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How to Record a Video of Your iPhone or iPad's Screen From Your Mac - 0 views

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    "If you have an iPhone, iPad, or iPod Touch and a Mac, you can now record a video of your device's screen thanks to a new feature in Mac OS X Yosemite. Android users can also record an Android device's screen. This feature was designed for app developers, but it can be used by anyone else. Record a tutorial and upload it to YouTube, or capture a video of your mobile gaming prowess and share it with your friends."
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Coding is the New Literacy - Think Playgrounds, Not Playpens - 2 views

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    "There is no denying that coding is snowballing in importance across schools all around the world. Whether it's Scratch, Programming Games or the Hour of Code, an understanding of software and the ability to code is fast becoming an essential skill for all 21st century learners. At a recent TEDx event in Jackson Mississippi, Professor Marina Bers discussed her research into the design and study of innovative learning technologies to promote children's positive development. How does this research manifest and present itself in the real world? Well programming robots of course!"
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8 Tips in Taking on School-Wide Makerspace Leadership | Getting Smart - 2 views

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    "I'm now a little over a month into my new role as the coordinator of our brand-new makerspace in my PS-8th grade school here in Seattle, and I'm honestly loving it every bit as much as I expected! Over the course of this month, 450 students made prototype boats for their stuffies (PK), built "doodle bots" (K and 1),  "hacked" their notebooks with surface-mount LEDs (2), made dioramas powered by Hummingbird Robotics kits (3 and 4), designed and laser cut labels for their new classroom spaces (5), made postcards using the greenscreen of themselves visiting exotic locales (5 French), built casino games for math class (6), and built symbolic representations of their personal core values (8). 7th grade will be building turbine-driven generators next week! And, that's not even a comprehensive list… In the process of collaborating with my colleagues to develop and implement these projects with our students, I've figured out a few tips to pass along to educators at other schools initiating similar programs."
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10 Awesome iPad Apps for Brain Workout ~ Educational Technology and Mobile Learning - 1 views

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    "Brain fitness is just as important as physical fitness for staying healthy. There is a growing body of scientific literature on the importance of cognitive workout. For instance, a study featured in CBS News found that 'people who kept their brains active most of their lives by reading, writing, completing crossword puzzles, or playing challenging games were a lot less likely to develop brain plaques that are tied to Alzheimer's disease.' Technology and the mobile one in particular offers various potent ways to train your brain muscles and sharpen your cognitive abilities. In this regard, we have curated a collection of some of the best iPad apps to use with kids as well as adults to help with brain workout."
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What Can You Still Do With An iPad 2? - 2 views

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    "The iPad 2 is Apple's longest supported iDevice. Even though it was released in 2011, it still runs the latest - albeit stripped down - version of Apple's mobile operating system, iOS 9. A lot has changed since the iPad 2 was first released. Apple has developed faster processors, Retina screens, an entirely new cable, dedicated graphics chips, and a whole lot more. The iPad 2 uses an A5 chip while the latest iDevices use an A9. It doesn't have a retina screen and requires an old 30-pin iPod-era cable. The iPad 2 really can't handle the latest and greatest apps or games. In fact, it can struggle just running iOS  9. What was once a zippy tablet is now pretty slow to use. This isn't a problem if you stick to a single app, but jumping between them or launching new ones can take what feels like an age. This doesn't mean an iPad 2 is useless, it just means that how you use it has to adapt."
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Get ready for your next assignment gumshoe: Carmen Sandiego is traveling Google Earth -... - 1 views

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    " Looking for a little old timey computer nostalgia with a dose of espionage and a taste of geographical flavor? Well, gumshoe, you are ready for your next assignment from the ACME detective agency. This time Carmen Sandiego is sneaking around the world via Google Earth. The Crown Jewels Caper is the first of a series of new Where on Google Earth is Carmen Sandiego? games being developed by Google Earth in partnership with Houghton Mifflin Harcourt. Yup, you still fly around in chase, question local witnesses, and, of course, respond to questions about geography, history and culture as you gather intel about Carmen's location. But this time you get the way-better-than-DOS ability to zoom in and explore the sites. Coming soon are The Tutankhamun's Mask and The Keys to the Kremlin capers."
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The Value of Establishing a Culture of Thinking in the Classroom - 1 views

