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Lisa Thumann

Free Pictures - Wylio.com - 23 views

shared by Lisa Thumann on 05 Dec 10 - No Cached
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    searches flickr for creative commons license photos (no guarantees that the photos are truly cc.)  Then creates code for placement of photos on a blog page.
Maggie Verster

Can you draw the internet? - 0 views

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    Childrens under 10 years draw their vision about Internet. Very interesting and creative work!
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    "Children today are growing up in a world of technology and communications. They have never experienced a world without the internet, with every part of their day consumed by mobile phones, websites, computer games, apps, Xbox, you name it. We took this thought and 'thought' it would be interesting to find out what their perception of the internet actually is, by way of scribble, drawing, or piece of art."
Van Weringh

Linking for Learning Wiki - Google Earth - 0 views

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    #VITTA2010 Reality and creativity with Google Earth. Good site.
Jeff Johnson

K-12 Online reflections ? Moving at the Speed of Creativity - 0 views

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    K-12 Online was a fundamentally different conference experience for presenters, participants, and conveners because the format challenged everyone to maximize the learning opportunities of blended instruction. As learners who grew up in the twentieth century, most teachers today (and everyone who participated in K-12 Online this year) are most familiar with face-to-face (synchronous) learning formats. Online, blended learning environments which involve both asynchronous and synchronous interactions between novice and expert learners can offer much richer opportunities for interaction and learning. This was the case with K-12 Online 2006.
Frances DiDavide

Kerpoof Studio - 5 views

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    Kerpoof - web-based environment for animated movie making, pictures and storytelling.
Joel Josephson

Chain Stories project - 0 views

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    Young students, in their first year of language learning, can enjoy creative writing in their mother tongue. They then pass on their story to other schools, within a chain, for completion.
Melissa Seifman

PBS Teachers | learning.now . Collaborative Writing, 140 Characters at a Time | PBS - 0 views

  • teacher in suburban Washington DC has launched a collaborative writing initiative using the messaging tool Twitter. Prepare to be concise!
  • a middle school teacher in Montgomery County, MD, launched Manyvoices, which may be the first collaborative student writing project on Twitter. Mayo’s idea was to embrace Twitter’s 140 character limit as a creative challenge for his students, using a framework known as a Twittory. Created by Cameron Reilly, a Twittory is a story in which each person may add only 140 characters to the story. The story must also be told in 140 posts - no more, no less.
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    I think this is an interesting use of Twitter, and makes me want to think of ways to use it my classroom as well
Pamela AuCoin

ToonDoo - The Cartoon Strip Creator - Create, Publish, Share, Discuss! - 3 views

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    Students make their own cartoons.
Steve Madsen

PicoCricket - Invention kit that integrates art and technology - 0 views

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    Picocricket is aimed at primary schools, age 8 and up. From the same people who created Scratch. Combining Art & Robotics to spark Creative Thinking. Not free.
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    A PicoCricket is a tiny computer that can make things spin, light up, and play music. You can plug lights, motors, sensors, and other devices into a PicoCricket, then program them to react, interact, and communicate.
Thomas Galvez

Revenge of the Right Brain - 0 views

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    Article written by Daniel Pink for Wired Magazine. Sums up some of the key points in "A Whole New Mind." How can technology be used to promote right brain abilities?
Tero Toivanen

Study on the Effective Use of Social Software by UK FE & HE to Support Student Learning... - 0 views

  • This study provides insights about
  • educational goals of using social software tools; enablers or drivers within the institution, or from external sources which positively influence the adoption of social software; benefits to the students, educators and institutions; challenges that may influence a social software initiative; and issues that need to be considered in a social software initiative.
  • social software tools support a variety of ways of learning: sharing of resources (eg bookmarks, photographs), collaborative learning, problem-based and inquiry-based learning, reflective learning, and peer-to-peer learning.
  • ...3 more annotations...
  • The educator’s role is changing from being a provider of information to a facilitator or moderator
  • adjusting to a ‘new’ way of teaching.
  • The results highlight the different pedagogical roles of social software: communication, nurturing creativity and innovation, and collaborative learning.
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    Study on the Effective Use of Social Software by UK FE & HE to Support Student Learning & Engagement
Tero Toivanen

Social Networking, Web 2.0, and Learning: What the Research Says » Moving at ... - 0 views

  • Framework I’d like you to consider- author of Flow: Mihály Csíkszentmihályi- that is where we are trying to get our kids: they are motivated, excited, engaged- he talks about task complexity and skill level, managing those- when you balance those, you get kids into flow
    • Tero Toivanen
       
