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Jeff Johnson

Cool Tools (for schools) - 0 views

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    Fresno Instructional Technology & Innovation
anonymous

Shift Happens - Now What? at Change Agency - 0 views

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    While it is nice to have administrative support for new technology purchases, a "technology purchasing frenzy" is simply NOT the correct response to the realization that our schools are not doing enough to prepare students for their futures. This is really about changing adult perspectives and adult behaviors to create student-centered classrooms that exemplify research-based best practices around learning. It's not about buying the latest, greatest, and most expensive tech toys on the market. Expensive tech in the hands of educators who haven't made changes to their behaviors and instructional practice are no better than the good old chalk board, pencil, and paper. Even worse, expensive tech that the teachers see no use for will end up just collecting dust in a storage room.
Danielle Klaus

Curriculum Collaboration Toolkit - 2 views

  • Effective teaching with technology matches the teacher's goals and the learner's characteristics and needs, with tools that enhance understanding.
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    Effective teaching with technology matches the teacher's goals and the learner's characteristics and needs, with tools that enhance understanding.
Colette Cassinelli

Teaching 'N Technology wiki / Around the World In 80+Tweets - 0 views

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    I'm doing a personal learning network workshop with a group of media and technology teachers from two different counties on April 24th. I want to share with them just how far reaching a Twitter network can be. I'm sending out a Tweet to the Twitterverse and will add each responder's location to a Google Map to share with groups of teachers. To participate, send a message in Twitter to @misstizzy telling the group your location and any other words of wisdom.
Cathy Oxley

The Edublogger - 0 views

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    Tips, tricks, ideas and help with using web 2.0 technologies and edublogs
Caroline Roche

learning * ingenuity * research * policy * design * technology * delight * (+ sailing!) - 1 views

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    Greg Black, CEO of Education.au mentioned this blog in his report from the Learning and Technology World Forum GENIE meeting.
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    Stephen Heppell is a wonderfully inspiring educator. If you ar e interested in making Web 2.0 work in your classrooms, and in 'thinking outside the box', then look at thesese ideas, especially the 'Be Very Afraid' videos on Heppell TV
Clif Mims

EduBloggerCon - 0 views

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    Live Roulette from Australia, Fun and Free! Now you can play Real "www.funlivecasino.com.au" Live Roulette for Fun in Australia on a brand new website, FunLiveCasino.com.au. Using the latest internet streaming technologies, Fun Live Casino lets you join a real game happening on a real table in a real casino, all broadcast Live! You can see other real players in the casino betting on the same results you do giving you ultimate trust in the results as they are not generated 'just for you', like other casino gaming products such as 'live studios' or computer generated games. Its amazing to think next time your really in the casino that you might be on camera, and people online might be watching! The future is scary! Imagine that one day soon this will be the only way people would gamble online because the internet is full of scams, you have to be super careful, and why would you play Online Roulette any other way except from a Real Casino you can visit, see, hear and trust! Amazingly this site is completely Free and has no registration process, no spam, no clicks and no fuss. Just Instant Fun "www.funlivecasino.com.au" Free Live Roulette! Give it a try, its worth checking out! "www.funlivecasino.com.au"Australia's Online Fun Live Casino! Backlink created from http://fiverr.com/radjaseotea/making-best-156654-backlink-high-pr
Clif Mims

EduBloggerCon/Classroom 2.0 "LIVE in San Antonio" 2008 - 0 views

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    Live Roulette from Australia, Fun and Free! Now you can play Real "www.funlivecasino.com.au" Live Roulette for Fun in Australia on a brand new website, FunLiveCasino.com.au. Using the latest internet streaming technologies, Fun Live Casino lets you join a real game happening on a real table in a real casino, all broadcast Live! You can see other real players in the casino betting on the same results you do giving you ultimate trust in the results as they are not generated 'just for you', like other casino gaming products such as 'live studios' or computer generated games. Its amazing to think next time your really in the casino that you might be on camera, and people online might be watching! The future is scary! Imagine that one day soon this will be the only way people would gamble online because the internet is full of scams, you have to be super careful, and why would you play Online Roulette any other way except from a Real Casino you can visit, see, hear and trust! Amazingly this site is completely Free and has no registration process, no spam, no clicks and no fuss. Just Instant Fun "www.funlivecasino.com.au" Free Live Roulette! Give it a try, its worth checking out! "www.funlivecasino.com.au"Australia's Online Fun Live Casino! Backlink created from http://fiverr.com/radjaseotea/making-best-156654-backlink-high-pr
Clif Mims

