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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

8 Examples of Transforming Lessons Through the SAMR Cycle | Emerging Education Technologies - 5 views

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    "The SAMR Model for integrating technology into teaching, developed by Dr. Ruben Puentedura, has gained a good deal of exposure in recent years. "SAMR" is an acronym that stands for Substitution, Augmentation, Modification, and Redefinition. The SAMR model provides a technique for moving through degrees of technology adoption to find more meaningful uses of technology in teaching and move away from simply using "tech for tech's sake". We recently discussed the SAMR model during an Academic Technology Work Group meeting at The College of Westchester. We examined the video, SAMR in 120 Seconds. One thing that really struck me is how much the example helped, so I made it a point to gather and/or create some more examples."
John Evans

Free Technology for Teachers: 5 Ways for Students to Showcase Their Best Work - 3 views

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    "As the end of the school year approaches you may be looking for a good way for students to organize and share examples of their best work of the school year. If your students have blogs or wikis that they have maintained all year then all they need to do is move their best examples to the front page. But if that is not the case for your students then take a look at these five services your students can use to organize and showcase examples of their best work."
John Evans

Helping Students See Hamlet and Harry Potter in a New Light With Computational Thinking | EdSurge News - 1 views

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    "Like many kids of my generation growing up in India, I was an avid reader of Enid Blyton's novels. Many of her books were written as a series ("The Famous Five," "The Secret Seven" and "Five Find-Outers") and I recall wondering if the lives of characters overlapped in any way. Did a character from one series ever run into one from another, for example? I recall wondering the same thing in later years about P.G. Wodehouse's Blandings Castle and Jeeves series. Today, in a world where communities real and imagined are digitally connected via platforms like Facebook, Instagram and Tumblr, we can reframe that question in terms of those common nodes (or friends) in those characters' social networks. As it turns out, network theory as an analytic technique, or what I'd call computational literary analysis, is not just a bona fide research endeavor. It's also a great example of how computational thinking (CT) is truly a cross-disciplinary skill that can be weaved to enrich learning in any subject (not just math and science, as is sometimes the assumption). In an earlier article on computational thinking, I offered teasers of how CT could be integrated into language arts and social studies, in addition to math and science. Here's a detailed treatment of one of those examples, drawn from the work of Franco Moretti's group on "Computational Criticism," which is part of the broader Digital Humanities initiative at Stanford. (See this New York Times profile for more on the work of this group)."
John Evans

5 Awesome TV and Movie Robots You Can Build With a Raspberry Pi - 1 views

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    "With so many Raspberry Pi projects to choose from, it can be tricky to find the one you really want to build. Our advice is to find a way to marry the Pi with something you really love. One great example is TV and movie robots - iconic characters from popular sci-fi that can be rebuild at home with a Raspberry Pi built in. Once constructed, your robot might be able to utter commands when a condition is met (perhaps a sensor detects motion). Or it might move around, learning about its surroundings, or reading information to you from Wikipedia. Whatever you have in mind, it should be relatively straightforward to plan and execute. It may take some time, however. Here are five example projects that show how you can combine a Raspberry Pi 2 or later with your favorite fictional robot. 5 Things Only a Raspberry Pi 2 Can Do 5 Things Only a Raspberry Pi 2 Can Do The latest edition of the pint-sized computer is awesome. So awesome, in fact, that there's 5 things you can only do on a Raspberry Pi 2. READ MORE 1. R2-D2 We've all wanted our very own astromech droid, haven't we? Sure, no one on earth is (currently) operating a light speed drive, but Star Wars droid R2-D2 has far greater abilities than onboard spacecraft maintenance. For instance, he can hold torches, carry a tray of drinks, and launch lightsabers across pits in the desert. Okay, it's unlikely you'll manage to get your own R2-D2 robot to do that… but don't let that put you off. Check out this little guy, controlled by a Raspberry Pi. While this project was based on an existing R2-D2 toy, that shouldn't limit your ambition. You'll find plenty of R2-D2 builds on YouTube. There's a massive R2-D2 building community online. Finding one that has a drive unit should be ideal for integrating a Raspberry Pi (and perhaps an Arduino, which you can use the two together) and developing a more realistic R2-D2 experience. Arduino vs Raspberry Pi: Which Is The Mini Computer For You? Arduino vs Rasp
John Evans

