Buy Bing Ads Accounts - 100% Verified, Ready, Cheap Price & Instant Delivery - 0 views
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Buy Bing Ads Accounts Introduction Bing Ads is a pay-per-click (PPC) advertising platform, meaning that advertisers only pay when someone clicks on their ad. Businesses may develop and manage advertising campaigns on the Bing search engine using Bing Ads Accounts, a service. Businesses may target their advertising to display on Bing when users search for particular terms, and they can also monitor the number of times their ads are clicked. What is Bing Ads Accounts? Bing Ads Accounts are a tool that allows businesses to create and manage advertising campaigns on the Bing search engine. businesses can target their ads to appear when people search for specific terms on Bing, and can track how many people click on their ads. Buy Bing Ads Accounts Businesses that want to reach potential clients on the Bing search engine may find Bing Ads Accounts to be a useful tool. Businesses may grab the attention of qualified leads by targeting their advertising to appear when customers search for relevant terms. Businesses may also determine the success of their campaigns and make the required adjustments by monitoring the number of clicks on their advertisements. Buy Bing Ads Accounts Why should you use Bing Ads? With the help of the effective tool Bing Ads, companies of all sizes may advertise on the biggest search engine on the planet. Although there are several advantages to employing Bing Ads, the following four stand out as particularly compelling arguments: Bing Ads is reasonably priced. A sizable audience may see your adverts. Utilizing Bing Ads is simple. Different ad formats are available with Bing Ads. Being economical A cost-effective strategy to market your company is through Bing Ads. You can choose your own spending limit for your advertising campaign and only get charged when someone clicks on it. You can manage your spending because there is no minimum requirement. Speak to a Big Audience You may advertise to a wide audience using Bing Ads. With a 20% global m
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Buy Bing Ads Accounts Introduction Bing Ads is a pay-per-click (PPC) advertising platform, meaning that advertisers only pay when someone clicks on their ad. Businesses may develop and manage advertising campaigns on the Bing search engine using Bing Ads Accounts, a service. Businesses may target their advertising to display on Bing when users search for particular terms, and they can also monitor the number of times their ads are clicked. What is Bing Ads Accounts? Bing Ads Accounts are a tool that allows businesses to create and manage advertising campaigns on the Bing search engine. businesses can target their ads to appear when people search for specific terms on Bing, and can track how many people click on their ads. Buy Bing Ads Accounts Businesses that want to reach potential clients on the Bing search engine may find Bing Ads Accounts to be a useful tool. Businesses may grab the attention of qualified leads by targeting their advertising to appear when customers search for relevant terms. Businesses may also determine the success of their campaigns and make the required adjustments by monitoring the number of clicks on their advertisements. Buy Bing Ads Accounts Why should you use Bing Ads? With the help of the effective tool Bing Ads, companies of all sizes may advertise on the biggest search engine on the planet. Although there are several advantages to employing Bing Ads, the following four stand out as particularly compelling arguments: Bing Ads is reasonably priced. A sizable audience may see your adverts. Utilizing Bing Ads is simple. Different ad formats are available with Bing Ads. Being economical A cost-effective strategy to market your company is through Bing Ads. You can choose your own spending limit for your advertising campaign and only get charged when someone clicks on it. You can manage your spending because there is no minimum requirement. Speak to a Big Audience You may advertise to a wide audience using Bing Ads. With a 20% global m
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Buy Bing Ads Accounts Introduction Bing Ads is a pay-per-click (PPC) advertising platform, meaning that advertisers only pay when someone clicks on their ad. Businesses may develop and manage advertising campaigns on the Bing search engine using Bing Ads Accounts, a service. Businesses may target their advertising to display on Bing when users search for particular terms, and they can also monitor the number of times their ads are clicked. What is Bing Ads Accounts? Bing Ads Accounts are a tool that allows businesses to create and manage advertising campaigns on the Bing search engine. businesses can target their ads to appear when people search for specific terms on Bing, and can track how many people click on their ads. Buy Bing Ads Accounts Businesses that want to reach potential clients on the Bing search engine may find Bing Ads Accounts to be a useful tool. Businesses may grab the attention of qualified leads by targeting their advertising to appear when customers search for relevant terms. Businesses may also determine the success of their campaigns and make the required adjustments by monitoring the number of clicks on their advertisements. Buy Bing Ads Accounts Why should you use Bing Ads? With the help of the effective tool Bing Ads, companies of all sizes may advertise on the biggest search engine on the planet. Although there are several advantages to employing Bing Ads, the following four stand out as particularly compelling arguments: Bing Ads is reasonably priced. A sizable audience may see your adverts. Utilizing Bing Ads is simple. Different ad formats are available with Bing Ads. Being economical A cost-effective strategy to market your company is through Bing Ads. You can choose your own spending limit for your advertising campaign and only get charged when someone clicks on it. You can manage your spending because there is no minimum requirement. Speak to a Big Audience You may advertise to a wide audience using Bing Ads. With a 20% global m
