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Cara Whitehead

SpellingCity for iPhone, iPad, and iPod touch on the iTunes App Store - 0 views

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    VocabularySpellingCity is a fun way to learn spelling and vocabulary words by playing engaging learning games using any word list. The most popular activities are Spelling TestMe, HangMouse, and our vocabulary games, available to Premium Members. The most popular word lists are Sound Alikes, Compound Words, Hunger Games and SAT Words. This is a free app!
John Evans

Motivate the Makers in Your Class with SketchUp Make - 6 views

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    "Making can take a number of fascinating and educationally valuable forms. From arts and crafts to coding and design, just about any interest can be used to spark a passion in creation and making. One form of making that has become increasingly simple, cheap and more and more popular in schools is that of 3D modelling. SketchUp is the most popular 3D modelling tool available, and with a featureful and free version (SketchUp Make) available to educators, it's most certainly a great place for any class to start reimagining the world in 3D."
John Evans

Apple TV Settings for the Classroom - Learning in Hand - 2 views

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    "If there's an Apple TV in the classroom, it's most likely used to mirror teacher and student iPads or MacBooks. There are plenty of other ways to display an iPad on a large screen, and Apple TV is one of the most popular because it has AirPlay. AirPlay is Apple's technology that will stream a live view of whatever is on an iOS device's screen. This is why Apple TV is so popular. This mirroring ability through AirPlay is built into all iPads (except the first generation iPad) and all newer iPhones and iPod touches."
John Evans

Integrating Wikipedia in Your Courses: Tips and Tricks - ProfHacker - Blogs - The Chron... - 0 views

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    "Wikipedia is the seventh most-popular website on the Internet and is the web's most popular and largest reference resource. Many instructors decry student reliance on this online encyclopedia open to anyone to edit, but I am part of a growing movement of teachers who integrates student editing of Wikipedia pages into our pedagogy. There are many pedagogical reasons for this; integrating Wikipedia editing into your courses teaches students to navigate the rules and social norms of an online community of knowledge creation, trains them in developing responsible public-facing research, and introduces them to ways of dealing with a variety of responses to their work."
John Evans

How-To: Use iPad keyboard shortcuts in iOS 9 and work more efficiently (Cheat Sheet) | ... - 3 views

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    "Yesterday I mentioned a useful tip for using physical keyboards with iPads in my guide to unlocking the full potential of the iPad Pro. The tip actually works with all iOS 9 iPads connected to external keyboards over Bluetooth, Lightning, or the Smart Connector: hold Command (⌘) to see a list of supported keyboard shortcuts for the Home screen or app you're in. This works in most of Apple's built-in apps and plenty of popular third-party apps as well, but it can be monotonous prompting that sheet in each app to get a sense of what keyboard shortcuts work. Instead, I've compiled a cheat sheet of which keyboard shortcuts work in all the system apps and several popular third-party apps. Whether you're using Apple's Smart Keyboard for the iPad Pro, Magic Keyboard, Logitech's excellent K811, or any other physical keyboard, these will make you more efficient when working on your iPad."
John Evans

12 Websites That Can Make You Incredibly Smarter - 3 views

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    "Self-learning has been more popular as the amount of information available online is increasing, allowing us to broaden our views with any topics that interest us. As you can find almost any course you wish to attend online, on popular websites such as Coursera and Khan Academy, you can easily change your career and start learning about something that really inspires you. We present you with a list of 12 websites that you can use to expand your knowledge base and seize new opportunities."
John Evans

Thingiverse: An Inside Look At The Leading 3D Printing Marketplace | All3DP - 1 views

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    "If you've ever used a desktop 3D printer before, chances are you're more than familiar with the Thingiverse platform. This 3D printing marketplace and community offers thousands of models that can be freely shared, downloaded, remixed, and of course, printed. The platform was launched by MakerBot back in 2008, and has been expanding ever since. Nowadays, Thingiverse boasts millions of users and uploaded 3D models, offering everything from popular torture tests like the 3DBenchy to full-fledged educational lesson plans. Intrigued by the continuous growth of this 3D printing marketplace, we decided to take a deeper plunge into this immensely popular platform. We recently chatted with Public Relations Manager Josh Snider, MakerBot Learning Manager Drew Lentz, and Thingiverse Product Manager Corey Zettler about the inner happenings of Thingiverse."
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

