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John Evans

Poisson Rouge - Red Fish Soup - Games for Children - Jeux pour Enfants - 1 views

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    Early years games in French and English
John Evans

SmallWorlds - 0 views

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    SmallWorlds is a 3D virtual world that runs inside your web browser. It enables you to build your own room, house, or even your own world, and fill it with a wide variety of items and fun activities.
John Evans

Pew Internet: Writing, Technology and Teens - 0 views

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    Teens write a lot, but they do not think of their emails, instant and text messages as writing. This disconnect matters because teens believe good writing is an essential skill for success and that more writing instruction at school would help them.
John Evans

7 Things You Should Know About Goolge Jockeying - 0 views

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    Dr. Chen has been using Google jockeying all semester in his Western History class. He has been livening things up by getting a student to "Google" real-time during his lectures, searching the Web for resources relevant to the day's topic. The Google jockey's actions and results are displayed to the rest of the students on a projection screen.
John Evans

21st Century Learning: Twitter Takes- 6 word memoir - 0 views

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    On TLN we are playing a game- Six-Word Memoirs- if you were writing a mini-memoir of your teaching life, what would your six words be?
John Evans

AwesomeStories.com, The Story Place of the Web - 0 views

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    Enjoy an interactive learning experience as you see thousands of hand-selected and relevant links to pictures, artifacts, manuscripts, documents and other primary sources, IN CONTEXT, within each story. The first eight chapters of every story are available to all.
John Evans

Famous Quotes: Educational Quotes for the 21st Century - 0 views

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    This is the second edition of quotes we have complied to complement the philosophy that underpins our website www.leading-learning.co.nz We believe that the quotes provide unified collection of thoughtful ideas to transform education. It is often said that we are entering the 'Information Age' but we prefer to believe that we are entering an 'Age of Ideas, Talent and Creativity'. We present the quotes as part of on ongoing dialogue to give all who read them the courage to transform schools so as to meet the exciting challenges of the 21stC.
John Evans

TED | TEDBlog: XO laptop redesign: Pics! - 0 views

  • One Laptop per Child designer Yves Behar (watch for his TEDTalk, posting tomorrow) shares exciting news about the top-to-bottom redesign of the XO laptop. He writes: With the XO (1.0), we pushed the boundaries of what a laptop could be by lowering the cost dramatically, being green (no heavy metals, lowest energy consumption ever), and a human-driven unique design approach.
John Evans

Tech Forum - Strategies, Solutions and Innovations for Technology Leaders - 0 views

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    Sheryl Nussbaum Beach's Keynote address to Chicago Insight and Innovtion for Technology Leaders conference
John Evans

KeynoteResources.pdf (application/pdf Object) - 0 views

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    Sheryl Nussbaum-Beach 21st Century Collaborative, LLC.
John Evans

Tech Forum - Strategies, Solutions and Innovations for Technology Leaders - 0 views

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    Insight and Innovation for Technology Leaders
John Evans

21stcenturylearning » home - 0 views

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    The 21st Century Collaborative wiki is a dynamic and evergrowing collection of my adventures and interests. Please feel free to utilize these resources as you work toward transforming education in your sphere of influence and in your own personal learning pursuits.
John Evans

Ed/ITLib DL → Children's Sense of Self: Learning and Meaning in the Digital Age - 0 views

  • Children’s Sense of Self: Learning and Meaning in the Digital Age
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    This research began with the premise that video game play, especially as it relates to participation in persistent virtual worlds, provides fictional spaces where players engage in cognitive and communicative practices that can be personally transformative in prosocial ways. Players' experiences with these worlds are as much defined by the technical design and construction of these spaces as they are influenced by the socio-cultural arrangements that develop. In support of this belief, we collected data on children's experiences with a range of technologies germane to the Digital Age, including their participation in the Quest Atlantis environment, an immersive space for learning that is intended to engage children ages 9-12 in a form of dramatic play comprising both online and real-world learning activities. By enlisting this innovation to nonintrusively collect data about children's participation as well as their engagement with media more generally, the research team was able to move beyond an ethnographic study of what already exists in the world and develop a grounded appreciation for what an innovative technology-rich context might make possible in the future.
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