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Buy Bing Ads Accounts Introduction Bing Ads is a pay-per-click (PPC) advertising platform, meaning that advertisers only pay when someone clicks on their ad. Businesses may develop and manage advertising campaigns on the Bing search engine using Bing Ads Accounts, a service. Businesses may target their advertising to display on Bing when users search for particular terms, and they can also monitor the number of times their ads are clicked. What is Bing Ads Accounts? Bing Ads Accounts are a tool that allows businesses to create and manage advertising campaigns on the Bing search engine. businesses can target their ads to appear when people search for specific terms on Bing, and can track how many people click on their ads. Buy Bing Ads Accounts Businesses that want to reach potential clients on the Bing search engine may find Bing Ads Accounts to be a useful tool. Businesses may grab the attention of qualified leads by targeting their advertising to appear when customers search for relevant terms. Businesses may also determine the success of their campaigns and make the required adjustments by monitoring the number of clicks on their advertisements. Buy Bing Ads Accounts Why should you use Bing Ads? With the help of the effective tool Bing Ads, companies of all sizes may advertise on the biggest search engine on the planet. Although there are several advantages to employing Bing Ads, the following four stand out as particularly compelling arguments: Bing Ads is reasonably priced. A sizable audience may see your adverts. Utilizing Bing Ads is simple. Different ad formats are available with Bing Ads. Being economical A cost-effective strategy to market your company is through Bing Ads. You can choose your own spending limit for your advertising campaign and only get charged when someone clicks on it. You can manage your spending because there is no minimum requirement. Speak to a Big Audience You may advertise to a wide audience using Bing Ads. With a 20% global m
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Buy Bing Ads Accounts Introduction Bing Ads is a pay-per-click (PPC) advertising platform, meaning that advertisers only pay when someone clicks on their ad. Businesses may develop and manage advertising campaigns on the Bing search engine using Bing Ads Accounts, a service. Businesses may target their advertising to display on Bing when users search for particular terms, and they can also monitor the number of times their ads are clicked. What is Bing Ads Accounts? Bing Ads Accounts are a tool that allows businesses to create and manage advertising campaigns on the Bing search engine. businesses can target their ads to appear when people search for specific terms on Bing, and can track how many people click on their ads. Buy Bing Ads Accounts Businesses that want to reach potential clients on the Bing search engine may find Bing Ads Accounts to be a useful tool. Businesses may grab the attention of qualified leads by targeting their advertising to appear when customers search for relevant terms. Businesses may also determine the success of their campaigns and make the required adjustments by monitoring the number of clicks on their advertisements. Buy Bing Ads Accounts Why should you use Bing Ads? With the help of the effective tool Bing Ads, companies of all sizes may advertise on the biggest search engine on the planet. Although there are several advantages to employing Bing Ads, the following four stand out as particularly compelling arguments: Bing Ads is reasonably priced. A sizable audience may see your adverts. Utilizing Bing Ads is simple. Different ad formats are available with Bing Ads. Being economical A cost-effective strategy to market your company is through Bing Ads. You can choose your own spending limit for your advertising campaign and only get charged when someone clicks on it. You can manage your spending because there is no minimum requirement. Speak to a Big Audience You may advertise to a wide audience using Bing Ads. With a 20% global m
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Buy Bing Ads Accounts Introduction Bing Ads is a pay-per-click (PPC) advertising platform, meaning that advertisers only pay when someone clicks on their ad. Businesses may develop and manage advertising campaigns on the Bing search engine using Bing Ads Accounts, a service. Businesses may target their advertising to display on Bing when users search for particular terms, and they can also monitor the number of times their ads are clicked. What is Bing Ads Accounts? Bing Ads Accounts are a tool that allows businesses to create and manage advertising campaigns on the Bing search engine. businesses can target their ads to appear when people search for specific terms on Bing, and can track how many people click on their ads. Buy Bing Ads Accounts Businesses that want to reach potential clients on the Bing search engine may find Bing Ads Accounts to be a useful tool. Businesses may grab the attention of qualified leads by targeting their advertising to appear when customers search for relevant terms. Businesses may also determine the success of their campaigns and make the required adjustments by monitoring the number of clicks on their advertisements. Buy Bing Ads Accounts Why should you use Bing Ads? With the help of the effective tool Bing Ads, companies of all sizes may advertise on the biggest search engine on the planet. Although there are several advantages to employing Bing Ads, the following four stand out as particularly compelling arguments: Bing Ads is reasonably priced. A sizable audience may see your adverts. Utilizing Bing Ads is simple. Different ad formats are available with Bing Ads. Being economical A cost-effective strategy to market your company is through Bing Ads. You can choose your own spending limit for your advertising campaign and only get charged when someone clicks on it. You can manage your spending because there is no minimum requirement. Speak to a Big Audience You may advertise to a wide audience using Bing Ads. With a 20% global m