      Flow!
J Black

No up-front costs to sell music on Audiolife | Webware - CNET - 0 views

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    A GREAT EXAMPLE OF HOW WEB2.0 LETS US BE PRODUCERS AND NOT JUST CONSUMERS. Audiolife not only lets you create an online store to sell CDs and digital downloads, but it will actually manufacture the CDs for you, on-demand, as customers buy them. The up-front cost? Nothing. Zero dollars and zero cents. On-demand CD creation from Audiolife. (Credit: Audiolife) This is a big deal. As any self-financed musician knows, CD manufacturing is a big investment. Print runs for CDs with a jewel case and nice color insert generally start at 1,000 for close to $1,000, though you can get away with spending a few hundred bucks for a short run, if you're willing to pay quite a bit more per disc. This is all well and good, if you sell all of the CDs you print. If not, you're left with some expensive drink coasters.
J Black

The 21st Century Centurion: 21st Century Questions - 0 views

  • The report extended literacy to “Five New Basics” - English, mathematics, science, social studies, and computer science. A Nation At Risk specified that all high school graduates should be able to “understand the computer as an information, computation and communication device; students should be able to use the computer in the study of the other Basics and for personal and work-related purposes; and students should understand the world of computers, electronics, and related technologies."That was 1983 - twenty- six years ago. I ask you, Ben: Has education produced students with basic knowledge in the core disciplines and computer science TODAY? Are we there yet? OR - are we still at risk for not producing students with the essential skills for success in 1983?
    • J Black
       
      I had never really considered this before...how computer science has been totally left out of the equaltion....why is that? Cost of really delivering this would be enormous -- think how much money the districts would have to pour into the school systems.
  • On June 29, 1996, the U. S. Department of Education released Getting America's Students Ready for the 21st Century; Meeting the Technology Literacy Challenge, A Report to the Nation on Technology and Education. Recognizing the rapid changes in workplace needs and the vast challenges facing education, the Technology Literacy Challenge launched programs in the states that focused on a vision of the 21st century where all students are “technologically literate.” Four goals, relating primarily to technology skills, were advanced that focused specifically on: 1.) Training and support for teachers; 2.) Acquisition of multimedia computers in classrooms; 3.) Connection to the Internet for every classroom; and 4.) Acquiring effective software and online learning resources integral to teaching the school's curriculum.
    • J Black
       
      we are really stuck here....the training and support -- the acquisition of hardware, connectivity etc.
  • Our profession is failing miserably to respond to twenty-six years of policy, programs and even statutory requirements designed to improve the ability of students to perform and contribute in a high performance workplace. Our students are losing while we are debating.
    • J Black
       
      This is really, really well said here...bravo
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  • In 2007, The Report of the NEW Commission on the Skills of the American Workforce: Tough Choices or Tough Times made our nation hyperaware that "World market professionals are available in a wide range of fields for a fraction of what U.S. professionals charge." Guess what? While U.S. educators stuck learned heads in the sand, the world's citizens gained 21st century skills! Tough Choices spares no hard truth: "Our young adults score at “mediocre” levels on the best international measure of performance." Do you think it is an accident that the word "mediocre" is used? Let's see, I believe we saw it w-a-a-a-y back in 1983 when A Nation At Risk warned of a "tide of mediocrity." Tough Choices asks the hard question: "Will the world’s employers pick U.S. graduates when workers in Asia will work for much less? Then the question is answered. Our graduates will be chosen for global work "only if the U.S. worker can compete academically, exceed in creativity, learn quickly, and demonstrate a capacity to innovate." There they are
    • J Black
       
      This is exactly what dawns on students when they realize what globalization means for them..the incredibly stiff competition that it is posed to bring about.
  • “Learning is what most adults will do for a living in the 21st century."
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    The report extended literacy to "Five New Basics" - English, mathematics, science, social studies, and computer science. A Nation At Risk specified that all high school graduates should be able to "understand the computer as an information, computation and communication device; students should be able to use the computer in the study of the other Basics and for personal and work-related purposes; and students should understand the world of computers, electronics, and related technologies." That was 1983 - twenty- six years ago. I ask you, Ben: Has education produced students with basic knowledge in the core disciplines and computer science TODAY? Are we there yet? OR - are we still at risk for not producing students with the essential skills for success in 1983?
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
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  • 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
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