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John Evans

TJ on a Journey: International Dot Day Links to Share - 2016 - 2 views

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    "International Dot Day started in a few classrooms in 2009 and has grown into a celebration celebrated around the world. I am constantly sharing links on Twitter and Facebook to encourage more classes to participate, adults may feel free to connect with me. Official Page and Signup: http://www.thedotclub.org is where to send people first. There is a yearly signup and lots of resources and ideas to make your day (week, month, school year) successful. Please encourage people to check out the site and sign up!! "
John Evans

We need to teach 10 million Canadians to code or we'll get left behind - The Globe and ... - 2 views

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    "Canada's ability to retain its position as a significant contributor to the global economy is contingent on our collective willingness to invest in improving digital literacy among Canadians now, equipping them to participate fully in our digital world. While some may consider this to be a radical position, it is already a widely accepted fact in much of the Western world. When it comes to coding education for youth, Canada has already been outpaced by countries such as Estonia, Britain and Australia. And we are even lagging behind our neighbours to the south. Earlier this year, U.S. President Barack Obama announced a "Computer Science For All" strategy to empower a generation of U.S. students with the skills they need to thrive in our digital economy. Coding education in schools can no longer be considered a unique competitive advantage. It must be understood as the minimum standard."
John Evans

25 Teaching Tools To Organize, Innovate, & Manage Your Classroom - 2 views

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    "Over the years, many of us have personally experienced the growth of technology in today's classrooms. Instead of taking notes, students are now occupied by surfing the Internet, scrolling through Facebook, and messaging their friends on their smart phones, tablets, and laptops. Instead of focusing on the instruction, teachers are constantly required to interrupt class in order to remind those students again and again, that class time is for learning, not texting. However, as today's students are using more technological devices, it is imperative that teachers have access to the resources to keep pace with the growing tech culture. The use of smart phones, tablets, and other tech items in the classroom do not necessarily have to have a negative impact on student achievement. On the contrary, the increasing accessibility and growth of technology presents teachers with the unique opportunity to take advantage of those once distracting gadgets, and use them to facilitate academic achievement in new and innovative ways. In this capacity, teachers do not need to be constantly fighting for student attention, but can freely accept it, by introducing a new educational environment that will automatically encourage student participation. Below are some resources that teachers may find useful when attempting to implement technology into their classrooms, separated by 5 common areas that are increasingly important for teachers, and for an effective learning environment-Organization, Project Based Learning, Class Management, Presentations, and Assessment. "
John Evans

Participatory Making - Worlds of Learning - 2 views

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    "Billy's history with littleBits started in 2015 when he heard about littleBits at an ISTE conference and won a free kit later that Summer at an education conference. That fall, Billy applied for a Donor's Choose grant and was able to start his small collection of littleBits which he used with his Gifted and Talented students. Billy slowly built his collection the following year with a donation from the Home and School Association. Students loved exploring and learning with the kits. Billy and I were thrilled to as being selected as one of 20 participants in the littleBits Lead Educator program that took place back in May and June of this past school year. As a result, we were one of the very first educators in the world to get the new littleBits Code Kit and had the opportunity to test the kit with their students and create resources and activities to use in the classroom."
John Evans

Digital Wellness Begins at Home - The Tech Edvocate - 2 views

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    "As a parent, you are on top of things. Your day includes making sure your kids eat right, exercise, and get enough sleep each night of the week. You also coordinate their school schedules with extra-curricular activities, and you balance family obligations so that everyone can participate. That work includes coordinating play dates, dental exams, medical checkups, and more. Making healthy choices isn't just for you; it's also for your children. Parents set the example by being good role models for their children. Some families enjoy cooking or working out together, and others encourage each other to explore individual healthy pursuits. Parents take charge of their children's physical, emotional, spiritual, and social health. What about your child's digital health?"
John Evans

Fake news game confers psychological resistance against online misinformation | Palgrav... - 2 views

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    "The spread of online misinformation poses serious challenges to societies worldwide. In a novel attempt to address this issue, we designed a psychological intervention in the form of an online browser game. In the game, players take on the role of a fake news producer and learn to master six documented techniques commonly used in the production of misinformation: polarisation, invoking emotions, spreading conspiracy theories, trolling people online, deflecting blame, and impersonating fake accounts. The game draws on an inoculation metaphor, where preemptively exposing, warning, and familiarising people with the strategies used in the production of fake news helps confer cognitive immunity when exposed to real misinformation. We conducted a large-scale evaluation of the game with N = 15,000 participants in a pre-post gameplay design. We provide initial evidence that people's ability to spot and resist misinformation improves after gameplay, irrespective of education, age, political ideology, and cognitive style."
John Evans

Tips for Managing the Stress of Social Distancing as a Family - MindShift - 1 views

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    "Any parent balancing work, homeschool and the uncertainty of the COVID-19 pandemic is bound to have their limits tested by sheltering in place with kids who haven't seen their friends or participated in sports. Lisa Damour, a clinical psychologist and author of Under Pressure: Confronting the Epidemic of Stress and Anxiety in Girls, knows well about the stress families face in ordinary times. In these extraordinary times, she has the following advice for families to help get through the crisis:"
John Evans

