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Ian Woods

AJET 26(3) Drexler (2010) - The networked student model for construction of personal le... - 17 views

    • jordi guim
       
      Muy interesante sobre PLE / PLN
  • Table 2: Personal learning environment toolset Web application (networked student component) Tool used in test case Student activity level of structure Social bookmarking (RSS) Delicious http://delicious.com/ Set up the account Subscribe to each others accounts Bookmark and read 10 reliable websites that reflect the content of chosen topic Add and read at least 3 additional sites each week. News and blog alert (RSS) Google Alert http://www.google.com/alerts Create a Google Alert of keywords associated with selected topic Read news and blogs on that topic that are delivered via email daily Subscribe to appropriate blogs in reader News and blog reader (RSS) Google Reader http://reader.google.com Search for blogs devoted to chosen topic Subscribe to blogs to keep track of updates Personal blog (RSS) Blogger http://www.blogger.com Create a personal blog Post a personal reflection each day of the content found and experiences related to the use of personal learning environment Students subscribe to each others blogs in reader Internet search (information management, contacts, and synchronous communication) Google Scholar http://scholar.google.com/ Conduct searches in Google Scholar and library databases for scholarly works. Bookmark appropriate sites Consider making contact with expert for video conference Podcasts (RSS) iTunesU http://www.apple.com/itunes/ whatson/itunesu.html Search iTunesU for podcasts related to topic Subscribe to at least 2 podcasts if possible Video conferencing (contacts and synchronous communication) Skype http://www.skype.com Identify at least one subject matter expert to invite to Skype with the class. Content gathering/ digital notebook Evernote http://evernote.com/ Set up account Use Evernote to take notes on all content collected via other tools Content synthesis Wikispaces http://www.wikispaces.com Post final project on personal page of class wiki The process and tools are overwhelming to students if presented all at once. As with any instructional design, the teacher determines the pace at which the students best assimilate each new learning tool. For this particular project, a new tool was introduced each day over two weeks. Once the construction process was complete, there were a number of personal web page aggregators that could have been selected to bring everything together in one place. Options at the time included iGoogle, PageFlakes, NetVibes, and Symbaloo. These sites offer a means to compile or pull together content from a variety of web applications. A web widget or gadget is a bit of code that is executed within the personal web page to pull up external content from other sites. The students in this case designed the personal web page using the gadgets needed in the format that best met their learning goals. Figure 3 is an instructor example of a personal webpage that includes the reader, email, personal blog, note taking program, and social bookmarks on one page.
  • The personal learning environment can take the place of a traditional textbook, though does not preclude the student from using a textbook or accessing one or more numerous open source texts that may be available for the research topic. The goal is to access content from many sources to effectively meet the learning objectives. The next challenge is to determine whether those objectives have been met.
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  • AssessmentThere were four components of the assessment process for this test case of the Networked Student Model: (1) Ongoing performance assessment in the form of weekly assignments to facilitate the construction and maintenance of the personal learning environment, (2) rubric-based assessment of the personal learning environment at the end of the project, (3) written essay, and (4) multimedia synthesis of topic content. Points were earned for meeting the following requirements: Identify ten reliable resources and post to social bookmarking account. At least three new resources should be added each week. Subscribe and respond to at least 3 new blogs each week. Follow these blogs and news alerts using the reader. Subscribe to and listen to at least two podcasts (if available). Respectfully contact and request a video conference from a subject matter expert recognised in the field. Maintain daily notes and highlight resources as needed in digital notebook. Post at least a one-paragraph reflection in personal blog each day. At the end of the project, the personal learning environment was assessed with a rubric that encompassed each of the items listed above. The student's ability to synthesise the research was further evaluated with a reflective essay. Writing shapes thinking (Langer & Applebee, 1987), and the essay requirement was one more avenue through which the students demonstrated higher order learning. The personal blog provided an opportunity for regular reflection during the course of the project. The essay was the culmination of the reflections along with a thoughtful synthesis of the learning experience. Students were instructed to articulate what was learned about the selected topic and why others should care or be concerned. The essay provided an overview of everything learned about the contemporary issue. It was well organised, detailed, and long enough to serve as a resource for others who wished to learn from the work. As part of a final exam, the students were required to access the final projects of their classmates and reflect on what they learned from this exposure. The purpose of this activity was to give the students an additional opportunity to share and learn from each other. Creativity is considered a key 21st century skill (Partnership for 21st Century Skills, 2009). A number of emerging web applications support the academic creative process. Students in this project used web tools to combine text, video, audio, and photographs to teach the research topics to others. The final multimedia project was posted or embedded on the student's personal wiki page. Analysis and assessment of student work was facilitated by the very technologies in use by the students. In order to follow their progress, the teacher simply subscribed to student social bookmarking accounts, readers, and blogs. Clicking through daily contributions was relatively quick and efficient.
Martin Burrett