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    "If "children grow into the intellectual life around them" (see L.S. Vygostky's Mind in Society), then what kind of intellectual life are we providing to the students in our classrooms and schools? Teachers all over the world have had to accept the compromise of focusing more on delivering prescribed curriculum than developing understanding - test-taking rather than learning. This, among other reasons, is why strategies focused on ingraining cultures of thinking have been such game changers in many of today's classrooms. One good example of this that I've worked with is the Cultures of Thinking Project, led by Ron Ritchhart as part of Harvard's Project Zero. The Cultures of Thinking Project focuses on two main ways of moving towards cultures of thinking: the eight cultural forces that act on a classroom, and documentation. Curious as to what that means? Continue reading for more."
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PBS Show Will Teach Preschoolers How To Think Like Computers | EdSurge News - 0 views

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    "As society anticipates a future filled with artificial intelligence, experts are theorizing ways that we humans can outperform the computers that are being programmed to perfection. Some believe educators should focus on building soft skills like empathy and interpersonal communication so humans and robots can complement one another. However, other education thought leaders are ready to beat computers at their own game by teaching people to think like intelligent machines. Why do so many of our kids struggle with math problem-solving? Because they don't know where to start; they don't know how to decompose the problem. Heidi Williams The term for getting humans to think like computers has been coined Computational Thinking, and the idea is taking off. Author Heidi Williams can attest to its popularity after her book on the subject, No Fear Coding Computational Thinking Across the K-5 Curriculum, sold out at the International Society for Technology in Education conference. Inside the book, Williams breaks down computational thinking standards into four parts: 1. Formulating problems through data analysis, abstract models and algorithmic thinking; 2. Collecting, analyzing and presenting data; 3. Breaking down problems into parts and extracting information to understand the system in place; and 4. Using algorithmic thinking to develop sequences and testing automated solutions."
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K12 students code beyond computers | District Administration Magazine - 0 views

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    "How do you ensure students who excel at math remain engaged? Heidi Williams intended to solve that challenge by starting an after-school coding club while she was a gifted-and-talented teacher at Bayside Middle School near Milwaukee. Instead of using pen and paper, her students created an interactive children's book on Scratch, the MIT Media Lab coding suite that lets users create games, stories and simulations. And the more of this kind of coding activity they did, the better their math test scores got. Now a computer science curriculum specialist at Marquette University in Milwaukee, Williams researches this correlation. One possibility is that the computational thinking skills developed while coding help students break down complicated problems-on and off computers, she says."
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15 New New EdTech Tools to Try Out in Your Instruction ~ Educational Technology and Mob... - 3 views

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    "Below is a collection of some new educational websites we unearthed from the accumulated  piles of emails in our inbox. These are tools that you can use for a variety of educational purposes including: provide students with engaging arithmetic exercises to practice multiplication tables, easily create animated and explainer videos to share with students, develop educational apps appropriate for your own students or kids, upload and share large files, enhance students critical thinking and spacial awareness skills using a number of challenging puzzle games, and many more."
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10 AI Skillsets for the Digital Native Educator -- THE Journal - 2 views

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    "Artificial Intelligence (AI) has been around for decades; however, with the introduction of generative AI, such as ChatGPT, there has been a newfound focus on how technology tools can impact the educational landscape. The AI revolution in industry is upon us and is beginning to establish itself as a permanent part of educational practice as evidenced by Lucarillo, Nagel, Hardman, and others. Therefore, it is crucial to equip teachers with the skills to use AI in ways that ensure a high-quality education for the students in classrooms across the globe. The urgency to upskill teachers is highlighted by the gap in skills that already exists in classrooms today, underscoring the digital divide. Just as in any content area, students come to classrooms with varying readiness levels and educational needs; using AI is no different. For example, there are preschoolers who play games on an iPad with empowered intelligent tutors. My prereading granddaughter uses AI predictive text programs, dictation technology, and iconography to text me from her mother's phone and to locate videos and programs she wants to watch. Some children, like her, have access, while there are many others who have no exposure or use of AI. Educators are encountering students at different AI literacy levels, and this divide will continue to grow. Therefore, teachers need to build the skillsets to increase their AI literacy and integration to develop more digital equity, serving students who are at a low readiness level, as well as those who are using AI as a writing partner."
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Brandon Busteed: In Education, Technology Changes Everything and Nothing - 3 views