Real Fake News: Exploring Actual Examples of Newspaper Bias | Common Sense Education - 2 views

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    "It seems like any news report shared on Twitter or YouTube is inundated with "fake news" claims: comments calling out something for being "liberal propaganda" or "paid for by Russia." Most often these claims are just a way of dismissing facts or analysis that someone disagrees with. The thing is, there are bigger, more harmful examples of bias and bad reportage. These rare but educational incidents get lost in the flurry of baseless "fake news" accusations. Case in point: Mark I. Pinsky at Poynter issued a powerful report on the shameful role Southern newspapers like the Orlando Sentinel and the Montgomery Advertiser played in normalizing and covering up injustice, racism, and violence against Black people in the decades following the Civil War, through the civil rights movement, and continuing today. Here we have an actual, high-stakes example of the news getting something wrong. It's important for students to examine cases like this -- and the political contexts surrounding them -- to build a more informed understanding of "fake news.""
John Evans

Examples of WebQuests for Science | Edutopia - 1 views

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    "WebQuest is an inquiry-oriented activity in which students get all information from the web. Teachers provide their students with the documents that include links to websites to use the information, according to the activity. The purpose of using WebQuest is to encourage students to use information rather than gathering it and participate in meaningful classroom discussions. WebQuest supports critical thinking through analyzing, creating, and evaluating. Also, it integrates technology into learning and foster cooperative learning. Below are examples of WebQuests in a science classroom:"
John Evans

How to Ensure that Making Leads to Learning | School Library Journal - 2 views

  • On closer inspection, however, these two bodies of evidence actually complement each other. Some tasks, like those concerning basic knowledge or skills, are better suited to direct instruction. It may be better to provide explicit instruction on how to operate a 3-D printer, for example, than to have students figure out the directions on their own. We should tell student makers exactly how to perform straightforward tasks, so that they can devote cognitive resources to more complex operations. Meanwhile, tasks that themselves demand deeper conceptual understanding are likely to benefit from a productive-failure approach. In such cases, we should organize makers into groups and ask them to generate multiple solutions
  • On closer inspection, however, these two bodies of evidence actually complement each other. Some tasks, like those concerning basic knowledge or skills, are better suited to direct instruction. It may be better to provide explicit instruction on how to operate a 3-D printer, for example, than to have students figure out the directions on their own. We should tell student makers exactly how to perform straightforward tasks, so that they can devote cognitive resources to more complex operations. Meanwhile, tasks that themselves demand deeper conceptual understanding are likely to benefit from a productive-failure approach. In such cases, we should organize makers into groups and ask them to generate multiple solutions.
  • On closer inspection, however, these two bodies of evidence actually complement each other. Some tasks, like those concerning basic knowledge or skills, are better suited to direct instruction. It may be better to provide explicit instruction on how to operate a 3-D printer, for example, than to have students figure out the directions on their own. We should tell student makers exactly how to perform straightforward tasks, so that they can devote cognitive resources to more complex operations. Meanwhile, tasks that themselves demand deeper conceptual understanding are likely to benefit from a productive-failure approach. In such cases, we should organize makers into groups and ask them to generate multiple solutions.
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  • On closer inspection, however, these two bodies of evidence actually complement each other. Some tasks, like those concerning basic knowledge or skills, are better suited to direct instruction. It may be better to provide explicit instruction on how to operate a 3-D printer, for example, than to have students figure out the directions on their own. We should tell student makers exactly how to perform straightforward tasks, so that they can devote cognitive resources to more complex operations. Meanwhile, tasks that themselves demand deeper conceptual understanding are likely to benefit from a productive-failure approach. In such cases, we should organize makers into groups and ask them to generate multiple solutions.
  • On closer inspection, however, these two bodies of evidence actually complement each other. Some tasks, like those concerning basic knowledge or skills, are better suited to direct instruction. It may be better to provide explicit instruction on how to operate a 3-D printer, for example, than to have students figure out the directions on their own. We should tell student makers exactly how to perform straightforward tasks, so that they can devote cognitive resources to more complex operations. Meanwhile, tasks that themselves demand deeper conceptual understanding are likely to benefit from a productive-failure approach. In such cases, we should organize makers into groups and ask them to generate multiple solutions.
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    How to Ensure that Making Leads to Learning http://t.co/jqjmk9NJlo #makered
Clint Hamada

