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John Evans

5 Awesome TV and Movie Robots You Can Build With a Raspberry Pi - 1 views

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    "With so many Raspberry Pi projects to choose from, it can be tricky to find the one you really want to build. Our advice is to find a way to marry the Pi with something you really love. One great example is TV and movie robots - iconic characters from popular sci-fi that can be rebuild at home with a Raspberry Pi built in. Once constructed, your robot might be able to utter commands when a condition is met (perhaps a sensor detects motion). Or it might move around, learning about its surroundings, or reading information to you from Wikipedia. Whatever you have in mind, it should be relatively straightforward to plan and execute. It may take some time, however. Here are five example projects that show how you can combine a Raspberry Pi 2 or later with your favorite fictional robot. 5 Things Only a Raspberry Pi 2 Can Do 5 Things Only a Raspberry Pi 2 Can Do The latest edition of the pint-sized computer is awesome. So awesome, in fact, that there's 5 things you can only do on a Raspberry Pi 2. READ MORE 1. R2-D2 We've all wanted our very own astromech droid, haven't we? Sure, no one on earth is (currently) operating a light speed drive, but Star Wars droid R2-D2 has far greater abilities than onboard spacecraft maintenance. For instance, he can hold torches, carry a tray of drinks, and launch lightsabers across pits in the desert. Okay, it's unlikely you'll manage to get your own R2-D2 robot to do that… but don't let that put you off. Check out this little guy, controlled by a Raspberry Pi. While this project was based on an existing R2-D2 toy, that shouldn't limit your ambition. You'll find plenty of R2-D2 builds on YouTube. There's a massive R2-D2 building community online. Finding one that has a drive unit should be ideal for integrating a Raspberry Pi (and perhaps an Arduino, which you can use the two together) and developing a more realistic R2-D2 experience. Arduino vs Raspberry Pi: Which Is The Mini Computer For You? Arduino vs Rasp
John Evans

10 Best Make Your Own Robot Kits for Kids - 4 views

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    "Being able to create your own robot gives students and kids a great sense of achievement, with the added bonus of allowing children to develop patience, imagination and problems solving skills. There are a number of impressive kids robotics kits on the market that even parents will enjoy playing with. Plus, these types of projects provide valuable bonding time for kids and parents as it's a toy that both can really relish. In classrooms, robotics are perfect for teaching coding to kids, there are many programmable robot kits that use a simple drag and drop programing language based on Scratch. Making your own robot is also a creative a process, where kids and students utilize their design skills to come up with interesting robot designs. The 10 best make your own robot kits for kids on the market are listed below."
John Evans

Make Your Own Flashcards! | Class Tech Tips - 3 views

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    "Synopsis is a completely free iPad app for students that lets users create notes by highlighting different sections of a PDF document.  Kids can then modify the notes they have created by adding their own text. Synopsis gives kids the power to summarize any text so they won't need to go back to a PDF document to study material.  Each individual note can be converted to its own flashcard there is no need to buy flashcards or type and create your own."
John Evans

Hour of Code | Khan Academy - 0 views

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    "We have many ways to do Hour of Code at Khan Academy, choose the one that suits you best! * Hour of Drawing with Code - Learn how to program drawings using JavaScript, finishing up by designing your very own silly animal.Try it on your own or with your class! * Hour of Webpages with Code - Learn how to make webpages with HTML tags and CSS, finishing up by making your very own greeting card. * Hour of Databases - Like playing with data? Learn how to manipulate data in a database and make your own custom store.
Amber Brooke

Develop iPhone Apps from PowerPoint - 0 views

shared by Amber Brooke on 19 Jun 12 - No Cached
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    Want to design your own app, but don't know where to begin? You've come to the right place. The team at AppDesignKit.net has assembled an incredible learning kit that's intended to transform your unique app idea into reality. No gimmicks, no fine print, just PowerPoint, your imagination, and the drive to succeed. If you can browse the internet, you can design your own app. Our design process has customers raving. If you're like us, you don't want to spend hours reading or researching articles scattered across the internet. You want to get started now! Our clients have launched hundreds of successful apps using our methods, and they didn't even own a Mac computer. Design your own iPhone app on Windows and cash in on over 100 million Apple users. Oh, and did we mention? We offer a 60 day money back guarantee, just in case you change your mind for whatever reason. How's that for service?
John Evans