Be A Techie - Using Music and Tech in Education - 0 views

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    Live Roulette from Australia, Fun and Free! Now you can play Real "www.funlivecasino.com.au" Live Roulette for Fun in Australia on a brand new website, FunLiveCasino.com.au. Using the latest internet streaming technologies, Fun Live Casino lets you join a real game happening on a real table in a real casino, all broadcast Live! You can see other real players in the casino betting on the same results you do giving you ultimate trust in the results as they are not generated 'just for you', like other casino gaming products such as 'live studios' or computer generated games. Its amazing to think next time your really in the casino that you might be on camera, and people online might be watching! The future is scary! Imagine that one day soon this will be the only way people would gamble online because the internet is full of scams, you have to be super careful, and why would you play Online Roulette any other way except from a Real Casino you can visit, see, hear and trust! Amazingly this site is completely Free and has no registration process, no spam, no clicks and no fuss. Just Instant Fun "www.funlivecasino.com.au" Free Live Roulette! Give it a try, its worth checking out! "www.funlivecasino.com.au"Australia's Online Fun Live Casino! Backlink created from http://fiverr.com/radjaseotea/making-best-156654-backlink-high-pr
Jeff Johnson

Project Tomorrow - 1 views

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    Project Tomorrow is a national, education nonprofit organization. Our vision is to insure that today's students are well prepared to be tomorrow's innovators, leaders and engaged citizens of the world. We believe that by supporting the innovative uses of science, math and technology resources in our K-12 schools and communities, students will develop the critical thinking, problem solving and creativity skills needed to compete and thrive in the 21st century
Caroline Roche

Centre for Learning & Performance Technologies - 4 views

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    This site has great articles for educators on using technology for teaching.
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    an excellent website with many tools for learning
Carlos Quintero

Innovate: Future Learning Landscapes: Transforming Pedagogy through Social Software - 0 views

