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John Evans

France to impose total ban on mobile phones in schools - 1 views

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    "rance is to impose a total ban on pupils using mobile phones in primary and secondary schools starting in September 2018, its education minister has confirmed. Phones are already forbidden in French classrooms but starting next school year, pupils will be barred from taking them out at breaks, lunch times and between lessons. Teachers and parents are divided over a total ban, however, with some saying children must be able to "live in their time". in France, some 93 per cent of 12 to 17-year-olds own mobile phones. "These days the children don't play at break time anymore, they are just all in front of their smartphones and from an educational point of view that's a problem," said Jean-Michel Blanquer, the French education minister. "This is about ensuring the rules and the law are respected. The use of telephones is banned in class. With headmasters, teachers and parents, we must come up with a way of protecting pupils from loss of concentration via screens and phones," he said. "Are we going to ban mobile phones from schools? The answer is yes." Studies suggest that a significant number of pupils continue to use their mobiles in class and receive or send calls or text messages."
John Evans

Learning "With" vs. Learning "About" - 10 views

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    " sometimes get these secret emails or direct messages from some pretty amazing thinkers in education, talking about how they feel really constrained by the leadership in their schools. Sometimes after speaking, I get teachers in near tears thinking of "what could be" in their schools if only their administrators started reading blogs, looking at twitter; just something to push their learning. It seriously hurts to see the pain in the eyes of these teachers because they just want to do what is best for kids, yet they are feeling extremely constrained. They feel they are not in a situation where they can serve students in the way they feel would help them best in the future. The paradox that they face is that they stay and be frustrated or leave and feel they have abandoned students that need their help. This is an extremely tough situation."
John Evans

Mental Health In Schools: A Hidden Crisis AffectIng Millions Of Students : NPR Ed : NPR - 1 views

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    "Part One in an NPR Ed series on mental health in schools. You might call it a silent epidemic. Up to one in five kids living in the U.S. shows signs or symptoms of a mental health disorder in a given year. So in a school classroom of 25 students, five of them may be struggling with the same issues many adults deal with: depression, anxiety, substance abuse. And yet most children - nearly 80 percent - who need mental health services won't get them. Whether treated or not, the children do go to school. And the problems they face can tie into major problems found in schools: chronic absence, low achievement, disruptive behavior and dropping out."
John Evans

Logo Foundation Publications | Logo Update - 0 views

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    "In September, 1982, Tom Lough started The National Logo Exchange with Steve Tipps and Glen Bull as a monthly newsletter for Logo teachers and parents. In January, 1986 The International Logo Exchange was launched with Dennis Harper as the editor-In-chief. In September, 1986 these two publications were combIned and renamed Logo Exchange . The International Council for Computers In Education (ICCE) acquired the publication In 1987, designatIng it as the official journal of the ICCE Special Interest Group for Logo-UsIng Educators (SIG-Logo). In 1989 ICCE was renamed the International Society for Technology In Education (ISTE). Logo Exchange contInued as the ISTE journal for SIG-Logo until the fall of 1999, when the SIG was dissolved. The collected issues of Logo Exchange provide a wIndow on Logo developments and Logo teachIng over a span of 17 years. We are makIng these historic documents available here on the Logo Foundation Web site. All 18 volumes of The National Logo Exchange are posted here along with the four issues of The International Logo Exchange. We also Include Last Logo Exchange, a collection of essays written by the former editors of Logo Exchange 15 years after it ceased publication. Click on an issue below to see a PDF scan of the origInal publication. These documents may be downloaded, reproduced, and copied for personal and educational uses provided that you do not charge for copies, and that you Include the origInal copyright notices on them."
John Evans

How to launch student innovation projects | - 2 views

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    "Nicholas Provenzano puts the 'A' in STEAM education. As a high school English teacher who actively seeks new ways to enhance learning, he is often at the leading edge of trends in education and technology - from going paperless in the classroom, to creating a makerspace in the school library, to teaching STEAM skills through project-based learning. For his TED-Ed innovation Project, Provenzano launched student innovation projects - in which students were given the opportunity to choose an interesting problem and solve it in an innovative way. The projects were then shared in the school's first ever STEAM competition. Here is Provenzano's recap of what worked best for his students - and how you can launch student innovation projects in your school:"
John Evans