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Innovate: Future Learning Landscapes: Transforming Pedagogy through Social Software - 0 views
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Web 2.0 has inspired intense and growing interest, particularly as wikis, weblogs (blogs), really simple syndication (RSS) feeds, social networking sites, tag-based folksonomies, and peer-to-peer media-sharing applications have gained traction in all sectors of the education industry (Allen 2004; Alexander 2006)
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Web 2.0 allows customization, personalization, and rich opportunities for networking and collaboration, all of which offer considerable potential for addressing the needs of today's diverse student body (Bryant 2006).
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In contrast to earlier e-learning approaches that simply replicated traditional models, the Web 2.0 movement with its associated array of social software tools offers opportunities to move away from the last century's highly centralized, industrial model of learning and toward individual learner empowerment through designs that focus on collaborative, networked interaction (Rogers et al. 2007; Sims 2006; Sheely 2006)
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The reality, however, is that today's students demand greater control of their own learning and the inclusion of technologies in ways that meet their needs and preferences (Prensky 2005)
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Tools like blogs, wikis, media-sharing applications, and social networking sites can support and encourage informal conversation, dialogue, collaborative content generation, and knowledge sharing, giving learners access to a wide range of ideas and representations. Used appropriately, they promise to make truly learner-centered education a reality by promoting learner agency, autonomy, and engagement in social networks that straddle multiple real and virtual communities by reaching across physical, geographic, institutional, and organizational boundaries.
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"I have always imagined the information space as something to which everyone has immediate and intuitive access, and not just to browse, but to create” (2000, 216). Social software tools make it easy to contribute ideas and content, placing the power of media creation and distribution into the hands of "the people formerly known as the audience" (Rosen 2006).
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the most promising settings for a pedagogy that capitalizes on the capabilities of these tools are fully online or blended so that students can engage with peers, instructors, and the community in creating and sharing ideas. In this model, some learners engage in creative authorship, producing and manipulating digital images and video clips, tagging them with chosen keywords, and making this content available to peers worldwide through Flickr, MySpace, and YouTube
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Student-centered tasks designed by constructivist teachers reach toward this ideal, but they too often lack the dimension of real-world interactivity and community engagement that social software can contribute.
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Pedagogy 2.0: Teaching and Learning for the Knowledge Age In striving to achieve these goals, educators need to revisit their conceptualization of teaching and learning (Exhibit 2).
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Pedagogy 2.0: Teaching and Learning for the Knowledge Age In striving to achieve these goals, educators need to revisit their conceptualization of teaching and learning
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Pedagogy 2.0 is defined by: Content: Microunits that augment thinking and cognition by offering diverse perspectives and representations to learners and learner-generated resources that accrue from students creating, sharing, and revising ideas; Curriculum: Syllabi that are not fixed but dynamic, open to negotiation and learner input, consisting of bite-sized modules that are interdisciplinary in focus and that blend formal and informal learning;Communication: Open, peer-to-peer, multifaceted communication using multiple media types to achieve relevance and clarity;Process: Situated, reflective, integrated thinking processes that are iterative, dynamic, and performance and inquiry based;Resources: Multiple informal and formal sources that are rich in media and global in reach;Scaffolds: Support for students from a network of peers, teachers, experts, and communities; andLearning tasks: Authentic, personalized, learner-driven and learner-designed, experiential tasks that enable learners to create content.
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Instructors implementing Pedagogy 2.0 principles will need to work collaboratively with learners to review, edit, and apply quality assurance mechanisms to student work while also drawing on input from the wider community outside the classroom or institution (making use of the "wisdom of crowds” [Surowiecki 2004]).
