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Dwayne Abrahams

Easy Duplicate File Finder | File Management Download | PCWorld - 17 views

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    "Use your PC long enough, and it will get littered with duplicate files of all kinds. Graphics files, .doc files, media files, .dll files, you'll be amazed at how many duplicates you have. They clog up your hard disk, take away precious hard disk space, and make it hard to find the files you want. This simple freebie will find duplicate files, then let you delete the ones you don't want. Point it at your hard disk or selected folders, and it goes to work, finding duplicates. It then gives you a full report, and lets you clean them en masse, or just selected ones. There's some nice intelligence built in as well. It tells you how much disk space duplicate files take up, for example, and lets you protect system files so that you don't accidentally delete any important files your PC needs in order to run properly. "
Clif Mims

Issuu - You Publish - 1 views

shared by Clif Mims on 29 Apr 08 - Cached
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    Revistas y publicaciones a lo web2.0
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    Upload all major file formats and convert them into online publications. Can be used to: -Create digital books, e-zines, etc. -Students can become "published" authors -Alternative strategy for reports and presentations -Develop and share tutorials, study guides, etc. -Embed projects into a class site, blog or wiki -Connect with others that share your interests
Anne Bubnic

CoSN Receives MacArthur Grant to Explore Policy and Leadership Barriers to Web 2.0 - 0 views

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    CoSN Receives MacArthur Grant: Exploring Policy and Leadership Barriers to Effective Use of Web 2.0 in Schools
    The $450,000 grant began July 1st and over the coming year CoSN will focus on the following key objectives:
    1.Identify findings from existing empirical research relevant to the use of new media in schools and the barriers to their adoption and scalability.
    2. Assess the awareness, understanding, and perspectives of U.S. educational leaders (superintendents, district curriculum and technology directors/CTOs) and policymaker's on the role, problems, and benefits of new media in schools within a participatory culture context.
    3. Investigate and document the organizational and policy issues that are critical obstacles for the effective deployment of new media.
    4. Develop a concise report of findings and construct an action plan for intervention.
J Black

How to Reach Baby Boomers with Social Media - ReadWriteWeb - 0 views

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    Note** Would be interesting for school districts to analyze their percentage of boomers (older and younger) and corresponds their technology training to these new demographics/usage. A new report from Forrester Research revealed some surprising information: apparently Baby Boomers aren't exactly the technology Luddites that people think they are. In fact, more than 60 percent of those in this generational group actively consume socially created content like blogs, videos, podcasts, and forums. What's more, the percentage of those participating is on the rise.
Tom Daccord

Publications: SRN LEADS - 0 views

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    United States Is Substantially Behind Other Nations in Providing Teacher Professional Development That Improves Student Learning; Report Identifies Practices that Work Nation Making Progress in Ensuring More Teachers Have Deep Content Knowledge and Mentoring But U.S. Teacher Development Lacks Intensity, Follow-up, & Usefulness
Greg Brandenburg

edublogs: Ken Robinson's The Element: reincarnating creativity - 1 views

  • We also need to recognise that, largely, those teachers who use technology the most effectively and lead the way with its use are also, by and large, excellent teachers with or without the technology.This helps us see what many of us appreciate already: the one biggest element of improving education, making learning more creatively inclined and entrepreneurial, is the teacher. It's not curriculum, class sizes (though smaller class sizes make the teacher's life easier) or even assessment. This is something I've been reporting back from research for two years (and which I've been blown out on more times than I can count). It's not about letting students lead the way with technology and "show us teachers" how it's done. Students are generally quite narrow in their knowledge of how to harness technology or creative venture.No, it's how teachers and parents teach that is important. It is, to use a piece of edu-jargon, pedagogy, both at school and at home.
    • Sheri Edwards
       
      Pedagogy Innovation Creativity Understanding Entrepreneurship PICUE
  • with students batched by age and subject to standardised tests for quality before shipping to the real world. Conformity has thus always had a higher value than diversity
    • Greg Brandenburg
       
      I've not objected to standardized tests as there needs to be some accountability. But, when you put it this way, it does sound like the education factory.
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    We also need to recognise that, largely, those teachers who use technology the most effectively and lead the way with its use are also, by and large, excellent teachers with or without the technology. This helps us see what many of us appreciate already: the one biggest element of improving education, making learning more creatively inclined and entrepreneurial, is the teacher. It's not curriculum, class sizes (though smaller class sizes make the teacher's life easier) or even assessment. This is something I've been reporting back from research for two years (and which I've been blown out on more times than I can count). It's not about letting students lead the way with technology and "show us teachers" how it's done. Students are generally quite narrow in their knowledge of how to harness technology or creative venture. No, it's how teachers and parents teach that is important. It is, to use a piece of edu-jargon, pedagogy, both at school and at home.
Helen Wybrants

Games in Schools - 1 views

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    European Schoolnet is undertaking a major study sponsored by the Interactive Software Federation of Europe on the use of games in schools in Europe: video games, computer games, online games that run on consoles, computers, handhelds or mobile phones.
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    Digital Games in Schools major new report published May 2009
J Black

American youth trail in Internet use: survey | Technology | Internet | Reuters - 0 views

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    Among 12 to 14 year olds, 100 percent of British youth use the Internet, followed by Israel at 98 percent, the Czech Republic and Macao and 96 percent and Canada at 95 percent, according to the World Internet report by the Center for the Digital Future. B
J Black

Measuring Up 2008 - 0 views

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    Since 2000, the Measuring Up report cards have evaluated the progress of the nation and all 50 states in providing Americans with education and training beyond high school through the bachelor's degree. In their totality, the five editions of the national
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
J Black

Education for the 21st Century: Balancing Content Knowledge with Skills | Britannica Blog - 0 views