Yale University most popular class, on happiness, is free for teens - 0 views

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    "Laurie Santos wants to help teenagers, and the rest of the world, feel happier. Santos, the psychology professor behind Yale University's most popular course, recently launched a free six-week version of the class aimed at teenagers, called "The Science of Well-Being for Teens." It was developed to address rising rates of anxiety, depression and suicide rates for kids between ninth and 12th grade, Santos says. Lesson No. 1, she preaches in one of the course's pre-recorded lectures: Our brains lie to us about what makes us happy."
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.
Phil Taylor

Technapex #Edchat: The Rising Popularity of Twitter Among Educators | Technapex - 0 views

  • @thomascmurray: I learn more on Twitter in one week than I did in ANY grad course, which by the way, I paid for.
John Evans

Popular Social Educational Game BrainNook Launches For iPad - AvatarGeneration - 0 views

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    "Nunook Interactive Inc has released the BrainNook Grade 2 Arithmetic 1.0 app for iPad. BrainNook is the next generation of learning games for schools and homes. It is a social educational game that allows students to strengthen critical math and language skills in real time with their classmates. The web-based version of BrainNook is used by 100,000 students in thousands of classrooms across the country."
John Evans

App 101: Quick "How To Use Videos" of Popular Apps | mattBgomez - 4 views

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    Explain Everything 101 (teaching nouns large group) Explain Everything 101 (creating audio decodable books) Skitch 101 (free) "New" Skitch 101 (free) Popplet App 101 Write About This 101 Venn Diagram 101 (free) Educreations 101 (free)
John Evans

Popular Science - A Nerd's Guide to Reading - 3 views

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    "25 Popular Science books that will change the way you think"
Phil Taylor

Science: A New Map of the Human Brain - WSJ.com - 2 views

  • The popular left/right story has no solid basis in science.
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    "The popular left/right story has no solid basis in science"
John Evans

20 Awesome DIY Science Projects To Do With Your Kids - 0 views

  • Before the advent of the uber-popular show Mythbusters or the push for more STEM (Science, Technology, Engineering and Mathematics) in schools, parents and their kids were doing at-home science experiments. Now, the trend continues to blossom, although many of the experiments have remained somewhat the same…and always awesomely exciting! If you’re a parent and you want to do something with your kid that isn’t related to cleaning the toilets or forging through homework, check out these 20 great science projects that you can complete in the confines of your humble abode. Most of them use around-the-home items that you probably have on hand, although some will require a little bit of shopping ahead of time. To help you decide which are best for your children’s needs, the 20 have been divided into projects for younger students and projects for older ones.
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    "Before the advent of the uber-popular show Mythbusters or the push for more STEM (Science, Technology, Engineering and Mathematics) in schools, parents and their kids were doing at-home science experiments. Now, the trend continues to blossom, although many of the experiments have remained somewhat the same…and always awesomely exciting! If you're a parent and you want to do something with your kid that isn't related to cleaning the toilets or forging through homework, check out these 20 great science projects that you can complete in the confines of your humble abode. Most of them use around-the-home items that you probably have on hand, although some will require a little bit of shopping ahead of time. To help you decide which are best for your children's needs, the 20 have been divided into projects for younger students and projects for older ones."
John Evans

Who Spewed That Abuse? Anonymous Yik Yak App Isn't Telling - NYTimes.com - 3 views

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    "In much the same way that Facebook swept through the dorm rooms of America's college students a decade ago, Yik Yak is now taking their smartphones by storm. Its enormous popularity on campuses has made it the most frequently downloaded anonymous social app in Apple's App Store, easily surpassing competitors like Whisper and Secret. At times, it has been one of the store's 10 most downloaded apps. Like Facebook or Twitter, Yik Yak is a social media network, only without user profiles. It does not sort messages according to friends or followers but by geographic location or, in many cases, by university. Only posts within a 1.5-mile radius appear, making Yik Yak well suited to college campuses. Think of it as a virtual community bulletin board - or maybe a virtual bathroom wall at the student union. It has become the go-to social feed for college students across the country to commiserate about finals, to find a party or to crack a joke about a rival school. Much of the chatter is harmless. Some of it is not."
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