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A small portion of student performance content—if it is new knowledge—will be useful to keep. Most of the student performance content will be generated, then used, and will become stored in places that will never again see the light of day. Yet . . . it is still important to understand that the role of this student content in learning is critical.
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This understanding of student-generated content is also consistent with the constructivist view that acknowledges the learner as the chief architect of knowledge building. From this perspective, learners build or negotiate meaning for a concept by being exposed to, analyzing, and critiquing multiple perspectives and by interpreting these perspectives in one or more observed or experienced contexts
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This understanding of student-generated content is also consistent with the constructivist view that acknowledges the learner as the chief architect of knowledge building. From this perspective, learners build or negotiate meaning for a concept by being exposed to, analyzing, and critiquing multiple perspectives and by interpreting these perspectives in one or more observed or experienced contexts. In so doing, learners generate their own personal rules and knowledge structures, using them to make sense of their experiences and refining them through interaction and dialogue with others.
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Other divides are evident. For example, the social networking site Facebook is now the most heavily trafficked Web site in the United States with over 8 million university students connected across academic communities and institutions worldwide. The majority of Facebook participants are students, and teachers may not feel welcome in these communities. Moreover, recent research has shown that many students perceive teaching staff who use Facebook as lacking credibility as they may present different self-images online than they do in face-to-face situations (Mazer, Murphy, and Simonds 2007). Further, students may perceive instructors' attempts to coopt such social technologies for educational purposes as intrusions into their space. Innovative teachers who wish to adopt social software tools must do so with these attitudes in mind.
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"students want to be able to take content from other people. They want to mix it, in new creative ways—to produce it, to publish it, and to distribute it"
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Furthermore, although the advent of Web 2.0 and the open-content movement significantly increase the volume of information available to students, many higher education students lack the competencies necessary to navigate and use the overabundance of information available, including the skills required to locate quality sources and assess them for objectivity, reliability, and currency
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In combination with appropriate learning strategies, Pedagogy 2.0 can assist students in developing such critical thinking and metacognitive skills (Sener 2007; McLoughlin, Lee, and Chan 2006).
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We envision that social technologies coupled with a paradigm of learning focused on knowledge creation and community participation offer the potential for radical and transformational shifts in teaching and learning practices, allowing learners to access peers, experts, and the wider community in ways that enable reflective, self-directed learning.
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. By capitalizing on personalization, participation, and content creation, existing and future Pedagogy 2.0 practices can result in educational experiences that are productive, engaging, and community based and that extend the learning landscape far beyond the boundaries of classrooms and educational institutions.
Digital Citizenship | the human network - 0 views
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The change is already well underway, but this change is not being led by teachers, administrators, parents or politicians. Coming from the ground up, the true agents of change are the students within the educational system.
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While some may be content to sit on the sidelines and wait until this cultural reorganization plays itself out, as educators you have no such luxury. Everything hits you first, and with full force. You are embedded within this change, as much so as this generation of students.
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We make much of the difference between “digital immigrants”, such as ourselves, and “digital natives”, such as these children. These kids are entirely comfortable within the digital world, having never known anything else. We casually assume that this difference is merely a quantitative facility. In fact, the difference is almost entirely qualitative. The schema upon which their world-views are based, the literal ‘rules of their world’, are completely different.
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The Earth becomes a chalkboard, a spreadsheet, a presentation medium, where the thorny problems of global civilization and its discontents can be explored out in exquisite detail. In this sense, no problem, no matter how vast, no matter how global, will be seen as being beyond the reach of these children. They’ll learn this – not because of what teacher says, or what homework assignments they complete – through interaction with the technology itself.
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We and our technological-materialist culture have fostered an environment of such tremendous novelty and variety that we have changed the equations of childhood.
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As it turns out (and there are numerous examples to support this) a mobile handset is probably the most important tool someone can employ to improve their economic well-being. A farmer can call ahead to markets to find out which is paying the best price for his crop; the same goes for fishermen. Tradesmen can close deals without the hassle and lost time involved in travel; craftswomen can coordinate their creative resources with a few text messages. Each of these examples can be found in any Bangladeshi city or Africa village.
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The sharing of information is an innate human behavior: since we learned to speak we’ve been talking to each other, warning each other of dangers, informing each other of opportunities, positing possibilities, and just generally reassuring each other with the sound of our voices. We’ve now extended that four-billion-fold, so that half of humanity is directly connected, one to another.