Encouraging Diverse Learners in Computer Science and Engineering | EdSurge News - 0 views

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    "Encouraging diverse participation in STEM in middle school is crucial. Students who do not have STEM opportunities in middle school and high school are very unlikely to take those opportunities in college. We are committed to offering creative learning experiences and the best career opportunities for all kids. How do we recruit and retain a diverse student body in elective STEM classes such as computer science and engineering? For your students who don't typically identify as "engineers"-many female and minority students as well as some boys-what motivates them to sign up for, and become invested in, an engineering class or activity? While we don't claim to have completely cracked the code, focusing on this effort has made us better, more culturally inclusive teachers, and we believe our students will be better off in the long term because of sustained efforts to broaden access to CS and engineering."
John Evans

5 Important Web Tools Students Can Use to Create Educational Games ~ Educational Technology and Mobile Learning - 5 views

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    "The gaming trend is gaining more and more ground within the educational landscape. Online games are being integrated into students learning strategies and while they are not a game changer, they do seem to have a promising potential in education. As Dr Jackie argued , the use of games for educational purposes have undergone three main phases and in each phase games have been repurposed in such a way as to align with the ethos of that phase. in education 1.0, online games which are nothing else but electronic worksheets were played in one unidirectional way and there was only way correct way for players to win ; in education 2.0 commercial games have made it into the educational scene and teachers and students started using them, examples of these games include: SIMs, World of Warcraft, Portal. However, in education 3.0, learners are not only using these commercial games in unique ways but they are also using several platforms to create their own games."
John Evans

Bullying Prevention: Students Share Dos and Don'ts | Edutopia - 0 views

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    "Stan Davis has devoted a long career to the well-being of youth, in particular their empowerment through voice and their safety and dignity through bullying prevention. With Charisse L. Nixon, Davis recently published a study of 13,177 students in fifth through twelfth grades from 31 schools and in 12 states, focusing on giving students a chance to speak about school connection, peer mistreatment, and student and adult actions. The Findings Writing in the report of their work, Youth Voice Project: Student insights into Bullying and Peer Mistreatment, they state: "We are concerned that too much work in this field has focused on adults telling youth what bullying is and what to do to address bullying behavior. in reality, youth are the primary experts on what is happening at school and on what works best to prevent peer maltreatment....We see authentic youth involvement as key to success in bullying prevention." Lessons learned from surveying the students can be summarized in the following don'ts and dos:"
John Evans

Bowling with Bumper Rails: iPad Restrictions in Schools | Hooked On innovation - 0 views

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    "Rolling out iPads in our schools in some ways as mirrored my bowling experience as a youth.  We've given some basic direction and support but sometimes the ball flew backward (like when we went from iOS 4.3 to 5.0). Sometimes our fingers get stuck in the ball (iPads only being used for simple substitutive tasks). And other times, even when we had students going in the right direction, their feet would sometimes step over the line before they roll(distraction).  However,  by constantly communicating with our community, teachers, students and administrators, we are continually seeking out ways to positively impact the instructional use of these tools in the classroom and thus have the kids bowl more strikes.  One of the early struggles in our deployment was the ability to be balance profiles and restrictions on the iPads so that they would have a successful educational experience. We really only had a couple of choices when we started back in 2011:"
John Evans

