offers a glimpse into what is possible when they receive one of these devices."
John Evans

What the Heck Is Inquiry-Based Learning? | Edutopia - 1 views

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    "Inquiry-based learning is more than asking a student what he or she wants to know. It's about triggering curiosity. And activating a student's curiosity is, I would argue, a far more important and complex goal than the objective of mere information delivery. Nevertheless, despite its complexity, inquiry-based learning can be somehow easier on teachers, too. True, it's seemingly easier because it transfers some responsibilities from teachers to students, but it's really easier because releasing authority engages students. Teachers who use inquiry-based learning combat the "dunno" -- a chronic problem in student engagement.  Let's face it, when you ask a student something like, "What do you want to know about _______?" you are often met with a shrug, or a, "dunno." Inquiry-based learning, if front-loaded well, generates such excitement in students that neurons begin to fire, curiosity is triggered, and students can't wait to become experts in answering their own questions."
John Evans

3D Printing in Early Childhood - Ms. Pana Says - 0 views

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    "Integration into the Kindergarten curriculum was a rather loose connection, but definitely a great introduction to 3D printing. One of the Kindergarten writing units revolves around "Looking Closely" at different things and writing about them like a scientist. Many of the Kindergarten teachers like to choose leaves as one of the objects students write about, so I decided to expand this idea into the design of a 3D printed leaf. To support students looking closely at small details as well as develop fine motor skills, each class worked together to make a blown up drawing of a leaf. In order to avoid having the whole class fighting over space to observe and draw around one piece of butcher paper, I set up the class so that I had three stations for the students to rotate around. The other two stations were a Bee Bot coding station and an Engineering Design challenge with Legos (design a bridge strong enough to hold a water bottle)."
John Evans

Evaluating Project-Based Learning | Edutopia - 1 views

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    "Last year I took a group of students to Cuba to produce documentaries about the island nation's culture and history. The main objective was learning how to produce documentaries, but one of my students learned a much more powerful lesson through the process. After completing her project, she posted it publicly to YouTube and received critical comments from someone living in Cuba. The feedback from an audience member in another country profoundly affected her, making her aware of what she was missing in her piece, and the impact that her work can have on others. No test, grade, or teacher evaluation could have come close to helping her learn that deeply, and it made clear to me how important it is for teachers to reexamine why and how we grade our students if we truly care about their success."
John Evans

My Green Screen Setup - Learning in Hand - 0 views

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    "For my series of instructional videos I have a green screen as my background. I then use software to replace the green color with different backgrounds. This chromakey effect allows me to place objects behind and in front of me. I think it helps my videos look slick and puts the focus on my content. I'm often asked about the set up I use to film my videos. Here's a 360 spherical photo that I've annotated. Feel free to scroll and zoom around to check out my setup."
John Evans

Week 4: What is Theme? | EducationCloset - 0 views

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    "Welcome to The Art of Curriculum Design. In this six month series we are exploring the why and how of curriculum design via an Arts Appreciation course created through an arts collaboration. The first few weeks were devoted to the how and why of the curriculum design process. During the current portion of the series we are looking at weekly objectives, outcomes, and assessments designed for the Arts Appreciation course. Links to the entire series can be found below. The full curriculum including daily lesson plans, handouts, and assessments will be available at the culmination of the series."
John Evans

Java Tutorial | SoloLearn: Learn to code for FREE! - 0 views

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    "SoloLearn's Learn Java is a comprehensive guide to one of the most popular programming languages in the world. And here's a big bonus: Learn Java is FREE! The Learn Java lessons are fast, easy, and effective; the app is set up so that you can complete the work in less than three hours. No prior programming experience is needed. Once you have completed the course, you will have learned object-oriented Java programming and have the ability to write clear and valid code in almost no time at all."
John Evans

3 Most Common 3D Printer Errors and Their Fixes | - 2 views

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    "One day, we will be able to press a button and a nearly perfect 3D printed object will appear a few hours later. No fuss, no muss. Sounds great, right!? Although 3D technology has come a long way, there is no magic button yet and every maker will run into a challenge once in a while.  But you're a maker, so you tinker and always figure out a fix. To help you find fixes a little faster, here's a few of the common errors you might run into and possible adjustments to solve these problems. "
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