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Everything we do, both within and outside the classroom, must be seen through this prism of sharing. Teenagers log onto video chat services such as Skype, and do their homework together, at a distance, sharing and comparing their results. Parents offer up their kindergartener’s presentations to other parents through Twitter – and those parents respond to the offer. All of this both amplifies and undermines the classroom. The classroom has not dealt with the phenomenal transformation in the connectivity of the broader culture, and is in danger of becoming obsolesced by it.
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We already live in a time of disconnect, where the classroom has stopped reflecting the world outside its walls. The classroom is born of an industrial mode of thinking, where hierarchy and reproducibility were the order of the day. The world outside those walls is networked and highly heterogeneous. And where the classroom touches the world outside, sparks fly; the classroom can’t handle the currents generated by the culture of connectivity and sharing. This can not go on.
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We must accept the reality of the 21st century, that, more than anything else, this is the networked era, and that this network has gifted us with new capabilities even as it presents us with new dangers. Both gifts and dangers are issues of potency; the network has made us incredibly powerful. The network is smarter, faster and more agile than the hierarchy; when the two collide – as they’re bound to, with increasing frequency – the network always wins.
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A text message can unleash revolution, or land a teenager in jail on charges of peddling child pornography, or spark a riot on a Sydney beach; Wikipedia can drive Britannica, a quarter millennium-old reference text out of business; a outsider candidate can get himself elected president of the United States because his team masters the logic of the network. In truth, we already live in the age of digital citizenship, but so many of us don’t know the rules, and hence, are poor citizens.
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before a child is given a computer – either at home or in school – it must be accompanied by instruction in the power of the network. A child may have a natural facility with the network without having any sense of the power of the network as an amplifier of capability. It’s that disconnect which digital citizenship must bridge.
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Let us instead focus on how we will use technology in fifty years’ time. We can already see the shape of the future in one outstanding example – a website known as RateMyProfessors.com. Here, in a database of nine million reviews of one million teachers, lecturers and professors, students can learn which instructors bore, which grade easily, which excite the mind, and so forth. This simple site – which grew out of the power of sharing – has radically changed the balance of power on university campuses throughout the US and the UK.
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Alongside the rise of RateMyProfessors.com, there has been an exponential increase in the amount of lecture material you can find online, whether on YouTube, or iTunes University, or any number of dedicated websites. Those lectures also have ratings, so it is already possible for a student to get to the best and most popular lectures on any subject, be it calculus or Mandarin or the medieval history of Europe.
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As the university dissolves in the universal solvent of the network, the capacity to use the network for education increases geometrically; education will be available everywhere the network reaches. It already reaches half of humanity; in a few years it will cover three-quarters of the population of the planet. Certainly by 2060 network access will be thought of as a human right, much like food and clean water.
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Educators will continue to collaborate, but without much of the physical infrastructure we currently associate with educational institutions. Classrooms will self-organize and disperse organically, driven by need, proximity, or interest, and the best instructors will find themselves constantly in demand. Life-long learning will no longer be a catch-phrase, but a reality for the billions of individuals all focusing on improving their effectiveness within an ever-more-competitive global market for talent.
Visual Learning For Special Needs Children - 0 views
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This is the fourth article in the series on Virtual Learning entitled VISUAL LEARNING FOR SPECIAL NEEDS. If you have a special needs child that has encountered finding educational solutions that provide successfully for your child, then you should read this article about what Visual Learning and the use of subtitled educational videos offers for special needs children of all ages. Read more...
TheBrain :: Application Videos and Templates - 21 views
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This section features video recordings of webinars showing how to apply PersonalBrain. You may also download the BrainZips and browse the example Brains online. For instructional videos, see the tutorials section. Business and Technology Applications * Project Management * Sales and Business Development * Presentations and Meetings * Company Operations & Client Management * Market Research and Product Design * Engineering and IT Management * Job Seekers and HR Professionals Personal Organization, Creative and Education Applications * Getting Things Done * Autobiographical Brain * Inspirational Ideas * Writing and Creative Projects * Self Learning and Education
Top Ten Top Ten - The Top Ten Videos Inspiring Us To Rethink The Way we Learn - 0 views
Salman Khan: Let's use video to reinvent education | Video on TED.com - 39 views
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"Salman Khan talks about how and why he created the remarkable Khan Academy, a carefully structured series of educational videos offering complete curricula in math and, now, other subjects. He shows the power of interactive exercises, and calls for teachers to consider flipping the traditional classroom script -- give students video lectures to watch at home, and do "homework" in the classroom with the teacher available to help."