The Code of Best Practices in Fair Use for Media Literacy Education -- Publications -- Center for Social Media at American University - 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.
John Evans

200 Ways to Use Word Clouds in the Classroom | 21 st Century Educational Technology and Learning - 1 views

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    "nce again, I am amazed every time I talk to groups and find out so many educators have not used word clouds to their fullest extent with their students. Word clouds also provide an easy way for teachers who are just getting started using web technology in the classroom. I have tried to include a multitude of subject areas. These ideas include practices shared with me, various readings, and a lot of my own brainstorming. I know this will be an article you wish to share with others. In order to better understand some of the advanced uses I suggest you may wish to read my past post entitled, 12 Valuable Wordle Tips You Must Read.  One example of an advanced feature includes putting multiple words  together in a word cloud. If using Wordle, just put a tilde (~) between them. (Example (ice~cream~cone). While I call it advanced, it is also necessary to know in order to get the most out of word clouds in the classroom..Also, keep in mind that Tagxedo and Tagul are great alternatives to Wordle. Keep in mind that word clouds are a Web 2.0 tool. Make sure your students practice proper digital citizenship and privacy. You should also check your district AUP (Acceptable Use Policy). By the way… do you have an idea I have not listed? Then just take a moment and leave a comment or email me at mjgormans@gmail.com . I thank you in advance. Now, let's explore those word clouds!"
John Evans

Over 100 Essential Questions Examples Organized by Subject - 3 views

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    "So many essential questions examples, so little time. When we talk about essential questions, often the man who comes to mind is the late great Grant Wggins. He is still known as the "godfather of the essential question." Both he and his colleague Jay McTighe did so much to bring an awareness of how to create meaningful essential questions in education. They knew, as we do now, that the questions we ask our students matter."
John Evans

3D Printing Teaches High School Students About Materials Science in a Hands-On Way | 3DPrint.com - 0 views

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    "One of the great things (among many) about 3D printing is that not only is it an important skill in itself, it's also a valuable tool for learning about other things. Just look at 3D printed organ models, for example - they're becoming increasingly common in hospitals and clinics as a way for surgeons to plan operations before operating, but they also allow medical students and professionals alike to study the human body - and all of its quirks and malfunctions - more closely and thoroughly than ever before. 3D printing, and its ability to create perfect replicas of microscopic particles and blow them up to thousands of times their original size, has also enabled researchers and students to study things like pollen, for example, in a tactile way that wasn't previously possible. At the other end of the spectrum, 3D printing can scale the universe down to a cube that can be held in the palm of a hand. There's virtually no limit to the concepts that can be elucidated with a 3D printer, and a group of scientists at the Institute of Materials Science in Barcelona (ICMAB) have designed a course that uses the technology to teach high school students about the growing field of materials science."
John Evans

Free Technology for Teachers: Fun With Bad Math In Pictures - 1 views

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    "My recent email conversation with Marilyn Just about the Art of Problem Solving website. Reminded me of a great source of fun mathematics pictures to use in the classroom. The Bad Maths Flickr group contains lots of examples of bad math spotted in stores and other public places. Some of the bad math is obvious as in this picture taken in a Walmart store. Other examples are not as obvious."
John Evans

Transmedia and Education: How Transmedia Is Changing the Way We Learn - The Digital Shift - 0 views

