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John Evans

Virtual Summer Camp - The Next Step in Connected Learning - 1 views

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    "Fact: Kids love Minecraft. The unique and ridiculously popular game is often compared to digital LEGO's, and at it's core, allows players to place and break blocks in a 3D world. With more than 22 million users in 40 countries, the Minecraft craze is only growing and kids can't seem to get enough. The draw of Minecraft? For kids, it's a blank slate and gives them the opportunity to let their imagination run wild. For educators, it is a perfect opportunity to fully integrate technology with learning. Minecraft is being recognized as an incredibly powerful, educational tool that acts as a medium for educators and students, alike, allowing them to unleash their creativity and fully integrate technology with learning opportunities. Because the game lives online, the multiplayer format can be utilized to emphasize digital citizenship and collaboration all through integrated project based-learning. Meet Connected Camps, an online summer camp for Minecraft that is breaking the rules in all the right ways. Yes, you read that right, Connected Camps is a virtual summer camp, that connects kids from around the country (and even the world) through a dedicated, monitored and secure Minecraft server."
John Evans

Maker Ed: Maker Education as a Learning Approach - YouTube - 3 views

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    "At its simplest, making is the act of creating. Making can spur creativity, curiosity, collaboration, and confidence. Consider what can happen when making becomes an integral part of learning. Maker education harnesses the power of making to create an engaging and motivating learning experience. It is an interactive, open-ended approach that is learner-driven and allows for the time and space needed to develop diverse skills, knowledge, and ways of thinking. At Maker Ed, we believe that the design of any learning opportunity must recognize and celebrate every learner's ability to experience and influence their world. Maker education can achieve this ideal because it embodies these core values and goals."
John Evans

Top 10 Resources Encouraging Girls in STEM | STEM Village - 1 views

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    "Engaging students with STEM (Science, Technology, Engineering, and Math) education is more important today than ever before. There's a large gap in today's job market between the skills demanded by growing fields and the amount of potential workers that possess those skills. All of us at STEM Village aim to empower all youth to take a passion for STEM subjects and to continue building their skills for the future job market. However, we also recognize the growing gap between women and girls who choose to take on a STEM career. Read more about why girls need STEM and why STEM needs girls in this article by Today's Parents. Our team aims to find the best STEM resources available so we can bring them to the Technology, Math, Science, and Discovery sections of our STEM Village app. We celebrated International Women's Day this week and are continuing to celebrate the power of women and girls for Women's History month, by sharing our favourite Women in STEM education resources on social media. Here's a list of our top 10 picks to empower girls in STEM!"
John Evans

Recognizing and Overcoming False Growth Mindset | Edutopia - 1 views

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    "We typically teach students a growth mindset through online programs that demonstrate how the brain changes with learning (how the neurons grow stronger connections when students work on hard things and stick with them) and how to apply this to their schoolwork. These programs also contain testimonials from other students about how they've used a growth mindset to approach their schoolwork and to work toward meaningful goals in their lives. In the wake of the many exciting research results, educators became increasingly interested in promoting a growth mindset among their students. This was extremely gratifying. To see some of the great successes was even more gratifying. However, I slowly became aware that not all educators understood the concept fully."
John Evans

MIL as Composite Concept | United Nations Educational, Scientific and Cultural Organiza... - 2 views

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    "Empowerment of people through Media and Information Literacy (MIL) is an important prerequisite for fostering equitable access to information and knowledge and promoting free, independent and pluralistic media and information systems. Media and Information Literacy recognizes the primary role of information and media in our everyday lives. It lies at the core of freedom of expression and information - since it empowers citizens to understand the functions of media and other information providers, to critically evaluate their content, and to make informed decisions as users and producer of information and media content. Information Literacy and Media Literacy are traditionally seen as separate and distinct fields. UNESCO's strategy brings together these two fields as a combined set of competencies (knowledge, skills and attitude) necessary for life and work today. MIL considers all forms of media and other information providers such as libraries, archive, museums and Internet irrespective of technologies used"
John Evans

28 Ways to Celebrate Black History Month | Scholastic - 1 views

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    "Celebrate Black History Month with these twenty-eight ideas, one for each day of February, that recognize the heritage, accomplishments, and culture of African Americans in the United States."
John Evans

Figurative Language - Teachers with Apps - 7 views

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    "e Skills Minimod Figurative Language helps students practice and master the important language skills of recognizing and understanding figurative language. "
John Evans

The Best iPad Styluses [Best Of] | Cult of Mac - 1 views

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    "If you want to make pictures and words that the rest of the world can recognize as such, you need a little help. Luckily, iPad accessory makers also ignored Jobs' complaints and set out to fill the world with wonderful iPad pens. Here are the best you can buy."
John Evans

Thoughts on AppleCare for iPads in Schools « EdApps.ca - 0 views

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    "I don't want to make blanket statements regarding purchases. I fully recognize that every educator, school and institution has to decide what makes sense for them; ultimately, it is you that must live with the purchasing decision. At the same time, I would like to point out some things to consider. Applecare, from what I understand, extends the standard warranty of your iPad from 12 months to 24 months. Additionally, if you crack the screen of your iPad, you can have that iPad replaced for an additional $49 fee over and above the cost of your applecare protection plan of $99."
John Evans

32 Augmented Reality Apps for the Classroom - 0 views

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    "Augmented Reality (AR) is a growing field of technology where real life is modified and enhanced by computer-generated sights and sounds. The most common use of AR can be seen through mobile apps. Point your device's camera at something that the app recognizes, and it will generated a 3D animation or video superimposed over whatever is on your camera's screen. The effect makes the computer-generated item appear like it's really there. Want to see it in action? Here is a video from IKEA showing their AR app in action."
John Evans

