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John Evans

Thingiverse Helps Make 3D Printing Easy for Student Beginners | EdTech Magazine - 2 views

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    "3D printing is becoming more common at schools across the world, but there's still a skills gap in using this new technology. To help overcome that gap, Thingiverse, an online repository of 3D printing designs hosted by the 3D printer manufacturer MakerBot, recently launched JumpStart - an online resource for newcomers to the 3D design discipline. JumpStart is geared specifically with early learners in mind, says Laura Taalman, MakerBot's senior product manager for education."
John Evans

Inside Singapore's plans for robots in pre-schools | GovInsider - 0 views

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    ""ICE CREAM!" A group of six year olds are grinning as a small girl holds a laminated picture in her hands. Calmly, she puts it down and picks up the robot bee sitting in front of her. It has five buttons on top: forwards, left, right, back and go. The girl prods a few of them in turn, puts the bee down and presses go. It trundles across a colourful mat, turns left and stops on a picture of an ice cream cone. Everyone cheers. This short exercise has just taught her basic vocabulary, logic, sequencing and navigation. The robotic bee is one of four high-tech toys being trialled with pre-school children across Singapore. It is part of a new scheme - called Playmaker - using technology to give the next generation skills the they require. GI caught up with with the educators, technologists and government officials behind the scheme to find out more."
John Evans

CodeGirl - 0 views

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    "Join high school-aged girls from around the world as they try to better their community through technology and collaboration in this thrilling, heartfelt documentary. By 2017, the app market will be valued at $77 Billion. Over 80% of these developers are male. The Technovation Challenge aims to change that by empowering girls worldwide to develop apps for an international competition. From rural Moldova to urban Brazil to suburban Massachusetts, CODEGIRL follows teams who dream of holding their own in the world's fastest-growing industry. The winning team gets $10K to complete and release their app, but every girl discovers something valuable along the way."
John Evans

Maker Camp becomes the after-school program you wish you had as a kid - 0 views

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    ""One thing we can bet on is that 'making' engages kids," Dale Dougherty, Maker Media founder told Engadget. Anyone that's ever been to a Maker Faire knows that's a solid wager. Children routinely crowd around booths and attractions at the event peppering proprietors with questions about how their devices work. They drag their parents to the marketplace to buy Arduinos, soldering guns, and DIY kits. Getting littles ones excited about science and crafts is easy when it's right in their faces, but then what? That was the question on Dougherty's mind, "what happens on the Monday following a Faire?" The initial answer to keeping kids interested in STEM (Science, Technology, Engineering and Math education) topics was an online summer camp. A virtual meeting place for kids looking to expand their DIY skills and connect with other like-minded makers. Of course, once summer is over, those same kids are left in the lurch. Some schools have implemented a by-the-book rote memorization curriculum with very little hands-on opportunities. So now Maker Camp is leaving its summer roots and going year round with weekly projects."
John Evans

Middle School Maker Journey: First Month's Reflections | Edutopia - 0 views

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    "It's been a heady first month in Northfield Community Middle School's Technology, Engineering, and Design program. Kids are raving, parents are beaming, and it was a great start. But . . . what assumptions have we made that were valid? Or not? What's going well? What could be better? What adjustments are we making now that "Design Experience Zero" in Digital Shop has wrapped up, and our gamified learning management system, Black Mesa, is in full swing? Finally, what's ahead for the program longer-term? Back when our fantastic new learning space was still all gleaming and ready for kids to experience, compliments started rolling in, but I reminded people that creating the space and even building our LMS had been the easy part. The hard part would be (and is!) creating authentic learning experiences that purposefully engage the kids in mindful exploration (the Manifesto, remember?). Our goal: make the kids "life ready" by challenging them to take charge of their own learning -- something that school had never really asked them to do."
John Evans

Robot revolution: rise of 'thinking' machines could exacerbate inequality | Technology ... - 1 views

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    "A "robot revolution" will transform the global economy over the next 20 years, cutting the costs of doing business but exacerbating social inequality, as machines take over everything from caring for the elderly to flipping burgers, according to a new study."
John Evans

From Class Clown To CEO: How Entrepreneurship Education Benefits K-12 Students - Forbes - 0 views

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    "A year ago, Nick Anglin was a jaded 6th grader who, as he put it, "hated school and rarely paid attention or did homework." He punctuated the hours of boredom by cracking jokes and making his classmates laugh. Then, something extraordinary happened. Anglin went to a summer Maker Corps camp at the Sutherland Middle School in Charlottesville, Virginia, where his teachers Robert Munsey and Eric Bredder encouraged him to follow his curiosity and passion. As Anglin recently recalled, "They challenged us from day one: 'Create a project related to something you love, incorporate some type of technology and possibly start a business around it.'""
John Evans

Minecraft across the curriculum: K-6. | Lee Hewes - 0 views

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    "A few weeks ago I presented at a teachmeet at the the Sydney Powerhouse Museum, AKA the Museum of Applied Arts and Sciences. The topic was STEM (Science, Technology, Engineering and Mathematics) + X (STEM+X). The idea was to share some of the things you have done and/or are doing in your classroom or workplace around integrating STEM with other KLAs, for example, a STEM and PE project would be STEM + PE. When I was asked to present, I thought it would be a great opportunity to share how I've been using Minecraft in my classroom over the last few years and how it really can be used across all subject areas. Just like the 'play' within the game itself, what you do with it in the classroom is only limited by your own creativity and that of your students. Below I will share some of the cool things that my students and i have done and how they link to KLAs across the curriculum."
John Evans

Making Math 3D - 2 views

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    "When I think of 3D printers, I am instantly taken back to the days of watching George Jetson: Imagine pressing a button and opening a magic door to exactly what you had asked for. While 3D printing technology seems frighteningly close to that futuristic memory, the truth is, there is HUGE potential for 3D printing to impact math education in a variety of ways."
John Evans

9 Top Tactics for Using Video Games in the Classroom - 1 views

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    "Why use video games in the classroom as teaching tools? Let's be clear-we've come a long way from Asteroids and Space Invaders. The modern capabilities and designs of computer games provide endless opportunities for meaningful learning experiences. Used appropriately and effectively, technology can make a difference in students' lives and affect their attitude toward school in a positive way. So ditch the old stereotypes and misconceptions you may have about the ill effects of video games and reframe your perception in the light of using them to enhance learning. Gamification of classrooms isn't a new idea. The components of the gaming world lend themselves well to self-directed learning, because gaming taps into the variables which inherently motivate the desire for progress. In fact, using a set of constructs called game mechanics one could conceivably create situations that enhance learning by incorporating the kinds of motivating strategies found in today's best video games. Whether you choose to "gamify" your physical classroom all the way or only use video games as an occasional learning enhancement, making learning fun will positively reinforce students' experiences of school. Here are some suggestions on how to successfully use video games in the classroom."
John Evans

4 Handy Atlas Apps to Help Students Learn about The World ~ Educational Technology and ... - 2 views

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    "Here are some great iPad apps to put the world at your kids fingertips. Using these apps, kids will get to explore the geographical and cultural richness of the world and learn interesting facts and information about different continents and cities. Information includes things such as population, languages spoken, flags, cultural mores, and many more. Some of these apps also provide reference maps and 3D imagery."
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