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Cathy Oxley

Roller Coaster Simulation |Funderstanding - 1 views

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    "This simulator is designed for people who want to design their own thrilling coaster and educators who want to use a cool activity to simulate the application of physics by using an exciting interactive tool and access to a wonderful reference source."
Darcy Goshorn

Online Psychology Experiments and Simulations - 0 views

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    Great collection of online psychology experiments and simulation activities.
Jean Potter

NSTA Learning Center - 20 views

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    professional development and student activities for a variety of science topics - if you need a refresher before teaching this is a good resource. Also lots of simulations are available. Requires sign in but does not require NSTA membership and many are free. Can save to My Library
anonymous

My Math Sites - 0 views

  • Primary
  • Daily Practice (P) Numbers (P) Patterns & Relations (P) Space & Shape (P) Statistics & Probability (P) Grades 4 - 6 Daily Practice (4 - 6) Numbers (4-6) Space & Shape (4-6) Patterns & Relations (4-6) Statistics & Probability (4-6) Grades 7 - 9 Daily Practice (7 - 9) Numbers (7-9) Patterns & Relations (7-9) Space & Shape (7-9) Statistics & Probability (7-9)
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    Math daily practice sites, videos, simulations, interactive activities... all organized by age ranges (Kindergarten to Grade 9) and Curriculum/Standard strands.  
James OReilly

Versatile, Immersive, Creative and Dynamic Virtual 3-D Healthcare Learning Environments... - 0 views

shared by James OReilly on 13 Dec 08 - Cached
  • Virtual 3-D Healthcare Learning Environments
  • The author provides a critical overview of three-dimensional (3-D) virtual worlds and “serious gaming” that are currently being developed and used in healthcare professional education and medicine.
  • Roger’s Diffusion of Innovations Theory
  • ...32 more annotations...
  • Siemens’ Connectivism Theory
  • accelerating momentum
  • there are some fundamental questions which remain unanswered.
  • it is beneficial to address while the race to adopt and implement highly engaging Web 3-D virtual worlds is watched in healthcare professional education
  • Therefore, Roger’s Diffusion of Innovations Theory [5] and Siemens’ Connectivism Theory [6] for today’s learners will serve as theoretical frameworks for this paper.
  • A 3-D virtual world, also known as a Massively Multiplayer Virtual World (MMVW), is an example of a Web 2.0/Web 3-D dynamic computer-based application.
  • applications that enable social publishing, such as blogs and wikis
  • the most popular virtual world used by the general public is Linden Lab’s Second Life (SL)
  • Who would imagine attending medical school in a virtual world?
  • US agencies, such as the Centers for Disease Control and the National Institutes of Health conduct meetings in SL to discuss the educational potential of SL
  • virtual medical universities exist all over the world
  • The term “avatar” is an old Sanskrit word portraying a deity which takes on a human shape
  • Trauma Center
  • Virtual worlds are currently being used as educational spaces [1] and continue to grow in popularity on campuses and businesses worldwide. Furthermore, access to versions of virtual worlds on the Web, such as “Croquet,” “Uni-Verse,” and “Multiverse” are predicted within two to three years to be mainstream in education
  • there are reported advantages to having students engage in these emerging technologies
  • By allowing students time to interact with other avatars (eg, patients, staff members, and other healthcare professionals) in a safe, simulated environment, a decrease in student anxiety, an increase in competency in learning a new skill, and encouragement to cooperate and collaborate, as well as resolve conflicts, is possible.
  • High quality 3-D entertainment that is freely accessible via Web browsing facilitates engagement opportunities with individuals or groups of people in an authentic manner that illustrates collective intelligence
  • Advanced Learning and Immersive Virtual Environment (ALIVE) at the University of Southern Queensland
  • health information island
  • Problem-based learning groups enrolled in a clinical management course at Coventry University meet in SL and are employed to build learning facilities for the next semester of SL students. This management course teaches students to manage healthcare facilities and is reported to be the first healthcare-related class to use SL as a learning environment.
  • Another example of a medical school using SL is St. George’s Medical School in London.
  • Stanford University medical school
  • Another virtual world project developed by staff at the Imperial College in London, in collaboration with the National Physical Lab in the United Kingdom, is the Second Health Project
  • Mesko [35] presents the top 10 virtual medical sites in SL.
  • The development and use of 3-D virtual worlds in nursing education is increasing.
  • Some educators may balk at adopting this technology because there is a learning curve associated with the use of 3-D virtual worlds.
  • Let’s have fun, explore these fascinating worlds and games, and network with others while respecting diverse ways of life-long learning and current researchers’ findings.
  • there is an underlying push in higher education to adopt these collaborative tools and shift the paradigm from a traditional Socratic method of education to one possessing a more active and interactive nature
  • One may view online virtual worlds and serious gaming as a threat to the adoption and purchase of high-fidelity computerized patient-simulation mannequins that are currently purchased for healthcare-profession training. For example, nurses may login into SL and learn Advanced Cardiac Life Support at their convenience, and it costs virtually nothing for the nurse and perhaps a nominal fee for the developer.
  • The educational opportunity in SL may not be a replacement for the doctor- or nurse-patient interaction or relationship, but SL may serve as an adjunct or pre- or post-learning tool.
  • one recalls when critics questioned the validity and reliability of the stethoscope invented by Laennec in 1816 and how today it is second nature to use this assessment tool.
  • 2006 health fair
Mendi Benigni