Makers in the Classroom: A How To Guide | EdSurge News - 5 views

  • At Lighthouse Charter School, we use three Making-inspired models: open-ended student-driven projects, integration into curriculum, and Making-focused curriculum. While a single project may involve more than one of these models, you can use these categories to start thinking about Making in your own classroom, school, or educational program.
  • Open-ended student-driven projects ask students to do most of the heavy lifting. The open-ended projects have a strong focus initially on the heart, and a student’s interests--”What are you passionate about? What gets you excited? What would just be cool?” But to create a final project, the mind and hands must get involved as well.
  • IntegratIng MakIng Into curriculum happens when MakIng is tied to core academic curriculum or standards, In order to enhance student understandIng. For example, when students build circuits usIng open-ended materials to Introduce to concepts about electricity, design bridges to withstand an earthquake as part of a geology study, and deepen their understandIng of geometry by programmIng shapes In LOGO (a computer language developed as a tool for learnIng), they engage their hands to solidify and deepen the concepts that they are already learnIng In the classroom.
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  • In MakIng-focused curriculum, the goal is to focus on the MakIng process and skills, shiftIng from a focus on academic content/standards to a focus on the MakIng itself. A kIndergarten study of sewIng, a robotics elective, or a few class sessions on programmIng with Scratch fit this model. An important consideration is whether to concentrate on process (such as ideation and prototypIng), skills (such as solderIng, programmIng, and sewIng), or both, and then tailor Instruction to fit those goals. When I design MakIng classes that focus on process, I have my students write reflections and engage In whole-class discussions to help students thInk about how they worked through obstacles throughout the project process.
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    "You see it everywhere in K-12. Kindergarteners design toys for their friends to practice empathy, while learning to use a saw and glue-gun along the way. Second graders deepen their understanding of character traits while designing and sewing puppets to represent a character in a folk-tale. in high school physics, students make wind turbines in order to internalize an understanding of how magnetism can create electricity. The "it" I'm referring to is "Making," and simply put, Making is any activity where people create something, often with their hands. I often define Making by looking at what people bring to the Maker Faire, which does include more technical aspects like 3D printing, physical computing and programming. But Making also includes woodworking, growing food, making art and crafts."
John Evans

Menomonee Falls' use of data in schools draws national notice - 1 views

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    "Menomonee Falls - Once every few weeks this past school year, kindergarten teacher Tiffany Fadin corralled her squirmy young charges at Valley View Elementary to get feedback about their recent math lessons. "What specific things did we do in this unit that helped you learn?" she asked recently. "What things did not help you learn?" Behind Fadin, data points flashed on a board, showing how many more students could add and subtract within five digits than in weeks prior. The exercise was deliberate, underscoring a major shift in Menomonee Falls that's training everyone to use data to make decisions, from teachers and custodians to kindergartners. The strategies employed over the past four years have attracted national - even international - attention to Menomonee Falls, including visitors from Sweden and researchers from the Carnegie Foundation. Other districts around the state and other educational institutions, such as the State University of New York, are taking notes. Armed with promising new outcome data, Menomonee Falls Superintendent Pat Greco said she believes what they're doing is working, and that the district is the case study for how K-12 systems can increase achievement and efficiency. And they're doing it by employing methods rooted not in education, but in the manufacturing and health care industries. "Teachers were reticent about posting student performance data. They were reticent to invite feedback from students," said Greco, who began engaging a small core of staff in the work in 2011. "Now, student performance is the highest it's ever been," Greco said."
John Evans

Changing the face of coding - The Official Microsoft Blog - 0 views

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    "Unfortunately, the strength in the talent pipeline that we see in female soccer today is not the reality for technology. The U.S. is facing a shortage of Computer Science (CS) graduates. According to the Bureau of Labor Statistics, every year there are close to 140,000 jobs requiring a CS degree, but only 40,000 U.S. college graduates major in CS, which means that 100,000 positions go unfilled by domestic talent. Even more dramatic is that women in U.S. colleges and universities earn only 18 percent of CS degrees. in middle school, 74 percent of girls express interest in Science, Technology, Engineering and Math (STEM), but when choosing a college major, only 0.4 percent of high school girls select computer science. The true potential of future innovation will only become a reality if more women are part of it. A rich, diverse community of innovators is key for new technologies to address the needs of modern society. That is why Microsoft YouthSpark - a global initiative to create opportunities for all youth to learn computing - supports Girls Who Code, a national nonprofit organization that aims to close the gender gap in technology in the U.S."
John Evans

