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Jonathon Richter

Persuasive Games - We design, build, and distribute videogames for persuasion, instruct... - 0 views

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    Persuasive Games: designs, builds, and distributes videogames for persuasion, instruction, and activism
Jonathon Richter

Do2learn: Educational Resourses for Special Needs - 0 views

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    Special Education: do2learn - emotional intelligence, study strategies, activities
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    Special Education: do2learn - emotional intelligence, study strategies, activities
Jonathon Richter

Mathwire.com | May 2010 - 0 views

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    Mathwire: standards-based math activities
Jonathon Richter

Emerging Technologies for Online Learning Symposium | The Sloan Consortium - 0 views

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    Emerging Technologies for Online Learning Symposium, a joint Symposium of Sloan Consortium and MERLOT with MoodleMoot, is designed to bring together individuals interested in the technological aspects of online learning. The symposium, focusing on the technologies that drive online learning effectiveness, will continue to highlight research, applications, and best practices of important emerging technological tools. Experts, intermediate users and novices are welcome to participate in Symposium activities that will include face-to-face and virtual components. Symposium tracks highlight and demonstrate research, application and best practices of important emerging technological tools related to social networking, assessment, open educational resources, new media and support services. The Symposium is brought to you by the partnership of the Sloan Consortium, MERLOT, and MoodleMoot.
Jonathon Richter

Find Health, Education, Science & Technology Articles, Reviews, How-To and Tech Tips At... - 0 views

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    Bright Hub's goal is simple: share knowledge about how the simplest scientific idea evolves into tomorrow's technology. With an expert writer network and an active community of life-long enthusiasts Bright Hub provides a level of technology transparency rarely seen in high tech. The team of writers and managing editors utilize deep domain expertise to focus on creating valuable information for both novice and advanced consumers. With a content inventory of thousands of science and technology articles, software and hardware reviews, buyer's guides, blog entries and forum discussions, Bright Hub is able to provide readers with a dependable resource to make informative technology decisions.
Jonathon Richter

Teaching English with Technology - 0 views

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    Welcome to TEWT.org Teaching English with Technology is dedicated to helping English & Language Arts teachers incorporate technology effectively into their classrooms and is presented by EdTechTeacher. EdTechTeacher and TEWT are led by Tom Daccord and Justin Reich, academic technology trainers, speakers, and authors. Explore TEWT.org and find inquiry-based lessons, activities, and projects. Learn about new and emerging technologies such as blogs, podcasts, wikis, and online social networks, and explore innnovative ways of integrating them into the curriculum! Become a member of TEWT and receive our quarterly newsletter. Contact us now and get early notification of our summer 2009 workshop with Carla Beard of Web English Teacher, or ask us about a customized workshop for your school. Also, m ake sure to visit our sister site "Teaching History with Technology" at thwt.org and learn about incorporating technology effectively in the history and social studies classroom.
Jonathon Richter

A Model of Learning Objectives - 0 views

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    Revised Bloom's Taxonomy: good for aligning objectives, activities, and assessments
Jonathon Richter

thefive - home - 0 views

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    TIE (Technology & Innovation in Education): a great portal to web 2.0 tools in education. Organized in disciplines, activities, and functions - you can investigate ways to integrate technology into the classroom.
Jonathon Richter

APRU - Activities - Education and Research Technology Forum - 0 views

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    The Association of Pacific Rim Universities: Education and Research Technology Forum - an annual conference encouraging collaboration amongst Pacific Rim universities.
Jonathon Richter

DigiGogy: Digital Bloom's Visual - 0 views

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    Digital Bloom's: version of the new Bloom's Taxonomy that integrates a host of digital tools depending on the kind of thinking/activity that students engage in.
Jonathon Richter

Wikispaces Blog » Blog Archive » Best Educational Wikis of 2009 - 0 views

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    Best Educational Wikis of 2009 by Wikispaces: best-of examples of using wikis in the classroom (1) interact with schools around the world; (2) share classroom activities; (3) turn online class notes into end-of-year exams
Jonathon Richter

EcoMUVE - 0 views

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    The EcoMUVE project at the Harvard Graduate School of Education is a recently funded project of the United States Department of Education's Institute of Education Sciences (IES). The goal of EcoMUVE is to develop a Multi-User Virtual Environment (MUVE)-based ecosystems science curriculum for middle school, and to conduct feasibility studies on the practicality, integration, and acceptance of the MUVE-based curriculum for student engagement and learning in classroom settings. MUVEs enable multiple participants to access virtual worlds simultaneously, interacting with other students and with computer-based agents to facilitate collaborative learning activities of various types.
Jonathon Richter

Emerging Technologies for Online Learning Symposium | The Sloan Consortium - 0 views

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    The Emerging Technologies for Online Learning Symposium by Sloan-C, MERLOT, & Moodlemoot. Jonathon Richter will be there presenting with the rest of the MERLOT Virtual Worlds Taskforce fort the Grand Opening of the Center for Learning in Virtual Environments' MERLOT Teaching Commons and activities in Second Life, Open Wonderland, and other virtual worlds.
Jonathon Richter

IES Newsletter-May 2010 - 0 views

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    IES Research News: highlighting the latest activities and accomplishments of IES and its Centers
Jonathon Richter

The Entertainment Software Association - Game Player Data - 0 views

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    Video games are no longer just a form of entertainment for children and young adults alone, and the old stereotypes of a gamer no longer apply. The ESA's "2010 Essential Facts About the Computer and Video Game Industry" show that 67 percent of American households play computer and video games. The research also reveals other interesting demographic facts about today's gamers and the games they play, including: * The average gamer is 34 years old and has been playing for 12 years. * Forty percent of all players are women and women over 18 years of age are one of the industry's fastest growing demographics. Today, adult women represent a greater portion of the game-playing population (33 percent) than boys age 17 or younger (20 percent). * Twenty-six percent of game players are over the age of 50, an increase from nine percent in 1999. This figure is sure to rise in coming years with nursing homes and senior centers across the nation now incorporating video games into their activities. * Sixty-seven percent of homes in America own either a console and/or PC used to run entertainment software. * Fifty-eight percent of online game players are male and 42 percent are female. Forty-two percent of heads of households report they play games on wireless devices such as a cell phone or PDA, up from 20% in 2002. * Ninety-three percent of the time parents are present at the time games are purchased or rented. Seventy-six percent of parents believe that the parental controls available in all new video game consoles are useful. In addition, 64 percent of parents believe games are a positive part of their children's lives."
Jonathon Richter

UO | Lundquist College of Business - Business Research Institute - 1 views

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    As a research community agenda we might look to blend the conceptual power of organizational routines to shape group activities with the influence of a co-constructed and blended world around us. This is consistent with the blending, remixing, "Exceptionally designed to facilitate leading-edge research, the BRI draws businesses and researchers from around the world who leverage the facility for Qualitative Research: Focus Group and In-depth Interviews Experimental and Survey Research Consumer Behavior Studies Regional, National, and International Collaboration Videoconferences and Seminars Corporate Workshops
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