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Reynold Redekopp

Salvation or destruction: Metaphors of the Internet | Johnston | First Monday - 1 views

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    How computer and internet metaphors influence us.
Nigel Coutts

Dictionaries vs Internet - 4 views

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    A comparison of traditional dictionaries and internet based options for finding meaning in words
Phil Taylor

Developing a 'Tech Bill of Rights' -- THE Journal - 3 views

  • "Youth Safety on a Living Internet" report said that parents and teachers should "promote online citizenship and media-literacy education, and actively encourage the children's participation in the process..... Teaching children civil, respectful behavior online and offline is the key to fostering a safe Internet environment," the group stated in its report,
John Evans

HotChalk Learning Management System Connecting Teachers, Students and Parents - 0 views

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    HotChalk is a learning environment for K-12 teachers, students and parents that includes a learning management system (LMS), a rich library of teacher-contributed lesson plans, premium digital content like NBC News video, and professional development for teachers in a Web-based environment. Available through any Internet browser, the HotChalk Learning Environment is an easy to use system and brings teachers, students and parents together to improve education.
John Evans

21st Century Information Fluency - 0 views

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    Digital Information Fluency (DIF) is the ability to find, evaluate and use digital information effectively, efficiently and ethically. DIF involves Internet search skills that start with understanding how digital information is different from print information, knowing how to use specialized tools for finding digital information and strengthening the dispositions needed in the digital information environment. As teachers and librarians develop these skills and teach them to students, students will become better equipped to achieve their information needs.
John Evans

Literacy with ICT | Show Me - 0 views

  • C-1.1 I show and explain the plan I followed, the information I gathered, or the work I created. (examples: text, images, sound, multimedia presentations, email, tables, spreadsheets, animation, web pages...) sa1.1 logs on and off ICT devices sa1.2 opens applications and files (examples: using Start menu, My Computer, desktop icons...) sa1.5 navigates within an application (examples: using icons, menus, keyboard shortcuts...) sa2.2 manages electronic files and folders sb1.2 recognizes and presses keys on the keyboard (examples: uses one finger, uses both hands, hunts and pecks, uses correct hand position while watching the screen, demonstrates speed and accuracy...) sb2.1 selects and uses peripherals to find / record / manipulate / save / print / display information (examples: microphones, digital cameras, video cameras, electronic whiteboards, digital microscopes, joysticks, touch screens, storage devices, compact flash memory, data projectors, TVs, printers...) C-2.1 I discuss my work with others at a distance by using electronic communication tools. (examples: email, Internet, threaded discussions, videoconferences, chats, instant messages, camera phones, blogs, podcasts, online whiteboards...) sa1.11 sends and receives text messages and electronic files using rules of etiquette (examples: not typing in all capital letters, filling in subject line…) C-3.1 I communicate with a wide audience and collect feedback to improve my work.
John Evans

More and More, Schools Got Game - washingtonpost.com - 0 views

  • As Net-generation teachers reach out to gamers, classrooms across the country are becoming portals to elaborate virtual worlds.
  • But lately, researchers and educators say sentiment toward gaming is changing. Advocates argue that games teach vital skills overlooked in the age of high-stakes tests, such as teamwork, decision-making and digital literacy. And they admire the way good games challenge players just enough to keep them engaged and pushing to reach the next level
  • if ( show_doubleclick_ad && ( adTemplate & INLINE_ARTICLE_AD ) == INLINE_ARTICLE_AD && inlineAdGraf ) { placeAd('ARTICLE',commercialNode,20,'inline=y;!category=microsoft;',true) ; } The Pew Research Center reported in September that 97 percent of youths aged 12 to 17 play video games, and half said they played "yesterday."
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  • A new generation of game designers is borrowing from the sophisticated platforms and stunning graphics that captivate students for hours after school. They hope to channel the kind of feverish determination students exhibit when stealing a car in Grand Theft Auto and redirect it toward more wholesome pursuits, such as algebra.
  • Compelling games can help schools compete for students' attention, advocates say, even as many teenagers are tackling complex projects on the Internet in their free time.
  • Private foundations and the National Science Foundation have contributed millions of dollars to developing or studying games. The U.S. Education Department awarded a $9 million grant in September to a New York-based education firm to develop games for the hand-held Nintendo DS to weave into middle school science lessons
John Evans

Teach five-year-olds to beware of advertising, says government inquiry | Society | The Guardian - 2 views

  • Children as young as five should be given lessons in how to deal with the onslaught of adverts hurled at them, a government inquiry has found.
Michael Scott

Evaluating Internet Resources - 1 views

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    Evaluating website tips. "The truth is out there, but so are the lies."
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