How to find apps: The Great App Checklist - 10 views

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    "Last summer at the Apple developer conference, WWDC, we learned that there were more than 1.2 million apps in the Apple App Store alone. That's a lot of choices. in a sea that large, understanding how to find apps for the classroom can be challenging. in speaking with numerous educators, we learned that most app downloads result from a colleague's recommendation (i.e., word of mouth) or from choosing the first app in the search results. These are both sound strategies given the limited time educators have to explore each new app. But a larger point has become clear: learning to swiftly evaluate apps has become an essential skill in the fast-growing, ever-changing mobile classroom. The Great App Checklist, go.sas.com/MobileLearning. We offer this checklist to help educators zero in on the app they need and to judge how well it performs key functions. This rubric can help developers understand how educators choose apps, what information would help someone in this audience, which details to mention in the app store summary, and what is the essential functionality. The checklist's themes - Purpose, Alignment, Pedagogically-based, Personalization, Sharing, Ease of Use, Privacy, App Citizenship, and Access - are those discussed throughout Mobile Learning: A Handbook for Developers, Educators, and Learners."
Sheri Oberman

Ten Paradoxes of Technology on Vimeo - 2 views

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    Teresa Penedo posted this item in the #change11 Facebook group. The one-hour video tells us "most of what we think we know about technology in general is false." According to Andrew Feenberg, "Our error stems from the everyday conception of things as separate from each other and from us. in reality they belong to an interconnected network the nodes of which cannot exist independently qua technologies." This leads to ten 'paradoxes of technology': "1. The paradox of the parts and the whole: The apparent origin of complex wholes lies in their parts but in reality the parts find their origin in the whole to which they belong. 2. The paradox of the obvious: What is most obvious is most hidden. 3. The paradox of the origin: behind everything rational there lies a forgotten history. 4. The paradox of the frame: Efficiency does not explain success, success explains efficiency. 5. The paradox of action: in acting we become the object of action. 6. The paradox of the means: The means are the end. 7. The paradox of complexity: Simplification complicates. 8. The paradox of value and fact: Values are the facts of the future. 9. The democratic paradox: The public is constituted by the technologies that bind it together but in turn it transforms the technologies that constitute it. 10. The paradox of conquest: The victor belongs to the spoils." from Stephen Downes OL Daily
John Evans

Ramblings from the digital classroom: What apps for the SAMR model? - 0 views

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    "In my last post I talked about the ability to transform what we do In the classroom usIng technology as opposed to simply substitutIng what we do as teachers In the classroom. Of course, students can use a word processor Instead of writIng out by hand, or they can use email to submit work or they can do their research usIng google or safari Instead of a book. This is the first level where technology can play a part. However, technology can do more than just substitute and In order for it to impact more effectively we must look at how technology can augment, modify and redefIne tasks In the classroom. The top level of the SAMR model calls for redesignIng tasks where what can be achieved goes beyond traditional and takes tasks to a new level allowIng students to go further In their studies and thought processes. The other key, In my opInion, is to remember that technology is not the star of the show but is there to enable teachers to move learnIng on beyond traditional expectations and help students construct knowledge In a way that they might not have been able to before."
John Evans

The Struggles and Realities of Student-Driven Learning and BYOD | MindShift - 1 views

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    "If the promise of mobile technology in classrooms has been to equalize opportunities for all students through access to the internet, that potential has yet to be realized. National surveys consistently show that students in low-income schools are getting short-changed when it comes to using technology in school. A 2013 Pew study revealed that only 35 percent of teachers at the lowest income schools allow their students to look up information on their mobile devices, as compared to 52 percent of teachers at wealthier schools. And while 70 percent of teachers working in high income areas say their schools do a good job providing resources and support to effectively integrate technology into the classroom, only 50 percent of teachers in low-income areas agree. The reality is that while some teachers have found powerful ways to use mobile devices - both those owned by students and those purchased by the school - teachers at schools in very low-income areas are often battling a persistent student culture of disengagement. Many students have learning gaps that make it hard for them to stay interested in grade level materials and little desire to be in school at all."
John Evans

The 1-hour crash course on integrating project-based learning - Daily Genius - 3 views

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    "One of the biggest learning trends you should know about is project-based learning. Basically, students are given a task and allowed to work in groups to deliver solutions to a problem. This is an applicable methodology in science, technology, math, arts, etc. You name it, project-based learning could likely be used. But how do you get started with a new way to teach? That's a major question that often stops teachers right in their tracks. It's hard to switch up what's been working in the past. It's impossible to figure out how to integrate a new classroom structure in the small amount of time available to educators around the world. in an effort to help solve this issue, our friends at EdTechTeacher have created what's essentially a crash course in project-based learning. The video is about an hour long and is by Suzy Brooks, a third-grade teacher in Massachusetts."
alxa robert

