This is one of our stops during the Australia trip. New technologies enable museums to create learning experiences for teenagers
where they can authentically research, create, communicate and collaborate.
Museum Victoria is using 21st century communication technologies to support students to investigate the past, both online and onsite. This session will outline how two programs developed by Museum Victoria, Making History and 600 million years in 60 seconds, are transforming museum learning for 21st century learners.
The new programs enable teenagers to collaborate with their peers, communicate their ideas, create new digital media and make sense of the world around them. 600 million years in 60 seconds is an onsite education program at Melbourne Museum where exhibition objects are the learning focus and ICT tools are used by students to communicate their understanding of key concepts. Making History is an online resource where experts share historical knowledge and experience as well as an online gallery that can host student generated digital histories.
Thoughtful slide show at ISTE about personalizing learning. Lots to use here to let the faculty understand what we mean by the term. Our own tech plan calls for a digital backpack (I didn't know that was a trademarked concept when I used it in the tech plan!)
On line resource that teaches kids to be safe online. Automatically corrects and reports. W should consider this for Mt Abe in general, but certainly for a 1:1 world.
But understanding the intersection of our city, our village, or our community with these earth-changing events has, for the most part, never been captured or preserved. In the future, this will become one of the most valuable functions provided by a community library.
few considered the library to be a good photo or video archive.
libraries will want to expand their hosting of original collections, and installing the equipment to digitize the information.
“learning groups” in which participants collaboratively construct personal meaning
content studied is the most important factor in college students being successful.3
school libraries also fit the description of a “third place”-
specially before and after school. Allowing gaming, research on topics of personal
learning ‘commons” i
the place, either physical or virtual, that is the hub of the school where exemplary teaching and learning are show cased; where all professional development, teaching and learning experimentation and action research happens; and where various specialists of the school have offices, physical or virtual.5
schools with good library programs are more successful than those without, v