  • Gallup has spent decades studying great teaching and the innate talents of the best teachers. The fundamentals that make for a great classroom teacher are the same fundamentals that make for a great online course or gaming experience. Here is what the best teachers do: They are relational: They develop student-to-student, student-to-educator, and student-to-parent relationships. They are hopeful: They inspire students with energy and enthusiasm for the future. They are insightful: They see each student as an individual and get to know his or her unique identity and nature. Simply put, great teaching is about emotionally engaging the learner in a way that is individualized.
  • Joel Levin, a classroom teacher and expert in education gaming applications, noted that his value as a teacher comes from "drawing out the connections between gaming and real life for students. ... Without me there, it has much less meaning."
  • There was widespread agreement among the participants that technology will change everything and nothing. Essentially, what we do with technology has to have fundamental underpinnings in what the best teachers in the world have done for decades.
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  • A technological revolution is happening in the world of education; it is changing schools for the better. But, it will never change the definition of and need for great teaching.
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5 Essential Questions to Ask Before You Innovate in Your School | edSocialMedia - 8 views

  • Are you truly being innovative or just implementing technology to say you did it?
  • The innovation, in this case technology, must improve student learning.
  • Innovative technology must improve instruction.
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  • must become part of the fabric of instruction so that the teachers become more efficient and effective at how they motivate, engage and instruct students
  • What type of professional development for teachers, training for students and information sessions for parents must be implemented for the innovation to have a chance at being successful
  • Technology is changing by the minute and the pressure to be innovative accelerates the timeline for implementation. Be realistic, talk to other schools and districts about their process of implementing similar innovations, and learn from their successes and challenges
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    "ll the conversations about technology and education lead to 1:1, and Bring Your Own Device (BYOD) initiatives. Each concept has its benefits and challenges, which creates a spirited debate among educators. Add to this debate the ever expanding list of educational apps, programs and services being developed for teachers, students, parents and administrators, and you begin to feel the urgency to innovate in your school. Before you take the plunge consider these five essential questions:"
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Hands On: Osmo, a Tangible Play system (iPad) | MacNN - 0 views

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    "We really enjoy it when a developer takes advantage of the fantastic technology we have today while still grounding an experience in our own physical space. Osmo does just that and does it nicely. The Osmo system uses an angled mirror clipped over the front-facing FaceTime camera alongside a stand, and coupled with free iPad apps to make the area directly in front of the iPad an active virtual and real-world play space. The combo is a very simple way of going about it, but the results can be magical."
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The Code of Best Practices in Fair Use for Media Literacy Education -- Publications --... - 7 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.
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  • 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
  • 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.
  • 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.
  • 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?
  • 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.
  • Students’ use of copyrighted material should not be a substitute for creative effort
  • 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.
  • Whenever possible, educators should provide proper attribution and model citation practices that are appropriate to the form and context of use.
  • 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.
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Math For Kids - By KidsNumbers.com - 1 views

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    Innovative math skills development programs
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Development - Is the 140 character 'micro interaction' enough? | Delta Publishing - Eng... - 2 views

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    Twitter could not possibly be further away from the concept of a computer game or a three dimensional visually rich virtual world. Suddenly instead of learning to fly and exchanging our money for Linden bucks (the currency of Linden Labs' Second Life) we were exchanging grammatically correct sentences for status updates of less than 140 characters! Who could have seen it coming? Perhaps Gartner, who also predicted that "90 Per Cent of Corporate Virtual World Projects Fail Within 18 Months".
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