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Martin Burrett

Hippani Animator - 0 views

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    A great HTML5 animation suite with a professional feel. The platform uses a similar interface to Adobe Animator. Learn how to animate with tweening. The free starter version should be all schools and educators need.
anonymous

Critical Issue: Using Technology to Improve Student Achievement - 0 views

shared by anonymous on 23 Feb 10 - Cached
  • 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from simple tool-based applications (such as word processors) to online repositories of scientific data and primary historical documents, to handheld computers, closed-circuit television channels, and two-way distance learning classrooms.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).
  • 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."
  • 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.
  • 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.
  • 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.
  • 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).
Glenn Hoyle

Microsoft Learning: Rapidly Create Online Courses - 0 views

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    The Microsoft Learning Content Development System (LCDS) is a free tool that enables the Microsoft Learning community to create high-quality, interactive, online courses. The LCDS allows anyone in the Microsoft Learning community to publish e-learning courses by completing the easy-to-use LCDS forms that seamlessly generate highly customized content, interactive activities, quizzes, games, assessments, animations, demos, and other multimedia.
Judy Robison

Learn.Genetics™ - 1 views

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    Educational materials on genetics, bioscience and health topics.
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    These resources for learning about genetics by the University of Utah's Genetic Science Learning Center include interactive visualizations, 3D animations and activities. Student activities include taking a "tour" of DNA, a chromosome or a protein, building a DNA molecule, or exploring the inside of a cell. The university is also building a sister site, Teach.Genetics, with print-and-go lesson plans and supplemental materials for some channels on the Learn.Genetics site.
Stephanie Sandifer

Esther Wojcicki: Revolution Needed for Teaching Literacy in a Digital Age - 28 views

  • But one area of American life that is consistently resistant to innovation is our education system.
  • children who are below grade level by age ten tend to stagnate and eventually give up and drop out in high school. Harvard educational psychologist Jeanne Chall famously called this phenomenon the "fourth grade reading slump,
  • In the classroom, digital media also have other major advantages. These media teach students to master the production of knowledge, not just the consumption of knowledge. Kids learn to create videos, write blogs, collaborate online; the also learn to play video games, do digital storytelling, fan fiction, music, graphic art, anime and even more. Their informal process of learning, collaboration, and transforming passion into knowledge is desperately needed in schools today.
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  • to train teachers to help students learn to read by transforming information for discovery and problem-solving.
  • all beginning teachers learn how to use online collaborative tools, video production tools, blogging tools, mobile tools and a variety of commercial and non-profit programs targeting the classrooms. Frequently young teachers know how to use these tools on a personal level but not in the classroom.
  • Let's building on national models like Communities in Schools, First, Computer Clubhouse, Club Tech of the Boys and Girls Clubs, and the Quest to Learn, Digital Youth Network and School of One models in Chicago and New York City.It is time to extend the learning day and create a place in every community where young children can gain confidence in their literacy and interactive technology skills.
  • laboratories for testing many different digital approaches to learning and assessment, as well as for testing different ways to break down the barriers between in- and out-of-school learning
  • a hub for the professional development of digitally savvy teachers.
  • embrace the potential revolutionary power of the digital tools that have defined the first decade of the 21st century
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    embrace the potential revolutionary power of the digital tools that have defined the first decade of the 21st century
shahbazahmeed

dfdgfdgfd - 1 views

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collaboration resources teaching tools learning technology web2.0 education

started by shahbazahmeed on 15 Apr 21 no follow-up yet
Allison Burrell

Teen Learning 2.0 - 0 views

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    This tutorial is designed so that you can learn how to use the tools of web 2.0 for your classes or for fun. * Each topic takes about a week to complete. * Each week you will will be introduced to at least one website [or 'tool'].( You may also get information about an aspect of digital citizenship. * Next, you have an activity to complete using the website. * The last, and most important thing you need to do is to post about what you learned on your blog. Topics: Digital Citizenship; Blogging; Avatars; Photos, Images, & Giving Credit; Finding Photos and Images; Good Manners and Commenting; Creating your own images; Creating Animations and Videos; Creating Documents and Presentations; Fun with Books & reading; Evaluating informational websites; Online Sharing
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
Roland Gesthuizen

myCreate for iPad 2 Wi-Fi, iPad 2 Wi-Fi + 3G, iPad (3rd generation), iPad Wi-Fi + 4G, i... - 0 views

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    "Imagine, create, share! Kids easily make animated stories with crafts, toys, or anything hands-on, to share with friends and family. myCreate is a learning tool validated by thousands of teachers and parents around the world for enhancing creativity."
lisandro mierez

genome.gov | Talking Glossary of Genetic Terms - 0 views

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    The National Human Genome Research Institute (NHGRI) created the Talking Glossary of Genetic Terms to help everyone understand the terms and concepts used in genetic research. In addition to definitions, specialists in the field of genetics share their descriptions of terms, and many terms include images, animation and links to related terms.
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    The National Human Genome Research Institute (NHGRI) created the Talking Glossary of Genetic Terms to help everyone understand the terms and concepts used in genetic research. In addition to definitions, specialists in the field of genetics share their descriptions of terms, and many terms include images, animation and links to related terms.
lisa_morgan

Web 2.0 teaching tools to enhance education and learning - Edjudo - 0 views

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    A comprehensive list of the best web 2.0 tools and links, sorted via category, for teaching and learning with technology. tools for 3D projects, tags, photo editing, online storage, animations, blogging and lots more
Martin Burrett

Pronunciator - Learn to Speak 60 Languages - 0 views

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    A brilliant site with simple audio/visual flash animations for learning 60 of the world's major languages. http://ictmagic.wikispaces.com/Languages%2C+Culture+%26+International+Projects
Martin Burrett

Teaching Channel - 0 views

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    A site from the US with a superb collect of professional development videos for teachers to improve their skills and knowledge of teaching and learning in a range of areas and subjects. http://ictmagic.wikispaces.com/Video%2C+animation%2C+film+%26+Webcams
Martin Burrett

MathDisk - 0 views

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    This is an amazing online maths playground with a huge number of tools to help learn and demonstrate every area of maths. Create animations and even embed videos. http://ictmagic.wikispaces.com/maths
Judy Robison

GetBodySmart: Interactive Tutorials and Quizzes On Human Anatomy and Physiology - 17 views

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    "AN ONLINE EXAMINATION OF HUMAN ANATOMY AND PHYSIOLOGY Visually Learn About the Human Body Using Our Interactive "Flash" Animations "
jodi tompkins

Glossopedia Home - 0 views

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    This site is designed especially with the young learner in mind with its age-appropriate content and emphasis on visual and auditory learning. Glossopedia is the kind of site that you can leave open for students to explore and find a fast fact of the day, find their favorite image, or video Glossopedia Categories Geography and Places Nature and the Environment Technology Animals Earth and Space People and Cultures Human Body Chemistry Natural Forces This site is simple and visually pleasing. The font size is great for young learners. Words are hyperlinked to an audio pronunciation that is a real person, speaking really slowly at first then more quickly, and finally the written meaning of the word. Images and photos have a print button prominently displayed.
Martin Burrett

winged sandals - 0 views

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    An amazing flash resource for learning about the ancient Greeks with animated videos of myths and main Gods.
Martin Burrett

Phaser - 0 views

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    Create HTML5 animations, games, tools and more with this superb coding platform, which has a complete learning course to get you and your pupils going. You can also play creations from the community.
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