Mobile Teaching Versus Mobile Learning (EDUCAUSE Quarterly) | EDUCAUSE - 0 views

    • Mendi Benigni
       
      It seems like it's more about multimedia stimulating the brain in different areas rather than the fact that it's mobile or portable.
  • need to move beyond the heavy reliance on text.
  • lot of digital books floating around, being hailed as amazing advancements in teaching and learning. Although I know the majority of materials currently available to students on their portable multimedia consumption devices are still primarily text-based, maybe including a static image or two (see Figure 3, a color, static digital page with a Venn diagram that is no different from the same page in the printed book5),
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  • it's not enough for CourseSmart to make PDF-like copies of textbooks available for students to purchase; instead, we need the type of interactivity we're starting to see from the textbooks available in Inkling.
  • transformative
  • we need to think more systematically about how to design education to facilitate learning
  • We need to provide materials or applications that allow students to practice identifying parts of the body on their mobile multimedia devices before taking the high-stakes midterm or final exam.
  • At minimum we could be asking our students to capture raw material from the real world and engage with it based on the concepts we are teaching them.
  • It's one thing to learn about different architectural styles in a Western Civ or Construction textbook or lecture; it's another to apply what you've learned by going out into the community and taking pictures of buildings and then identifying the architectural influences
  • In both cases the activity of capturing "raw" digital material can lead to further learning or assessment activities where students might develop multimedia projects.
  • a Citrix server with the ability for students to check out laptops and iPads with Citrix running on them gives faculty outside of the art and business departments the ability to require students to manipulate images. For example, Scottsdale Community College in Arizona has a Citrix environment that allows students to access applications like Photoshop on an iPad (Figure 6).
  • engaging
  • away from how instructors teach to how students learn. Research now shows that successful learning needs to be act
  • active
  • connect to the students' prior knowledge
  • simulate real-world experiences
  • To achieve the promise of mobile learning, we have to stop thinking about these powerful mobile multimedia devices as only consumption devices and get students using them as production devices.
  • To achieve the promise of mobile learning, we have to stop thinking about these powerful mobile mu
  • mobile devices not only makes the content more accessible, it also helps students engage the content using multiple senses
Martin Burrett

Exploriments - 0 views

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    Colorful, interactive, animations of science and math processes. (The server will be down April 23 and 24th for upgrades.) Exploriments are simulation-based interactive learning units for enhancing conceptual understanding in Science and Math in an experiential manner. Useful for students and teachers alike, Exploriments provide a highly interactive, exploratory, and engaging experience.
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    An amazing set of interactive biology, chemistry and physics activities, animations and virtual experiments. A free sign up is required. http://ictmagic.wikispaces.com/Science
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