YouTube Teachers's Channel - 0 views
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The teacher's area of YouTube is a great place to find educational resource videos and ideas about how to use videos in your class. http://ictmagic.wikispaces.com/Video%2C+animation%2C+film+%26+Webcams
Advise the Advisor: Melody Barnes | The White House - 9 views
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Advise the Advisor is a new program to help senior staff at the White House stay connected to the American people.
Providing our nation’s students with a world-class education is a shared responsibility. It’s going to take all of us – teachers, parents, students, philanthropists, state and local governments, and the federal government – working together to prepare today’s students for the future.
This week, Melody Barnes, Director of the Domestic Policy Council and one of President Obama’s senior advisors on education policy, is asking for feedback from parents, teachers and students about what’s working in their communities and what needs to change when it comes to education.
You can add your voice to the conversation by answering one or all of the following questions:
- Parents: Responsibility for our children’s education and future begins in our homes and communities. What are some of the most effective ways you're taking responsibility at a personal and local level for your child’s education?
- Teachers: President Obama has set a goal of having the highest proportion of college graduates in the world by 2020. How are you preparing your students for college and career? What’s working and what challenges do you face?
- Students: In order to compete for the jobs of the 21st century, America’s students must be prepared with a strong background in reading, math and science along with the critical thinking, problem solving, and creativity needed to succeed in tomorrow’s workforce. How has your education prepared you for a career in the 21st century? What has worked and what challenges do you face?
Past Questions
David Plouffe, Senior Advisor to the President, kicked off the series by asked for your feedback on how American innovation affects your community and the obstacles to innovation you see where you live. Check out David’s video and read his follow up blog post responding to some of the major themes we saw in reading your feedback.
Austan Goolsbee, Chairman of the Council of Economic Advisors, posted the second edition of Advise the Advisor asking for feedback from small businesses about the obstacles they face in getting off the ground. Austan responded to some of your feedback during a live chat at the Winning the Future Forum on Small Business in Cleveland.
Social Media Classroom - 0 views
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Although the Colab was created specifically to teach social media theory by the use of social media, and the Social Media Classroom includes resource lists, syllabi, and , lesson plans focused on that specific subject, it was intended from the beginning to serve as an all-purpose tool for educators who seek to use social media in pursuit of a more participative pedagogy. That’s where the community of practice comes in. We’re devoting an instance of the Colab to converations among educational practitioners that we hope to grow into a self-sustaining community around the use of social software in pedagogy in the broadest sense—any subject, any age level, any institution. We welcome participants who want to learn more, share best practices, meet others who share an interest in social media in education. The hope of those who created the initial Colab and accompanying curricular and support material is that this effort, and the tools we provide, will inspire others to vastly expand and deepen our resource repository, add their syllabi and lesson plans, discuss with and learn from others. We’ll start with Forums, where the early participants can meet and discuss what we’d like to do together, and the wiki, where we’ve seeded some fundamental resources and invite others to add new ones. If there is interest, we can add blogs, chat, RSS, social bookmarking, microblogging and video. The Colab is based on Drupal, a free and open source Content Management System, and we hope to grow ties with others in that community who are interested in working with educators to co-develop new tools and improve existing ones. To join the community click here
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We’ll start with Forums, where the early participants can meet and discuss what we’d like to do together, and the wiki, where we’ve seeded some fundamental resources and invite others to add new ones. If there is interest, we can add blogs, chat, RSS, social bookmarking, microblogging and video.
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a self-sustaining community around the use of social software in pedagogy in the broadest sense—any subject, any age level, any institution. We welcome participants who want to learn more, share best practices, meet others who share an interest in social media in education.
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it was intended from the beginning to serve as an all-purpose tool for educators who seek to use social media in pursuit of a more participative pedagogy. That’s where the community of practice comes in.
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we hope to grow ties with others in that community who are interested in working with educators to co-develop new tools and improve existing ones. To join the community click here
New Drivers, New Learners - Alternative for Special Education - 0 views
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Web 2.0 is highly interactive, accessible and collaborative. Learn how to utilize it in... - 0 views
Critical Issue: Using Technology to Improve Student Achievement - 0 views
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Technologies available in classrooms today range from simple tool-based applications (such as word processors) to online repositories of scientific data and primary historical documents, to handheld computers, closed-circuit television channels, and two-way distance learning classrooms. Even the cell phones that many students now carry with them can be used to learn (Prensky, 2005).
