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D L

Qualcomm's Wireless Reach initiative - Augmented Reality "School in the Park"... - 1 views

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    This you tube video gives a short overview of the augmented reality "school in the park" project which utilizes mobile devices and augmented reality to provide students with real world experiences across the curriculum. What a fabulous idea and project. This is valuable to any educator as an example of pushing the boundries of learning to meet the needs of diverse learners. SIG1 Context: mobile devices, outdoor learning, real world connection, cross curricular, smart phones, AR
Ryan B

About Skype in the classroom | Skype Education - 0 views

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    This site gives more ideas on how to use Skype in the classroom. Introduce your students to new ways of seeing the world with a cultural exchange. Bring language to life with real-life conversations where students can practice a new language with a class of native speakers. And More!
Ryan B

Real World Math - 0 views

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    Designed by math teacher Thomas Petra to share meaningful, practical math lessons with other teachers. Lesson ideas, examples, downloads ....the goal in each case is 21st century learning that uses Google Earth to help make math real and relevant to students. Examples include finding the volume of the Great Pyramids of Giza, converting currency, working with time zones, noting the locations of a storm to map its progress over time....
D L

Augmented Reality in the Classroom - 1 views

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    This is an excellent 3 minute video that shows HOW augmented reality engages students through MULTIPLE INTELLIGENCE addressing pedagogy. This is valuable as a visual aide to the different ways augmented reality can be used across the curriculum. SIG1 Context: augmented reality, in the classroom, exploration, connection, cross curricular
Ryan B

Google Public Data Explorer - 1 views

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    A fantastic free Google product that gives you direct access to real world statistics. It plots graphs of the data for you and even animates the graphs to show how they change through time.
D L

Education 2020 - 3 views

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    This site discussed two integrated augmented reality learning experiences for students in grades 3-5. Included was a description of "School in the Park." This website outlines for educators two different ways to integrate hand held devices into the curriculum and provide a real world experience for students SIG 1 Context: mobile devices, augmented reality, cross-curricular, exploration, divide, Dawn LeComte
D L

The Augmented Reality Library - 2 views

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    This websites includes ideas for incorporating augmented reality into the classroom. It also includes example of five virtual field trips. While ideas are primarily discussed in the context of a school library, I think some of the ideas are transferable to a classroom library. The virtual field trips are great resources for any teacher. SIG 1 context: mobile devices, augmented reality, virtual field trips, real world
D L

"Digital Canvas Initiative" - 1 views

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    Article gives examples increased classroom efficiency by reducing paper handouts and a reduction in photocopying through the use of iPads. Professor points to iPads as "creative tools." Although not K-12, definitely useful for someone teaching the arts. SIG 1 Context: creation, mobility
D L

Augmented Reality in Education - 2 views

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    This slideshow presents different ways augmented reality can benefit student learning. It further outlines why we should be using augmented reality in education to connect, engage, provide authentic learning experiences, and address multiple intelligences. This is valuable as a convincing argument of how and why we should be using augmented reality in education. SIG 1 Context: augmented reality, real world experiences, differentiated instruction, multiple intelligences, constructivist theory SIG1 focus: mobile devices, exploration
Jon Lind

Mobile Devices in the Classroom. Stem Stuff | Edutopia - 1 views

  • When most of us consider education, we think of learning happening in isolated places — schools. But mobile devices are upending that assumption. With innovations like augmented reality, different kinds of information and experiences can be superimposed onto the real world, complementing and adding another dimension to “formal” learning institutions.
  • There is a dark side of the digital divide without broadband. Everyone assumes that people can access high powered sites. The FCC is busy working to create broadband for all but the realization of this will probably be a long time in coming. The sad part of this is the lack of classroom access in some parts of the US. We are told the new E-rate will help to solve this, but it is a BIG problem. Sometimes the people who need access most are out of sight , out of mind.
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    This post is really weirdly written, kind of fractured. Has a great deal of good quotes and good questions about byod, the broadband side of the digital divide, and links to some good edutopia resources. Sig 1 context: byod, divide
rachel vartanian

The Creativity Crisis: Why American Schools Need Design - Laura Seargeant Richardson - ... - 1 views

  • Chinese faculty actually laughed when they found out the U.S. education trends were in "standardized curriculum, rote memorization, and nationalized testing."
  • The creative jobs that drive innovation are now the highest 'value added' jobs in the world—the real creators of wealth. If states are going to stay competitive, they have to ... develop a workforce capable of doing creative work."
  • Ideal job candidates at these companies must now show they can "think with their hands" by having expertise or a second major in a musical instrument, auto repair, or sculpture
  • ...1 more annotation...
  • The truth is that our biggest innovations come from the combination of art and science, and there are many who agree.
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    This article discusses the creativity crisis in terms of STEM schools failing in this area.  I have highlighted some interesting quotes that will support our argument that creativity is necessary if students are going to be globally competitive.
D L

Radford Outdoor Augmented Reality (ROAR) - 1 views

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    This website describes and showcases story based augmented reality games using iPhones and Androids for learning. This is a valuable resource showing how augmented reality and m-learning can have cross curricular and real world connections. SIG1 Context: mobility, AR, mobile devices, video
D L

Outdoor Learning and ICT - 1 views

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    This slide show presents the value of m-learning in the outdoors and why it makes sense from a learning perspective. This is a good resource for science teachers looking to integrate m-learning and outdoor experiences in the curriculum. SIG1 Context: mobile devices, exploration, augmented reality, real world learning
D L

Flynn Park Elementary School LIONS Program - 0 views

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    This website describes AR games being used in an after school program to help students learn about local history. This is yet another example of AR games taking hold in education to make real world connections. Valuable as another example for implementing AR games. SIG1 Context: mobile devices, AR, connection, cross curricular, exploration
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