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Mario Pires

Shambles in S.E.Asia : Web 2.0 (The Education Project Asia) - 1 views

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    The term "Web 2.0" (pronounced "web two point Oh") was conceived in 2005 to describe a new breed of websites that use newer web authoring tools, are low learning curves (for the user) and support a collaborative environment.
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    The term "Web 2.0" (pronounced "web two point Oh") was conceived in 2005 to describe a new breed of websites that use newer web authoring tools, are low learning curves (for the user) and support a collaborative environment.
Jim Farmer

Videoconferencing Directories - 24 views

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    Center for Interactive Learning and Collaboration
Jim Farmer

Welcome! | Teachers Connecting - 29 views

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    A place for K-12 teachers to find other teachers for cross-classroom collaboration.
Paul Beaufait

Grouply Blog » Grouply for Education - 32 views

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    "Grouply provides a rich feature set with dozens of applications to help parents, teachers, and students communicate and collaborate online, yet it is remarkably simple to configure and easy to use" (¶2, 2010.07.27)
wittyben

EtherPad: Realtime Collaborative Text Editing - 15 views

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    "... a new and productive way to collaborate on text documents, useful for meeting notes, drafting sessions, education, team programming, and more" (retrieved 2010.10.15)
Jennifer Jensen

Collaborative Pumpkin Project - 28 views

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    This free project has classrooms using three pumpkins - students will first make estimates and then take various measurements of each pumpkin. They will then count the seeds contained within each pumpkin. All data, other than estimates, will be posted via a GoogleDoc. As pumpkin data begins to be uploaded, classes can begin analyzing the data shared by all.
Vahid Masrour

Are You Collaboration Savvy? - Rawn Shah - Connected Business - Forbes - 19 views

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    An interesting post for all those that try to facilitate the adoption of ICTs, Web2.0 and the social media.
Jennifer Jensen

December Traditions - Collaborative Project - 21 views

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    This free project has students sharing their December Traditions. Students will create either a digital or paper/pencil representation of a December tradition their family celebrates. Using a Web 2.0 tool, students can add a verbal component to their drawing and then publish their work to share other students around the world. Finally, students and teachers will have the opportunity to view and comment on the work of other students.
Tania Grosz

Nota -Casual Collaboration. - 0 views

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    Mash your ideas and media together with friends in a dynamic whiteboard wiki. Using photos, videos, and other web content you can instantly create brainstorms, presentations, scrapbooks, and enjoy an interactive chat with more than 50 friends.
Mark Chambers

WiZiQ Free Online Teaching and E-Learning with Web Conferencing - 0 views

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    enables teachers and learners to collaborate through Virtual Classes Online Tests Educational Content Contact Network
Tracy Lee Edwards

Dabbleboard - Online whiteboard for drawing & team collaboration - Interactive whiteboa... - 1 views

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    "Dabbleboard is an online collaboration application that's centered around the whiteboard. With a new type of drawing interface that's actually easy and fun to use, Dabbleboard gets out of your way and just lets you draw. Finally the whiteboard enters the digital age!"
Jeff Johnson

TextFlow - 0 views

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    Collaboration has never been this easy. Parallel word processing helps you produce text faster and use feedback better. To see TextFlow in action, watch the 1 minute video presentation and don't forget to sign up for the beta.
Leigh Zeitz

ROW home - 1 views

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    an international project that connects K-12 students on every continent. Together, they collaborate to compose music, make movies and meet each other in live video chats.
cheryl capozzoli

Thinkature - Real-time collaboration for the web - 0 views

shared by cheryl capozzoli on 15 Apr 08 - Cached
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    real time collaboration
Joseph Alvarado

EdTechTalk | Collaborative Open Webcasting Community - 2 views

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    teachers web casting (podcasting) community
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    Collaborative Open Webcasting Community
Jeff Johnson

Collaborative Learning Using Web 2.0 Tools (Erin Freeman and Heath Sawyer) - 0 views

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    Moving at the Speed of Creativity
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
Jeremy Davis

Scribblar - 0 views

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    Like Thinkature - online whiteboard with ability to upload images, chat, and collaborate
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