Behind The Scenes At Karlie Kloss's New Coding Camp For Girls | Fast Company | Business... - 0 views

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    " ANJALI MULLANY 03.30.16 8:20 AM Two years ago, model Karlie Kloss enrolled in Flatiron School's two-week pre-college coding course and caught the programming bug. She started taking regular private coding classes with Flatiron dean and cofounder Avi Flombaum (who she already knew socially) and enjoyed the experience so much that she decided to underwrite 21 Kode with Karlie scholarships so other young women could take the same two-week pre-college coding course at Flatiron that had kicked off her own programming education. This summer, Kloss is taking it up a notch by launching her own Kode with Klossy coding camps for young women aged 13-18 in Los Angeles, New York, and her hometown of St. Louis, using Flatiron's Learn.co curriculum and learning platform. Unlike last summer's Kode with Karlie program, this year's 80 scholarship recipients will participate in their own program, separate from other Flatiron School students. By the end of the camp, which is being taught by independent instructors, students will have learned the fundamentals of Ruby on Rails and built their own web app. Kloss is not underwriting this latest round of scholarships herself but instead, in partnership with Flatiron School and CSNYC, has pulled together a number of partner brands as fiscal sponsors for the program."
John Evans

3 Ways to Help Learners Find Their Own Answers Before Asking You - 5 views

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    "Teachers strive to help learners find their own answers by doing one thing-giving them the skills to do so. Although this seems like a tall order, in reality it's simpler than you think. Part of it resides in ensuring students know they have options for this. Exploring these options is the essence of philosophy of 3B4ME. If you haven't heard of it, we discovered it on Adam Schoenbart's blog. It's an ingenious way to help learners find their own answers using simple paths to discovery. Using this strategy, learners can seek answers on their own-and usually find them-before needing to resort to asking a teacher."
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.
John Evans

ISTE | 3D printers: A buyer's guide - 0 views

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    "You may have heard about all the cool things 3D printers can do. If you're a math teacher, maybe you've thought about letting your students make their own manipulatives or get hands-on in geometry with 3D solids. If you're an economics or business teacher, perhaps you've considered assigning students a project to design, market and sell their own 3D-printed products. Or maybe you're a science teacher interested in exploring 3D models of cells, atoms or DNA with your students. Wait! Slow down. Before you jump into purchasing and integrating this new gadget into your classroom, take a moment to consider the logistics and realities of becoming a 3D printer early adopter. Here's a basic FAQ I've developed based on my own experiences and extensive research into classroom 3D printing."
John Evans

How to Crimp Your Own Custom Ethernet Cables of Any Length - 0 views

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    "Have you ever needed a short Ethernet cable, but all the ones in your closet are six feet long? You could just wrap up the excess, but for a cleaner look, you can shorten the cable yourself. With the right materials, you can even make your own custom-length network cables. By crimping your own Ethernet cables, you can make them in any length you want. Pre-made Ethernet cables only come in specific lengths, and you may need a size that isn't available. Again, you can always go longer than you need to, but it's mostly a waste."
John Evans

Texting 1, 2, 3: Schools Test 'Bring Your Own Technology' Programs | Techland | TIME.com - 1 views

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    BYOT - Bring Your Own Technology BYOD - Bring Your Own Device(s)
John Evans

Tony Vincent's Learning in Hand - Blog - Bring Your Own - 3 views

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    "In the spirit of bringing more opportunities into learning environments, more and more schools are inviting students to bring their own technology. Shortened as BYOT or BYOD for Bring Your Own Device, the concept is catching on."
John Evans

4 Powerful Tools For Making Your Own Interactive Content - Edudemic - 5 views

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    "Infographics are popular. They're a fun way to present and read data, and many people believe that information that is presented visually is often retained better (at least for some learners). Many teachers today are using infographics, both in their classrooms and for their own professional development. There are so many tools out there to make your own infographics. In the education realm, most people I chat with say that they use Piktochart because it is free and very simple to use. One of the (newer) trends we've been noticing lately has been that more and more infographics are interactive."
John Evans

Five Ways for Teachers To Take Charge of Their Own Learning | Canadian Education Associ... - 3 views