  • Web 2.0 has inspired intense and growing interest, particularly as wikis, weblogs (blogs), really simple syndication (RSS) feeds, social networking sites, tag-based folksonomies, and peer-to-peer media-sharing applications have gained traction in all sectors of the education industry (Allen 2004; Alexander 2006)
  • Web 2.0 allows customization, personalization, and rich opportunities for networking and collaboration, all of which offer considerable potential for addressing the needs of today's diverse student body (Bryant 2006).
  • In contrast to earlier e-learning approaches that simply replicated traditional models, the Web 2.0 movement with its associated array of social software tools offers opportunities to move away from the last century's highly centralized, industrial model of learning and toward individual learner empowerment through designs that focus on collaborative, networked interaction (Rogers et al. 2007; Sims 2006; Sheely 2006)
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  • learning management systems (Exhibit 1).
  • The reality, however, is that today's students demand greater control of their own learning and the inclusion of technologies in ways that meet their needs and preferences (Prensky 2005)
  • Tools like blogs, wikis, media-sharing applications, and social networking sites can support and encourage informal conversation, dialogue, collaborative content generation, and knowledge sharing, giving learners access to a wide range of ideas and representations. Used appropriately, they promise to make truly learner-centered education a reality by promoting learner agency, autonomy, and engagement in social networks that straddle multiple real and virtual communities by reaching across physical, geographic, institutional, and organizational boundaries.
  • "I have always imagined the information space as something to which everyone has immediate and intuitive access, and not just to browse, but to create” (2000, 216). Social software tools make it easy to contribute ideas and content, placing the power of media creation and distribution into the hands of "the people formerly known as the audience" (Rosen 2006).
  • the most promising settings for a pedagogy that capitalizes on the capabilities of these tools are fully online or blended so that students can engage with peers, instructors, and the community in creating and sharing ideas. In this model, some learners engage in creative authorship, producing and manipulating digital images and video clips, tagging them with chosen keywords, and making this content available to peers worldwide through Flickr, MySpace, and YouTube
  • Student-centered tasks designed by constructivist teachers reach toward this ideal, but they too often lack the dimension of real-world interactivity and community engagement that social software can contribute.
  • Pedagogy 2.0: Teaching and Learning for the Knowledge Age In striving to achieve these goals, educators need to revisit their conceptualization of teaching and learning (Exhibit 2).
  • Pedagogy 2.0: Teaching and Learning for the Knowledge Age In striving to achieve these goals, educators need to revisit their conceptualization of teaching and learning
  • Pedagogy 2.0 is defined by: Content: Microunits that augment thinking and cognition by offering diverse perspectives and representations to learners and learner-generated resources that accrue from students creating, sharing, and revising ideas; Curriculum: Syllabi that are not fixed but dynamic, open to negotiation and learner input, consisting of bite-sized modules that are interdisciplinary in focus and that blend formal and informal learning;Communication: Open, peer-to-peer, multifaceted communication using multiple media types to achieve relevance and clarity;Process: Situated, reflective, integrated thinking processes that are iterative, dynamic, and performance and inquiry based;Resources: Multiple informal and formal sources that are rich in media and global in reach;Scaffolds: Support for students from a network of peers, teachers, experts, and communities; andLearning tasks: Authentic, personalized, learner-driven and learner-designed, experiential tasks that enable learners to create content.
  • Instructors implementing Pedagogy 2.0 principles will need to work collaboratively with learners to review, edit, and apply quality assurance mechanisms to student work while also drawing on input from the wider community outside the classroom or institution (making use of the "wisdom of crowds” [Surowiecki 2004]).
  • A small portion of student performance content—if it is new knowledge—will be useful to keep. Most of the student performance content will be generated, then used, and will become stored in places that will never again see the light of day. Yet . . . it is still important to understand that the role of this student content in learning is critical.
  • This understanding of student-generated content is also consistent with the constructivist view that acknowledges the learner as the chief architect of knowledge building. From this perspective, learners build or negotiate meaning for a concept by being exposed to, analyzing, and critiquing multiple perspectives and by interpreting these perspectives in one or more observed or experienced contexts
  • This understanding of student-generated content is also consistent with the constructivist view that acknowledges the learner as the chief architect of knowledge building. From this perspective, learners build or negotiate meaning for a concept by being exposed to, analyzing, and critiquing multiple perspectives and by interpreting these perspectives in one or more observed or experienced contexts. In so doing, learners generate their own personal rules and knowledge structures, using them to make sense of their experiences and refining them through interaction and dialogue with others.
  • Other divides are evident. For example, the social networking site Facebook is now the most heavily trafficked Web site in the United States with over 8 million university students connected across academic communities and institutions worldwide. The majority of Facebook participants are students, and teachers may not feel welcome in these communities. Moreover, recent research has shown that many students perceive teaching staff who use Facebook as lacking credibility as they may present different self-images online than they do in face-to-face situations (Mazer, Murphy, and Simonds 2007). Further, students may perceive instructors' attempts to coopt such social technologies for educational purposes as intrusions into their space. Innovative teachers who wish to adopt social software tools must do so with these attitudes in mind.
  • "students want to be able to take content from other people. They want to mix it, in new creative ways—to produce it, to publish it, and to distribute it"
  • Furthermore, although the advent of Web 2.0 and the open-content movement significantly increase the volume of information available to students, many higher education students lack the competencies necessary to navigate and use the overabundance of information available, including the skills required to locate quality sources and assess them for objectivity, reliability, and currency
  • In combination with appropriate learning strategies, Pedagogy 2.0 can assist students in developing such critical thinking and metacognitive skills (Sener 2007; McLoughlin, Lee, and Chan 2006).
  • We envision that social technologies coupled with a paradigm of learning focused on knowledge creation and community participation offer the potential for radical and transformational shifts in teaching and learning practices, allowing learners to access peers, experts, and the wider community in ways that enable reflective, self-directed learning.
  • . By capitalizing on personalization, participation, and content creation, existing and future Pedagogy 2.0 practices can result in educational experiences that are productive, engaging, and community based and that extend the learning landscape far beyond the boundaries of classrooms and educational institutions.
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    About pedagogic 2.0
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    Future Learning Landscapes: Transforming Pedagogy through Social Software Catherine McLoughlin and Mark J. W. Lee
Gail Casey