10 Meditation Apps For The Classroom - - 3 views

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    "Although it's difficult to change the way the (school) system operates, it is possible to adjust how you operate within the system. Introducing meditation and mindfulness techniques in the classroom not only allows you to create a calmer environment, the practice has proven to have verifiable benefits on the human brain. A 2011 Harvard study of MRI images showed a thickening in the cerebral cortex (an area responsible in part for attention and emotional integration) in meditation participants in as little as 8 weeks. So, it's more than a good habit and some quiet time in the classroom, you may be helping the brains of your students develop even more than you realize. Where do you even begin teaching meditation when you may not be familiar with the practice yourself? Although it seems like an incongruous match, this is yet another area where technology steps in to make learning convenient, and a variety of apps offer options for every age, ability, and amount of available time. Here are a few to experiment with as you get started."
John Evans

What happens when students embrace design thinking? - A.J. JULIANI - 1 views

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    "The Global Day of Design just wrapped up on May 2nd. If you want to see what happens when 80,000+ students embrace design thinking, check out the Twitter stream and #GDD17 hashtag! Students from six different continents (over 20 countries) participated and rocked this event in the second year in existence. Teachers and entire schools carved time out for students to not only beginning with empathy, not only brainstorm and navigate ideas, but to make, create, build, and design while in school. This was only one day, and although the event was a success for our students, the real question is: What happens when students embrace design thinking beyond one day?"
John Evans

What Should I Buy For My New Makerspace? A Five Step Framework For Making the Right Pur... - 3 views

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    "I recently was asked to give a webinar that would guide participants through selecting the right products for their makerspace, where I unveiled my "Worlds of Making 'MAKER' Framework." I was really excited about this opportunity, as it gave me the chance to address one of the questions I am most frequently asked. In my work with schools across the country, I have shied away from telling people what they should buy in their makerspace, although many want to know from me what they should buy. I strongly believe in following a process for how you and go about selecting the right products for your makerspace. My definition of what a makerspace is drives every decision I make for my makerspace, and that includes selecting the right products for my makerspace. Many people associate the Maker Movement with 'stuff' like 3D printers, but in my opinion, this isn't what pushes children outside of their comfort zone, it is that opportunity for open-ended exploration that is key. When creating a makerspace, many school districts just go out and buy things that other districts buy, really in essence, just replicating another school districts makerspace. But here's the reality: no two school makerspaces should be exactly alike because no two school communities are exactly alike."
John Evans

National curriculum in England: computing programmes of study - GOV.UK - 0 views

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    "A high-quality computing education equips pupils to use computational thinking and creativity to understand and change the world. Computing has deep links with mathematics, science and design and technology, and provides insights into both natural and artificial systems. The core of computing is computer science, in which pupils are taught the principles of information and computation, how digital systems work and how to put this knowledge to use through programming. Building on this knowledge and understanding, pupils are equipped to use information technology to create programs, systems and a range of content. Computing also ensures that pupils become digitally literate - able to use, and express themselves and develop their ideas through, information and communication technology - at a level suitable for the future workplace and as active participants in a digital world."
John Evans

Computational Thinking | Defining - 2 views

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    "Over the past five years, we have developed a computational thinking framework based upon our studies of interactive media designers. The context of our research is Scratch - a programming environment that enables young people to create their own interactive stories, games, and simulations, and then share those creations in an online community with other young programmers from around the world. By studying activity in the Scratch online community and in Scratch workshops, we have developed a definition of computational thinking that involves three key dimensions: (1) computational concepts, (2) computational practices, and (3) computational perspectives. Observation and interviews have been instrumental in helping us understand the longitudinal development of creators, with participation and project portfolios spanning weeks to several years. Workshops have been an important context for understanding the practices of the creator-in-action."
John Evans

Helping Learners Move Beyond "I Can't Do This" | User Generated Education - 0 views

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    "I work part-time with elementary learners - with gifted learners during the school year and teaching maker education camps during the summer. The one thing almost all of them have in common is yelling out, "I can't do this" when the tasks aren't completed upon first attempts or get a little too difficult for them. I partially blame this on the way most school curriculum is structured. Too much school curriculum is based on paper for quick and one shot learning experiences (or the comparable online worksheets). Students are asked to do worksheets on paper, answer end-of-chapter questions on paper, write essays on paper, do math problems on paper, fill in the blanks on paper, and pick the correct answer out of a multiple choice set of answers on paper. These tasks are then graded as to the percentage correct and then the teacher moves onto the next task. So it is no wonder that when learners are given hands-on tasks such as those common to maker education, STEM, and STEAM, they sometimes struggle with their completion. Struggles are good. Struggles with authentic tasks mimics real life so much more than completing those types of tasks and assessments done at most schools. Problems like yelling out, "I can't do this" arise when the tasks get a little too difficult, but ultimately are manageable. I used to work with delinquent kids within Outward Bound-type programs. Most at-risk kids have some self-defeating behaviors including those that result in personal failure. The model for these types of programs is that helping participants push past their self-perceived limitations results in the beginnings of a success rather than a failure orientation. This leads into a success building upon success behavioral cycle."
John Evans