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Bruce and Levin (1997), for example, look at ways in which the tools, techniques, and applications of technology can support integrated, inquiry-based learning to "engage children in exploring, thinking, reading, writing, researching, inventing, problem-solving, and experiencing the world." They developed the idea of technology as media with four different focuses: media for inquiry (such as data modeling, spreadsheets, access to online databases, access to online observatories and microscopes, and hypertext), media for communication (such as word processing, e-mail, synchronous conferencing, graphics software, simulations, and tutorials), media for construction (such as robotics, computer-aided design, and control systems), and media for expression (such as interactive video, animation software, and music composition). In a review of existing evidence of technology's impact on learning, Marshall (2002) found strong evidence that educational technology "complements what a great teacher does naturally," extending their reach and broadening their students' experience beyond the classroom. "With ever-expanding content and technology choices, from video to multimedia to the Internet," Marshall suggests "there's an unprecedented need to understand the recipe for success, which involves the learner, the teacher, the content, and the environment in which technology is used."
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In examining large-scale state and national studies, as well as some innovative smaller studies on newer educational technologies, Schacter (1999) found that students with access to any of a number of technologies (such as computer assisted instruction, integrated learning systems, simulations and software that teaches higher order thinking, collaborative networked technologies, or design and programming technologies) show positive gains in achievement on researcher constructed tests, standardized tests, and national tests.
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Boster, Meyer, Roberto, & Inge (2002) examined the integration of standards-based video clips into lessons developed by classroom teachers and found increases student achievement. The study of more than 1,400 elementary and middle school students in three Virginia school districts showed an average increase in learning for students exposed to the video clip application compared to students who received traditional instruction alone.
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Wenglinsky (1998) noted that for fourth- and eighth-graders technology has "positive benefits" on achievement as measured in NAEP's mathematics test. Interestingly, Wenglinsky found that using computers to teach low order thinking skills, such as drill and practice, had a negative impact on academic achievement, while using computers to solve simulations saw their students' math scores increase significantly. Hiebert (1999) raised a similar point. When students over-practice procedures before they understand them, they have more difficulty making sense of them later; however, they can learn new concepts and skills while they are solving problems. In a study that examined relationship between computer use and students' science achievement based on data from a standardized assessment, Papanastasiou, Zemblyas, & Vrasidas (2003) found it is not the computer use itself that has a positive or negative effect on achievement of students, but the way in which computers are used.
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Another factor influencing the impact of technology on student achievement is that changes in classroom technologies correlate to changes in other educational factors as well. Originally the determination of student achievement was based on traditional methods of social scientific investigation: it asked whether there was a specific, causal relationship between one thing—technology—and another—student achievement. Because schools are complex social environments, however, it is impossible to change just one thing at a time (Glennan & Melmed, 1996; Hawkins, Panush, & Spielvogel, 1996; Newman, 1990). If a new technology is introduced into a classroom, other things also change. For example, teachers' perceptions of their students' capabilities can shift dramatically when technology is integrated into the classroom (Honey, Chang, Light, Moeller, in press). Also, teachers frequently find themselves acting more as coaches and less as lecturers (Henriquez & Riconscente, 1998). Another example is that use of technology tends to foster collaboration among students, which in turn may have a positive effect on student achievement (Tinzmann, 1998). Because the technology becomes part of a complex network of changes, its impact cannot be reduced to a simple cause-and-effect model that would provide a definitive answer to how it has improved student achievement.
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When new technologies are adopted, learning how to use the technology may take precedence over learning through the technology. "The technology learning curve tends to eclipse content learning temporarily; both kids and teachers seem to orient to technology until they become comfortable," note Goldman, Cole, and Syer (1999). Effective content integration takes time, and new technologies may have glitches. As a result, "teachers' first technology projects generate excitement but often little content learning. Often it takes a few years until teachers can use technology effectively in core subject areas" (Goldman, Cole, & Syer, 1999). Educators may find impediments to evaluating the impact of technology. Such impediments include lack of measures to assess higher-order thinking skills, difficulty in separating technology from the entire instructional process, and the outdating of technologies used by the school. To address these impediments, educators may need to develop new strategies for student assessment, ensure that all aspects of the instructional process—including technology, instructional design, content, teaching strategies, and classroom environment—are conducive to student learning, and conduct ongoing evaluation studies to determine the effectiveness of learning with technology (Kosakowski, 1998).