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    The last six months has seen the publication of several reports touting the indispensability of 21st-century skills to students. Why the sudden concern, and what are the prospects for addressing it?
Elizabeth Koh

Study Ties Student Achievement to Technology Integration : April 2009 : THE Journal - 0 views

  • , the report showed that in high-need schools, there's been a 31 percent increase in the "innovative use of technology by teachers in core subject areas." What's more, in these schools, the report found significant increases in reading and math achievement (17 percent to 33 percent in reading and 18 percent to 36 percent in math).
  • 14-point increase in graduation rates, from 66 percent to 80 percent.
  • technology can help develop sustainable programs with short and long-term academic and economic benefits
J Black

Vast Spy System Loots Computers in 103 Countries - NYTimes.com - 0 views

  • The malware is remarkable both for its sweep — in computer jargon, it has not been merely “phishing” for random consumers’ information, but “whaling” for particular important targets — and for its Big Brother-style capacities. It can, for example, turn on the camera and audio-recording functions of an infected computer, enabling monitors to see and hear what goes on in a room. The investigators say they do not know if this facet has been employed.
  • The electronic spy game has had at least some real-world impact, they said. For example, they said, after an e-mail invitation was sent by the Dalai Lama’s office to a foreign diplomat, the Chinese government made a call to the diplomat discouraging a visit. And a woman working for a group making Internet contacts between Tibetan exiles and Chinese citizens was stopped by Chinese intelligence officers on her way back to Tibet, shown transcripts of her online conversations and warned to stop her political activities.
  • “This could well be the C.I.A. or the Russians. It’s a murky realm that we’re lifting the lid on.”
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  • “The Chinese government is opposed to and strictly forbids any cybercrime.”
  • two computer researchers at Cambridge University in Britain who worked on the part of the investigation related to the Tibetans, are releasing an independent report. They do fault China, and they warned that other hackers could adopt the tactics used in the malware operation.
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    The malware is remarkable both for its sweep - in computer jargon, it has not been merely "phishing" for random consumers' information, but "whaling" for particular important targets - and for its Big Brother-style capacities. It can, for example, turn on the camera and audio-recording functions of an infected computer, enabling monitors to see and hear what goes on in a room. The investigators say they do not know if this facet has been employed.
Fabian Aguilar

Educational Leadership:Literacy 2.0:Orchestrating the Media Collage - 0 views

  • Public narrative embraces a number of specialty literacies, including math literacy, research literacy, and even citizenship literacy, to name a few. Understanding the evolving nature of literacy is important because it enables us to understand the emerging nature of illiteracy as well. After all, regardless of the literacy under consideration, the illiterate get left out.
  • Modern literacy has always meant being able to both read and write narrative in the media forms of the day, whatever they may be. Just being able to read is not sufficient.
  • The act of creating original media forces students to lift the hood, so to speak, and see media's intricate workings that conspire to do one thing above all others: make the final media product appear smooth, effortless, and natural. "Writing media" compels reflection about reading media, which is crucial in an era in which professional media makers view young people largely in terms of market share.
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  • As part of their own intellectual retooling in the era of the media collage, teachers can begin by experimenting with a wide range of new media to determine how they best serve their own and their students' educational interests. A simple video can demonstrate a science process; a blog can generate an organic, integrated discussion about a piece of literature; new media in the form of games, documentaries, and digital stories can inform the study of complex social issues; and so on. Thus, a corollary to this guideline is simply, "Experiment fearlessly." Although experts may claim to understand the pedagogical implications of media, the reality is that media are evolving so quickly that teachers should trust their instincts as they explore what works. We are all learning together.
  • Both essay writing and blog writing are important, and for that reason, they should support rather than conflict with each other. Essays, such as the one you are reading right now, are suited for detailed argument development, whereas blog writing helps with prioritization, brevity, and clarity. The underlying shift here is one of audience: Only a small portion of readers read essays, whereas a large portion of the public reads Web material. Thus, the pressure is on for students to think and write clearly and precisely if they are to be effective contributors to the collective narrative of the Web.
  • The demands of digital literacy make clear that both research reports and stories represent important approaches to thinking and communicating; students need to be able to understand and use both forms. One of the more exciting pedagogical frontiers that awaits us is learning how to combine the two, blending the critical thinking of the former with the engagement of the latter. The report–story continuum is rich with opportunity to blend research and storytelling in interesting, effective ways within the domain of new media.
  • The new media collage depends on a combination of individual and collective thinking and creative endeavor. It requires all of us to express ourselves clearly as individuals, while merging our expression into the domain of public narrative. This can include everything from expecting students to craft a collaborative media collage project in language arts classes to requiring them to contribute to international wikis and collective research projects about global warming with colleagues they have never seen. What is key here is that these are now "normal" kinds of expression that carry over into the world of work and creative personal expression beyond school.
  • Students need to be media literate to understand how media technique influences perception and thinking. They also need to understand larger social issues that are inextricably linked to digital citizenship, such as security, environmental degradation, digital equity, and living in a multicultural, networked world. We want our students to use technology not only effectively and creatively, but also wisely, to be concerned with not just how to use digital tools, but also when to use them and why.
  • Fluency is the ability to practice literacy at the advanced levels required for sophisticated communication within social and workplace environments. Digital fluency facilitates the language of leadership and innovation that enables us to translate our ideas into compelling professional practice. The fluent will lead, the literate will follow, and the rest will get left behind.
  • Digital fluency is much more of a perspective than a technical skill set. Teachers who are truly digitally fluent will blend creativity and innovation into lesson plans, assignments, and projects and understand the role that digital tools can play in creating academic expectations that are authentically connected, both locally and globally, to their students' lives.
  • Focus on expression first and technology second—and everything will fall into place.
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