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Tamara Connors

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."
Ruth Howard

GAME School Opens in New York:Quest to Learn | HASTAC - 0 views

  • 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.
  • a robust industry mentorship program allow students opportunities to learn alongside experts, s
  • critical pedagogic tool in secondary education.”
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  • 21st century learning materials and assessment
  • teacher training and digital arts
  • “learn by doing” through coursework focused on helping students make connections between ideas and skills in real world contexts. Enhanced literacy and math instruction occurs daily and all students have opportunities to gain expertise in reading, writing, and designing with digital media, including taking courses in computer programming, media arts, and game design. A fully integrated Wellness curriculum supports students in achieving healthy hearts, minds, and bodies.
  • based on research on how students today learn best
  • daily workshops in numeracy and literacy for struggling students,
  • cues from the media-rich learning kids are engaged in outside of school
  • expect a school that is all about beauty, science, thinking, learning, excitemen
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    A new New York school-curriculum by game designers fully integrating a new learning ecology.
dsatkins1981

Literature in the Digital Age | Adam Hammond - 0 views

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    A great resource by an English Prof whose doing a lot of thinking and publishing around the implications of digital media as regards literature
innovativebuddie

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
Tinhai Vong

e-competencies - 1 views

  • • 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”.
  • • “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.
  • 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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  • The more clear-cut effect appears with home use: in every country, students reporting rare or no use of computers at home (on average 18% of students) score much lower than their counterparts”.
  • One of ICT’s main strengths is its capacity to support informal learning. Self-learning and informal peer-learning are by far the two most important mechanisms for obtaining skills and competences;
  • If high amounts of computer usage at school are not associated with the better performing students, teachers may need to look more closely at the manner of this usage. Stronger supervision and structured lessons, involving the setting of concrete tasks to be achieved using computers, may improve their impact on performance”.[p.64]
  • • “The PISA evidence confirms previous studies showing the particularly strong association of performance with home access and usage“.
  • This possibility would be consistent with the observation that the amount of usage most commonly associated with the best performance is “moderate” – between once a week and once a month.
  • STATEMENT TWO: Frequency of ICT use in students does not determine their academic performance.
  • STATEMENT THREE: No correlation between the level of ICT access and the percentage of the ICT use.
  • STATEMENT FOUR: The impact on education and training has not yet been as great as expected.
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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
Scott Kinkoph

MediaSmarts - 0 views

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    Canada's centre for digital and media literacy
Paul Beaufait

DigiTales - The Art of Telling Digital Stories - 23 views

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    Generates Digital Media Scoring Guides for student and teacher use
Steve Ransom

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.
Danny Nicholson

Digital Storytelling - 5 views

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    Digital storytelling is an emerging art form of personal, heartful expression that enables individuals and communities to reclaim their personal cultures while exploring their artistic creativity.
takshilalearn

Know about Fundamentals of Digital Marketing - hidden benefits - 0 views

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    At one point online marketing was just a new and different way to market. It opened up a new form of media that helped to peddle goods and services. But within just the past few years, the importance of digital marketing has become something else.
Kate Klingensmith

Digital Media and Learning Competition - 0 views

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    The MacArthur Foundation will present $2 million in awards to 'innovators shaping the field of digital media and learning'
Tero Toivanen

YouTube - Hyper Island in a Nutshell - 8 views

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    Learning by Failing! The students from Hyper Island Digital Media class of 2010, Stockholm give their view on the world leading school. 
Tania Sheko

Transliteracy - 2020 Forecast: Creating the Future of Learning - 26 views

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    Transliteracy - In the emerging decade, ideas will migrate across multiple social media platforms: podcasts, digital video, virtual worlds, microblogs, wikis, social networking, tagging, etc. The amplified, transliterate organization will have the capacity to communicate across these platforms.
Steve Ransom

Teen Study: Social Media Is Positive Experience : NPR - 24 views

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    Teens see meanness, but they still see social media spaces as a good thing 70% say folks are mostly kind overall 8% only say they have been bullied 88% have witnessed meanness/bullying Teens do care about privacy and think about how it will reflect on them in the future - digital footprint
Roland Gesthuizen

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."
Carlos Quintero

Innovate: Future Learning Landscapes: Transforming Pedagogy through Social Software - 0 views

  • 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)
  • 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).
  • 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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  • learning management systems (Exhibit 1).
  • 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)
  • 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.
  • "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).
  • 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
  • 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.
  • 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).
  • 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
  • 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.
  • 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]).
  • 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.
  • 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
  • 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.
  • 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.
  • "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"
  • 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
  • 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).
  • 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.
  • . 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.
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    About pedagogic 2.0
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    Future Learning Landscapes: Transforming Pedagogy through Social Software Catherine McLoughlin and Mark J. W. Lee
Martin Burrett

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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