Web 2.0 Tools - Web 2.0 That Works: Marzano & Web 2.0 - 4 views
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Web 2.0 Tools From Web 2.0 That Works: Marzano & Web 2.0 Jump to: navigation, search Master List of Web 2.0 Tools "Y" Under each category indicates that this tool can be used with this strategy. "Free +" Indicates that the tool is free at the basic level, but that more advanced versions are available at a cost. Category Key: SD = Identifying Similarities and Differences CL = Cooperative Learning SNT = Summarizing and Note-Taking ER = Reinforcing Effort and Providing Recognition HP = Homework and Practice NR = Nonlinguistic Representation OF = Setting Objectives and Providing Feedback HYP = Generating and Testing Hypotheses QCO = Questions, Cues, and Advance Organizers Tool Link Desc Cost SD CL SNT ER HP NR OF HYP QCO Notes Ajax13 [[1]] Online Graphic Editor Free Y Y Y Y Y Y Y Requires Firefox 1.5 (or higher) Browser Backpack [[2]] Online Personal Organizer Free + Y Y Y Y Y Y Y Basecamp [[3]] Online Project Collaboration Free + Y Y Y Y Y Y Y Y Blogger [[4]] Blog Hosting Website Free Y Y Y Y Y Y bubbl.us [[5]] Online Brainstorming Free Y Y Y Y del.icio.us [[6]] Online Social Bookmarks Free Y Y Y Y Diigo [[7]] Online Social Annotation Free Y Y Y Y Y Y EditGrid [[8]] Online Spreadsheets Free + Y Y Y Y Y Integrates with Facebook and iPhone EduBlogs [[9]] Blog Hosting Website Free Y Y Y Y Y Y Exploratree [[10]] Online Graphic Organizer Free Y Y Y Y Y Y Interactive, pre-made graphic organizers that can be edited online Flickr [[11]] Photo Hosting Website Free + Y Y Y Y Part of Zoho Suite of Online Apps Gliffy [[12]] Online Diagramming Software Free + Y Y Y Google Documents [[13]] Online Word Processor Free Y Y Y Y Y Y Also contains Spreadsheets & Presentations Google Earth [[14]] Dynamic Global Geographic App Free Y Y Downloads to computer Google Maps [[15]] Online Ma
Mobento - 0 views
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A good educational video site on topics including a wide range of science, history, maths, computing and more. Search using words that appear in the video. http://ictmagic.wikispaces.com/Video%2C+animation%2C+film+%26+Webcams
Help:Collaborative video - WikiEducator - 0 views
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The Wikimedia Foundation, Wikieducator and Kaltura have partnered in order to bring rich media collaboration to Wikipedia, WikiEducator, other Wikimedia projects, and any Wiki using the MediaWiki software. With the launch of this joint venture, users are invited to test new functionality that will enable Wiki pages to include collaboratively created video, audio, animation, and slideshows as well as text and images. You are invited to experiment with this functionality here on WikiEducator, by adding a Collaborative Video, to any of our articles, or by visiting our Collaborative Video - Help and Sandbox page.
the.Planet | the.News | YOU.edit |You.Report - 0 views
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Site for MS-HS students ;lesson plans for teachers YOU.edit will go online in the spring of 2009. Students will be able to create their own interactive videos through the YOU.edit online editing tool that will be available in early 2009. This tool will allow students to create online reports drawn from the digital files that comprise a completed the.News segment. These component parts include video, music, graphics, interviews, and narration. YOU.edit will go online in the spring of 2009. Students will be able to create their own interactive videos through the YOU.edit online editing tool that will be available in early 2009. This tool will allow students to create online reports drawn from the digital files that comprise a completed the.News segment. These component parts include video, music, graphics, interviews, and narration.
When is Creativity "Authentic"? Making Music on the iPad. - iPads in Education - 0 views
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Our schools are very keyed into academic content and standards and we tend to focus too heavily on apps that drill and practice math, vocabulary and more. The inherent magic of mobile devices lies in their ability to enable students to express themselves creatively
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I recently came across the incredible Guitar Improvisation video below. It's an amazing piece of music that was completely created using GarageBand on the iPad. In fact, there have been quite a few popular music videos recently that feature artists creating music using iOS apps. In a second video below, the band Atomic Tom use their iPhones to perform on a New York City subway. A third video features a teenage girl creating music using GarageBand on the iPad.