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    "For one language arts class project, a middle school teacher in Shelburne, Virginia, Chad Sansing, asks his sixth graders to read Peter Cherches's 1986 poem "Lift Your Right Arm," and then translate it into computer code. The poem occurs in action sequences-for example, "Lift your right arm, she said./I lifted my right arm." Sansing and his class conceive a list of actions, sketch ideas of how to code them, using icons or letters, and then code the poem. In doing so, the students become producers of both a new language and way of seeing poetry. Sansing's students have also translated the poem's code into Scratch, to create animation, and into LEGO Mindstorms EV3, a robot-programming language. This innovative way of engaging students with poetry is just one example of how educators are increasingly integrating transmedia techniques in their teaching and assessments. What is the point of this activity? "To help kids see connections between grammar and code," says Sansing who shares his lessons on his "Classroots" blog."
John Evans

Apps Are Better Than Textbooks. Here Are 10 Compelling Examples. - 0 views

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    "What we've tried to do in the following list is provide an evidentiary-based counterpoint to the lingering persistence of the textbook in education. We've collected ten apps from across the content areas, from Shakespeare to the Elements, that each serve as compelling argument against textbooks. Only one of these apps is a game; the rest are examples of how-when properly designed-content can be refracted digitally, with a user-centered touch interface, full multimedia capabilities, while still maintaining a focus on delivering content to students. Or rather, providing access in a way that's more compelling than any textbook could ever imagine."
John Evans

A Great Visual To Help You Integrate Visible Thinking Routines in Your Class ~ Educational Technology and Mobile Learning - 8 views

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    "Visible Thinking, as a learning approach, makes extensive use of thinking routines in class.These routines, according to Visiviblethinkingpz.org, are are simple structures, for example " a set of questions or a short sequence of steps, that can be used across various grade levels and content. What makes them routines, versus merely strategies, is that they get used over and over again in the classroom so that they become part of the fabric of classroom' culture. The routines become the ways in which students go about the process of learning." To better understand how to use the visible thinking approach with your students and cultivate a thinking culture in your class, Langwitches has this wonderful infographic to share with you.This visual features a number of key thinking routines together with examples of how to use them with learners. Have a look and let us know what you think of it."
John Evans

Teachers' Practical Guide to A FLipped Classroom ~ Educational Technology and Mobile Learning - 2 views

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    "Unlike the numerous graphics I shared here on the topic of flipped learning which were substantially theoretically based, the one I have for you today provides a practical demonstration of how Dr.Russell flipped his classroom . The graphic also features some of the activities and procedures he drew in his flipped instruction. Another section of this graphic highlights some of the bearings of this flipped methodology on students performance particularly in terms of the enhanced test scores. The purpose behind sharing this visual is to provide you with a concrete example of how you can go about integrating a flipped learning methodology in your instruction. This is only a paradigmatic example which you can adapt with due modifications to your own teaching situation."
John Evans

The Land of Venn : A Math Game to Enhance Kids Geometric Skills - 3 views

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    "The Land of Venn is an ingenious geometry game that aligns learning to fun.  It smartly avoids being "edutainment" by putting play first.  It is a universal mobile application in which you draw lines and shapes to learn about lines and shapes.  The narrative, which is silly and amusing (as is the catchy music), is a tower defense game. By performing the actions of geometry, players internalize the concepts.  It is a clear example of constructivist learning-learning by doing.  For example, children  connect points (each point is a different enemy) to draw an isosceles triangle.  As a result, confidence in abstract mathematical concepts is built as mastery of levels is met."
John Evans

Three iPad Apps for Creating Talking Pictures | iPad Apps for School - 3 views

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    "A couple of weeks ago at the Future Schools Expo in Sydney I facilitated a workshop about making media with mobile apps. The idea of creating talking pictures was one of the ideas that was a hit with some of the participants in the workshop. In the workshop I shared examples of using ChatterPix Kids to have students create short audio stories about their favorite animals. I also shared an example of using Morfo to create audio biographies in which students give voice to famous people in history. Below is a short summary of both of those apps as well as another app useful for a similar purpose."
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