ISTE | NETS for Students 2007 - 0 views
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"2. Communication and Collaboration Students use digital media and environments to communicate and work collaboratively, including at a distance, to support individual learning and contribute to the learning of others. Students: a. interact, collaborate, and publish with peers, experts, or others employing a variety of digital environments and media."
GAME School Opens in New York:Quest to Learn | HASTAC - 0 views
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In an atmosphere of academic excellence, Quest aims to foster the type of learning that is possible today—learning based on access to online resources and tools from around the globe, learning that supports customized content for every student on demand, learning that is game-like in its ability to inspire and motivate. “In an age when low-income urban kids continue to drop out of school at alarming rates, yet research is consistently showing the high levels of engagement youth are exhibiting in various media platforms, it is incumbent upon educators to take notice and indeed redirect teaching methods to meet the needs and interests of students,” says Schwartz.
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a robust industry mentorship program allow students opportunities to learn alongside experts, s
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critical pedagogic tool in secondary education.”
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Digital Marketing Company in Delhi NCR | Digital Marketing Services India - 0 views
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Hi, Are you looking for Online Marketing for Your Business? No need to worry ,We are leading company for digital marketing services. We provide: 1.Digital Marketing solution 2.Search Engine Optimization 3.Pay Per Click 4.Social Media Marketing 5.Social Media Promotion for more information you can visit our website:www.innovativebuddies.com
e-competencies - 1 views
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• Interestingly, teachers in countries like Sweden, Finland, Denmark, the Netherlands etc. do not belong to the (very) intensive ICT users in class. Only around 10% or less of the teachers in these countries use computers in more than 50% of their lessons. One can only speculate about the reasons for this. It seems that in these countries the use of computers and the internet has become the norm for most of the teachers and pupils in all aspects of life and that there no longer is the need to put a special emphasis on this in the teaching processes at school. However, most European countries still seem to be in the phase of increasing the frequency and intensity of ICT usage for education in class”.
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• “Students who use computers least frequently at home also performed below average in PISA 2003. However, students using computers most frequently at school do not in all countries perform better than others.
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the highest performances in PISA 2003 were seen among those students with a medium level of computer use rather than among those using computers the most”. [p.52] “
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Digital competences go beyond e-skills and consist of the ability to access digital media and ICT, to understand and critically evaluate different aspects of digital media and media contents and to communicate effectively in a variety of contexts. It involves the confident and critical use of ICT for employment, learning, self-development and participation in society. Digital competences are one of the eight key competences identified and defined by the EU
MediaSmarts - 0 views
Digital Literacy | Common Sense Media - 0 views
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June 2009 Report by CommonSenseMedia "Digital Literacy and Citizenship in the 21st Century: Educating, Empowering, and Protecting America's Kids," proposes eight key initiatives to develop a national digital literacy program and integrate it into our educational curriculum. This white paper is meant to be a "living document" and will be updated on a regular basis.
Digital Storytelling - 5 views
Know about Fundamentals of Digital Marketing - hidden benefits - 0 views
Digital Media and Learning Competition - 0 views
YouTube - Hyper Island in a Nutshell - 8 views
Fewer instructions, better structures - Ewan McIntosh | Digital Media & Learning - 0 views
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"Is there a difference between instruction and structure? I think so, but am amazed that until now I hadn't discovered much appetite for exploring the difference between these terms, and these approaches, in the world of game design, media production and, vitally, teaching and learning/instruction/schooling/education."
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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Adobe Museum of Digital Media - 1 views
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The Adobe museum of digital art is a visually stunning site showing the art limited only by the imagination. Site requires a good computer to run well. http://ictmagic.wikispaces.com/Art,+Craft+&+Design
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