What are Blogs - 180 Technology Tips #159 - 0 views

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    Technology Tip Number 159 Blog Some Sense Out of This
Tero Toivanen

Master of Our Online Universe: Progression to Web 3.0 | cyberCulture - 0 views

  • In my opinion, Web 2.0 started with the introduction of the Social Networking Site (SNS) to the Web.
  • We can look back to 2002 and the launch of Friendster to see Web 2.0 in its infancy.
  • “Friendster was the first explicit social networking site in terms of the way we think about it today.”
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  • With the introduction of Friendster the user can now create a digital persona without having any programming knowledge.
  • First was MySpace, which gave users access to their profiles HTML and CSS.
  • This feature to the SNS provided the user the ability to personalize their digital persona, and allowed them to express their individuality.
  • The next step in user control was given by Facebook, when the site allowed users develop and incorporate widgets into their profiles. The SNS Ning goes one step further by combining both the ideas of MySpace and Facebook, Ashlock says, “Giving users the power to construct an authentic identity while providing access to a rich array of Web 2.0 content.”
  • It is my conclusion that it is this focus on fluidly intertwining the Internet with the daily lives of its users that will progress Web 2.0 to Web 3.0. Just take a look at the latest advancements in mobile technology and you will see that the user’s ability to be connected has progressed away from the desktop computer.
    • Tero Toivanen
       
      Progress from Web 2.0 to Web 3.0 is user's ability to be connected away from the desktop computer.
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    Master of Our Online Universe: Progression to Web 3.0 It is my conclusion that it is this focus on fluidly intertwining the Internet with the daily lives of its users that will progress Web 2.0 to Web 3.0. Just take a look at the latest advancements in mobile technology and you will see that the user's ability to be connected has progressed away from the desktop computer.
J Black

Kindle, schmindle...I've got your $350 e-book reader right here | Digital City Podcast ... - 0 views

  • With all the buzz about Amazon's new Kindle 2, you'd think this revamped e-book reader was the most advanced piece of technology this side of designer babies. After all, for $359, you get a color screen, Wi-Fi and Web browsing, video playback, 60GB of storage, and a reasonably usable keyboard.
  • Not only is there a wide range of PC software available for buying and displaying e-books (and tons of free content as well), when you're done with all that highbrow readin', pop open a Web browser and rot your brain with some Hulu videos.
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    With all the buzz about Amazon's new Kindle 2, you'd think this revamped e-book reader was the most advanced piece of technology this side of designer babies. After all, for $359, you get a color screen, Wi-Fi and Web browsing, video playback, 60GB of storage, and a reasonably usable keyboard. Oh wait, you don't get any of that stuff. No, that's what $350 can get you if invested in even a low-end Netbook, such as the new 10-inch Acer Aspire One. Not only is there a wide range of PC software available for buying and displaying e-books (and tons of free content as well), when you're done with all that highbrow readin', pop open a Web browser and rot your brain with some Hulu videos.
Dennis OConnor

Technology Literacy 103: Utilizing Social-Networking Support Tools in a Leadership Capa... - 0 views

  • This course examines the intersection of three topics: technical knowledge, learning pedagogy, and digital culture. Participants will learn about best practices for serving in a leadership capacity by creating knowledge sharing social networks in their organizations through the use of Web 2.0 and social networking tools.
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    Technology Literacy 103: Utilizing Social-Networking Support Tools in a Leadership Capacity
Jeff Johnson

Moran students get a 21st century education (MyRecordJournal.com) - 0 views

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    His dream is to have a laptop computer in the hands of every student. While he's not quite there yet, Paul Bogush has come very close using the resources at his disposal. For Bogush, the use of technology has become the backbone of instruction. The Moran Middle School teacher was awarded a spot at the Google Teacher Academy last month, but was already immersed in the Web's free portals to engage his eighth grade class and prepare students to communicate in a digital world.
JoNelle Gardner

welcome to compugirls - 0 views

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    Compugirls technology program for girls
Danny Nicholson

FreshBrain - 0 views

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    technology exploration platform for teens
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