Hour of Code 2017: Unlock an Exciting New World by Taking a 'Hero's Journey' | 3BL Media - 2 views

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    "In a few weeks, people around the world will celebrate Computer Science Education Week. Millions of kids and others will participate in an Hour of Code, a global call to action to spend an hour learning the basics of coding. Today, it's my privilege to announce that Microsoft has released a new Minecraft tutorial for Hour of Code, called Hero's Journey, that will be used in classrooms, at after-school programs, community centers and homes everywhere. The tutorial uses game elements loved by so many young people, and introduces a fun character called the Agent, to present computer science concepts in a fun and creative way. Learn more in a post today by Deirdre Quarnstrom, Minecraft Education general manager, and start planning your Hour of Code."
John Evans

Websites for Hour of Code by Grade | Ask a Tech Teacher - 2 views

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    "This December will again host the Hour of Code, a one-hour introduction to programming designed to demystify the subject and show that anyone can be a maker, a creator, and an innovator. Last year, almost 300,000 students (age 4-104) participated from over 180 countries and wrote almost 20 billion lines of code. The 200,000+ teachers involved came away believing that, of all their education tools, coding was the best at teaching children to think. It's easy to see why when you look at fundamental programming concepts:"
John Evans

The Epic Guide to Student Ownership - A.J. Juliani - Medium - 2 views

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    "Take a look at the definition of student-centered learning, and let me know what you think: Student-centered learning (SCL), or learner-centeredness, is a learning model that places the student (learner) in the center of the learning process. In student-centered learning, students are active participants in their learning; they learn at their own pace and use their own strategies; they are more intrinsically than extrinsically motivated; learning is more individualized than standardized. Student-centered learning develops learning-how-to-learn skills such as problem solving, critical thinking, and reflective thinking. Student-centered learning accounts for and adapts to different learning styles of students (National Center for Research on Teacher Learning, 1999)."
John Evans

The Pandemic Has Revealed What Really Matters in Education. (Spoiler: It's Not Tests.) ... - 1 views

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    A few weeks ago, I participated in a webinar with K-12 students, parents and teachers about how online learning is going. You might be surprised to hear that the news was not all bad. The students, in particular, had some good things to say about their virtual experience: They liked that teachers were focusing more on everyone's mental health and wellbeing, and less on grades. They liked that the standardized tests for the year had been cancelled.
John Evans

The Multiple Uses of Augmented Reality in Education | Emerging Education Technologies - 0 views

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    "Classroom learning as we know it is undergoing change at an unprecedented rate. Technology has made its way to the classroom, increasing the engaging and interactive elements that many students are benefitting from. Students today are already familiar with various technologies, which is why computerized tools and apps make sense in a classroom setting. One study among marketing students has shown that the introduction of technology makes 87% of students more likely to attend class and 72% of them more likely to participate. Augmented and virtual reality are seeing more prominent utilization in classroom and educational settings. The format and even the location of the learning process could be transformed through AR in the years to come. Keeping in mind that 71% of people aged 16 to 24 in the US have a smartphone, AR could be the next big thing in education. Let's explore educational uses of the AR technology in detail."
John Evans

The Key to Better Student Engagement Is Letting Them Show You How They Learn | EdSurge ... - 0 views

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    "A year into the pandemic, the instructional sands keep shifting from in-person, to remote, to concurrent (or hybrid) and back again. And almost every conversation I have with educators regardless of whether they are classroom teachers, instructional specialists or administrators is around student engagement. Sometimes these conversations are with administrators concerned about the increasing numbers of students on the schools D-F list or with teachers disconsolate about students who won't turn on their cameras, turn in work or participate in discussions and whose attendance (virtual or in-person) is sporadic at best. All of them are asking, with some urgency, about how we can boost student engagement under these difficult and fluctuating circumstances. From my vantage point, the causes and symptoms are multi-faceted. We need to partner with students-individually and collectively-to discover the root causes and empower them to be their own antidotes."
John Evans

Understanding Misinformation and How to Talk to People Who Believe It - News Literacy P... - 0 views

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    "The News Literacy Project is hosting a free webinar series Understanding Misinformation and How to Talk to People Who Believe It to foster more productive conversations free of misinformation among friends and family members and across generations - particularly during the holidays. The series is sponsored by the Fore River Foundation and is being offered in partnership with AARP's OATS/Senior Planet program. John Silva, NLP's senior director of professional learning, and Elizabeth Price, NLP's manager of professional learning, will lead the sessions. These free webinars will help participants understand what misinformation is, how people come to believe it and how to effectively and compassionately communicate and debunk those beliefs. While older adults play a critical role in sorting fact from fiction and helping others to do so, everyone can benefit from resources and support to help prevent harm from mis- and disinformation."
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