News | eGov Magazine - 0 views

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    The eGov magazine enjoys the distinction of being Asia's first magazine on e-Governance. Founded in 2005, the monthly magazine is published in both print and online formats, and is focussed exclusively on the use of information and Communication Technology (ICT) for bringing efficiency, accountability and transparency to various citizen and business related initiatives of the government. No other magazine in Asia offers readers such in-depth coverage of new e-Governance models. We cover all aspects of e-Governance - from new technological advances in ICT to the ways in which common citizens benefit when their interactions with government departments are through digital interfaces and the myriad issues involved in implementation of e-Governance initiatives.
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    The eGov magazine enjoys the distinction of being Asia's first magazine on e-Governance. Founded in 2005, the monthly magazine is published in both print and online formats, and is focussed exclusively on the use of information and Communication Technology (ICT) for bringing efficiency, accountability and transparency to various citizen and business related initiatives of the government. No other magazine in Asia offers readers such in-depth coverage of new e-Governance models. We cover all aspects of e-Governance - from new technological advances in ICT to the ways in which common citizens benefit when their interactions with government departments are through digital interfaces and the myriad issues involved in implementation of e-Governance initiatives. The eGov magazine's biggest advantage is its ability to carry the views of all the stakeholders in e-Governance domain - policy makers, experts, industry leaders, administrators and the academia. Our experienced team of editors, researchers, and marketers take a 360-degree approach for creating content - breaking news, feature articles and interviews - that can keep our steadily growing global audience well informed on issues of e-Governance. The who's who in the industry disseminate their ideas and innovations through the pages of our magazine.
John Evans

Joan Ganz Cooney Center - Busting Barriers Or Just Dabbling?: How Teachers Are Using Digital Games in K-8 Classrooms - 2 views

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    "This recent example aside, the idea that games can be fun and educational is starting to take hold in the educational community.  That these fun learning games can come in the form of games like Minecraft, rather than "skill and drill" games is icing on the cake for students and teachers.  The number of recent popular press articles heralding a rising trend of digital game use in the classroom has made the team at the Joan Ganz Cooney Center wonder: just how common is this practice?  And further, which teachers are choosing to use digital games in their teaching, what particular goals do they have for that game use, and what kinds of outcomes are they observing among their students? With these questions in mind the Joan Ganz Cooney Center surveyed nearly 700 K-8 teachers about their use of digital games in their teaching (a follow-up to a similar survey we conducted in 2012 with BrainPop). I wanted to share a few of the highlights from our full set of findings."
John Evans

From sceptic to convert using iPads in my classroom - Educate 1 to 1 - 2 views

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    "At first, I have to admit I was not the greatest fan of the iPad. Aside from its obvious advantages, like the battery life and the time gained from not having to get the class to 'log on', it seemed like an expensive gimmick. However, after experimenting with iMovie, I began to see some of its potential and I was hooked. I soon found that many of the content-free apps, such as iMovie, Keynote and PuppetPals provided me with a medium through which I could teach in an inspiring and innovative way. Three years on, the school now has one iPad between two children and the opportunities to use the technology in a creative way have multiplied. The iPad is a valuable and powerful resource which has changed my approach to teaching and learning. My lessons are now more dynamic, with greater opportunities for the children to make decisions and choices for themselves. The pupils are often scattered around the school working in small groups to develop creative ways to record, present, evaluate and explain. My role as a teacher has also changed as I have become a facilitator and guide, providing quality control and advice. I have been able to introduce longer integrated projects combining different subjects and skills where the iPad is a key tool in the process. The iPad has been invaluable in enabling me to make the curriculum change I wanted. I can now say the skills of curiosity, collaboration, critical thinking, reflectiveness and creativity are being practised on a daily basis through this technology. However, it is the ease with which you can create on the iPad that has had the most impact in my classroom. The controls are so intuitive that very little time, if any once an app has been introduced, is spent teaching the children how to use the technology. This means that tasks that would have seemed too complicated or time consuming in the past are now possible."
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