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    "In Manitoba there are traditionally five provincially mandated PD days per year. This year the topics for the first four of my school's PD days were 'Cultural Proficiency' (a division sponsored event), an 'EdCamp' (facilitated by division coordinators), a day where teachers work with other teachers from around the province in their teaching area, and a school-based session on 'Deeper Learning and Critical Thinking' with support from a division coordinator. Our final day will be on the topic of 'Positive Behaviour Interventions and Supports'. We will join one of our feeder elementary schools, and the day will be facilitated by divisional educational support services staff. Although these sessions have all been of great value, and have resulted in many thoughtful conversations, the days are somewhat disjointed. The topics for each day are chosen by divisional administration or school-based administrators, without the input of the teachers that will 'benefit' from the PD sessions. To make these PD days more valuable, teachers need to keep the conversations going on these important topics for deep learning to occur, or this 'one size fits all' model needs to be abandoned for a more teacher directed PD model. If teachers are in charge of the topic of their personal PD, they will be more likely to own this time and use the division sponsored PD days as a catalyst to deeper learning and connections to other professionals within their own building and beyond. Teachers need going beyond the four or five division sponsored PD days to ensure personal and professional growth."
John Evans

10 Reasons Twitter Works In Education - 1 views

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    "As the collective family of social media channels grows, each adopts their own personality. LinkedIn is oldest sibling -a go-getter that wore a suit in middle school. Instagram is the playful teen that opened her own restaurant with her family's money. Facebook is the walking political argument that you know not get started. And twitter? twitter is the wild child of the bunch. Offering quick bits of information, a dynamic stream that looks great on desktop and mobile devices, and a variety of ways to communicate from #hashtags to @messaging to micro-blogging and link distribution, twitter works, and unlike facebook, blogging, and other digital tools, when something does indeed "fail" on twitter, the overwhelming number of tweets can help mitigate the loss. The best I've heard explanation we've heard for the difference between twitter and facebook is (paraphrased), "Facebook makes me dislike people I've known for years, while twitter makes me like people I've never met." I'm not sure it's quite that cut and dry, but the big idea remains the same-every social channel has its own personality."
John Evans

JigsawPlanet.com - Free Online Jigsaw Puzzle Game - 0 views

  • On this web site you can: Create your own puzzles. Play your own and common puzzles. Send puzzles to friends. Put created puzzles on your web pages.
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    On this web site you can: * Create your own puzzles. * Play your own and common puzzles. * Send puzzles to friends. * Put created puzzles on your web pages.
John Evans

Educators Are Doin' It For Themselves: Creating Their Own Professional Development | Us... - 4 views

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    "Educators are creating their own professional development opportunities on their own time without compensation, acknowledgement, nor credit."
John Evans

Over 20 Good Apps to Use in BYOD Classroom ~ Educational Technology and Mobile Learning - 1 views

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    "BYOD (Bring Your Own Device) is not only about students bringing their own devices to class and using them for educational purposes. It is much more than just a problem of hardware but is rather a question of what "learningware" students need to install and use with their devices. Most of the discussions on BYOD center around the accessibility and availability of devices together with the fact that students are experts of their own devices. Sounds good but not enough! Students need to be provided powerful educational apps to galvanize the learning gen inside of them. They need to be shown what apps work with which. Below is a Symbalo board featuring a wide variety of powerful web tools and apps perfect for BYOD classrooms. Click on the image below to access the interactive version of this board where you can access the links of each of these apps."
John Evans

Quick Flashcard Creation and Export​ on iPads | Class Tech Tips - 0 views

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    "Synopsis is a completely free iPad app for students that lets users create notes by highlighting different sections of a PDF document. Students can then modify the notes they have created by adding their own text. Synopsis gives students the power to summarize any text so they won't need to go back to a PDF document to study material.  Each individual note can be converted to its own flashcard there is no need to buy flashcards or type and create your own."
John Evans

ISTE | 3D printers: A buyer's guide - 0 views

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    "You may have heard about all the cool things 3D printers can do. If you're a math teacher, maybe you've thought about letting your students make their own manipulatives or get hands-on in geometry with 3D solids. If you're an economics or business teacher, perhaps you've considered assigning students a project to design, market and sell their own 3D-printed products. Or maybe you're a science teacher interested in exploring 3D models of cells, atoms or DNA with your students. Wait! Slow down. Before you jump into purchasing and integrating this new gadget into your classroom, take a moment to consider the logistics and realities of becoming a 3D printer early adopter. Here's a basic FAQ I've developed based on my own experiences and extensive research into classroom 3D printing."
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