How Can We Maximize the Potential of Learning Apps? | MindShift - 1 views

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    "The following is an excerpt from the book The App Generation: How Today's Youth Navigate Identity, Intimacy, and Imagination in a Digital World by Howard Gardner and Katie Davis. Let's dive directly into the world of educational apps. Our survey suggests that the majority - one might even say, the vast majority - of educational apps encourage pursuit of the goals and means of traditional education by digital means. They constitute convenient, neat, sometimes even seductive pathways to accomplish what were already goals in an earlier era: mastering concepts, learning arithmetical operations, identifying geographical locations or historical figures or key biological or chemical or physical processes. We could dub them "digital textbooks" or "lectures" or "pre-programmed educational conversations." Decades ago, major behaviorist B. F. Skinner called for teaching machines that would automate the traditional classroom, allow students to proceed at their own rate, provide positive feedback on correct answers, and either repeat a missed item or present that item via another pathway. Those sympathetic to Skinner's brand of psychology and to its associated educational regimen would easily recognize many apps today and would likely nod in approval at their slick, seductive interfaces."
John Evans

5 Smart Ways To Use Digital Images In The Classroom - 0 views

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    "It is well known, that the 21st century student is constantly bombarded with digital imagery. Whether it is from television, social media, advertisers, or smart phones, the relentless visual stimulation that students face has some declaring it as detrimental to student development. It is argued that with so much visual stimulation, it had become harder for students to keep their focus, hampering concentration, and hindering their ability to process information. Though this can be debated, it imperative that teachers take the necessary steps to combat these potential negative effects. This has forced teachers to recognize the importance of imagery and it's use in their classrooms."
John Evans

How Gamification Uncovers Nuance In The Learning Process - 4 views

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    "Gamification is simply the application of "game" mechanics to non-game entities. The big idea here is to encourage a desired behavior. In this way, "gamification" amounts to installing mechanics or systems that recognize and reward behavior. Through increased visibility of nuance, documentation of progress, and rewarding of seemingly minor (but critical) behaviors, a specific outcome can be achieved."
John Evans

Free Technology for Teachers: Reading Bear Offers Fun Online Reading Lessons for Kids - 0 views

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    "Reading Bear is a free service that offers narrated lessons on recognizing and pronouncing letters and words. There are also some lessons on prefixes and suffixes. Students can control the pace of each lesson to match their needs."
John Evans

Smart List: 50 Great Blogs & Blasts | Getting Smart - 9 views

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    "This month Getting Smart is acknowledging people and organizations making a difference with a series of back to school top 10 lists. During August we will run about 40 'best of' lists, not in order, not exhaustive, just people we appreciate. Today we are recognizing 50 thought leading blogs, blasts and edtech sites."
John Evans

Teaching With Video Games Is Not What You Think - 4 views

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    "Teaching with video games is not what you think. Unless you recognize video games as an increasingly engaging, compelling, and interactive narrative form that is seeking to leapfrog film as the medium of choice not just for teenage boys who like Call of Duty, but, well, you too. And that teaching with them means taking as close a look at the creation and design of the stories and play mechanics and the interaction between story and player as you do the narrative itself. Which can act as a kind of schema to inform how you teach novels, poetry, government or science-as-inquiry."
John Evans

Can Learning to Knit Help Learning to Code? | MindShift - 2 views

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    "When electrical engineering professor Dr. Karen Shoop of Queen Mary University in London took her first knitting workshop, she noticed immediately that knitting is very similar to writing computer code. "I noticed that knitting instructions are largely binary (like computers) - in other words, knit or purl," she said. "More interesting were the knitting instructions, which read just like regular expressions [of code], used for string matching and manipulation when coding." Shoop also recognizes that the earliest stages of computing were inspired by handwork: "Of course, computers ultimately started off partially inspired by weaving and the Jacquard loom, or earlier Bouchon's loom. Arguably some of the earliest programmers were the people making the card/paper punch hole patterns for weaving patterns.""
John Evans

NMC Horizon Report, 2014 - 11 views

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    Every year the New Media Consortium (NMC), in partnership with the Educause Learning Initiative, release a series of reports for different education sectors on key trends, significant challenges and important developments recognized in the fields of education. "The eleventh edition will describe annual findings from the NMC Horizon Project, a more than decade-long research project designed to identify and describe emerging technologies likely to have an impact on learning, teaching, and creative inquiry in higher education. Six emerging technologies will be identified across three adoption horizons over the next one to five years, as well as key trends and significant challenges expected to continue over the same period, giving campus leaders and practitioners a valuable guide for strategic technology planning.""
John Evans

When Teachers Have Devices | - 0 views

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    Last year, we began a program that can best be described as "classroom modernization" across the district. Our Board of Education recognized the importance and education need for the modernization and made a commitment through its budget to support the purchase of technology to support the professionals in our classrooms. The first decision we made was to ensure all teaching staff had access to a current, mobile device. While often the focus is on ensuring all students have access to current devices (a continuing effort in our district) we realized that if we wanted classes to be engaging with digital tools, teachers needed to have access and feel comfortable with them as well."
John Evans

What Can We Learn From the Global Effort Around Mobile Learning? | MindShift - 0 views

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    "Closing the achievement gap and giving all students access to a world of learning online remains one of the strongest allures of education technology. In the U.S., that conversation is often centered on the newest shiny device, slickest software or free app, but internationally mobile technology is revolutionizing learning too, often without fancy gadgets. Recognizing the creative learning strategies being implemented in developing countries could help expand thinking in the U.S and inform the ongoing discussion about how to use technology to deepen learning."
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