Autodesk 123D -- creature - 0 views

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    This is a 'must try' iPad app where you can design a 3D creature. Tap, drag and pinch your creation until it is just right and then 'paint' it with the patterns you want. It's a great resource to use alongside creative writing or science work. If you have access to a 3D printer you can even fabricate your design. Download the app at https://itunes.apple.com/us/app/123d-creature/id594014056. http://ictmagic.wikispaces.com/ICT+%26+Web+Tools
Martin Burrett

NextUp. Your Meeting. On Schedule. - 0 views

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    This tool is designed to keep meetings running on time - which I am all for, but it can be used in the classroom in many different ways, such as structuring a lesson or doing a 'speed writing' session. http://ictmagic.wikispaces.com/ICT+&+Web+Tools
Pamela Stevens

Imagination Cubed - 0 views

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    Great online collaboration tool
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    draw, write, share, collaborate, save... very cool tool!
Martin Burrett

pickaface.net - 0 views

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    Design an avatar to use in creative writing or class name cards for students with this avatar creator. http://ictmagic.wikispaces.com/ICT+%26+Web+Tools
Kerry J

Latest News - Digital Learning - 0 views

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    The digital media and learning initiative acknowledges the emerging vernacular of young people who are "growing up digital" and embraces the writing, thinking, and design tools of the digital age. It is seeking to answer questions such as: Are young people fundamentally different because of their exposure to technology? What environments and experiences capture their interest and contribute to their learning? What are the implications for education? It includes ethnography, the development of media literacy, and the connection between games and learning.
Ruth Howard

GAME School Opens in New York:Quest to Learn | HASTAC - 0 views

  • In an atmosphere of academic excellence, Quest aims to foster the type of learning that is possible today—learning based on access to online resources and tools from around the globe, learning that supports customized content for every student on demand, learning that is game-like in its ability to inspire and motivate. “In an age when low-income urban kids continue to drop out of school at alarming rates, yet research is consistently showing the high levels of engagement youth are exhibiting in various media platforms, it is incumbent upon educators to take notice and indeed redirect teaching methods to meet the needs and interests of students,” says Schwartz.
  • a robust industry mentorship program allow students opportunities to learn alongside experts, s
  • critical pedagogic tool in secondary education.”
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  • 21st century learning materials and assessment
  • teacher training and digital arts
  • “learn by doing” through coursework focused on helping students make connections between ideas and skills in real world contexts. Enhanced literacy and math instruction occurs daily and all students have opportunities to gain expertise in reading, writing, and designing with digital media, including taking courses in computer programming, media arts, and game design. A fully integrated Wellness curriculum supports students in achieving healthy hearts, minds, and bodies.
  • based on research on how students today learn best
  • daily workshops in numeracy and literacy for struggling students,
  • cues from the media-rich learning kids are engaged in outside of school
  • expect a school that is all about beauty, science, thinking, learning, excitemen
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    A new New York school-curriculum by game designers fully integrating a new learning ecology.
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).
anonymous

Silk - 0 views

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    Have students to create visual works of art online. Silk is an interactive site where students can drag their mouse around on the page to create beautiful weaving & whirling designs. Drawing lines on the screen will add color to the moving art, & by speeding up or slowing down their movements the effect will change. Students can choose between 6 different colors, & 3 different modes of symmetry. Students can share their creation with a simple link. Have students describe their unique artwork as a description & creative writing exercise. Also available as an app for the iPad.
Tom March

Tom March :: Thesis Builder - The Original Persuasive Essay Maker - 51 views

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    I designed this more than 15 years ago and amazingly it is the most trafficked link on my sites. This javascript gives students writing 5 paragraph persuasive essays a jumpstart on their thesis statements and outline.
David McGavock

TheBrain :: Application Videos and Templates - 21 views

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    This section features video recordings of webinars showing how to apply PersonalBrain. You may also download the BrainZips and browse the example Brains online. For instructional videos, see the tutorials section. Business and Technology Applications * Project Management * Sales and Business Development * Presentations and Meetings * Company Operations & Client Management * Market Research and Product Design * Engineering and IT Management * Job Seekers and HR Professionals Personal Organization, Creative and Education Applications * Getting Things Done * Autobiographical Brain * Inspirational Ideas * Writing and Creative Projects * Self Learning and Education
Julie Shy

Awesome Stories - 7 views

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    AwesomeStories is a gathering place of primary-source information. Its purpose - since the site was first launched in 1999 - is to help educators and individuals find original sources, located at national archives, libraries, universities, museums, historical societies and government-created web sites. AwesomeStories is about primary sources. The stories exist as a way to place original materials in context and to hold those links together in an interesting, cohesive way (thereby encouraging people to look at them). It is a totally different kind of web site in that its purpose is to place primary sources at the forefront - not the opinions of a writer. Its objective is to take the site's users to places where those primary sources are located.  The author of each story is listed on the preface page of the story. A link to the author provides more detailed information. This educational, curriculum-support teaching/learning tool is also designed to support state and national standards. Each story on the site links to online primary-source materials which are positioned in context to enhance reading comprehension, understanding and enjoyment.
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    Really exceptional. Many thanks. incredibly interacive..Videos, audio, pictures, articles. lesson plans. Awesome.
anonymous

This Exquisite Forest - 0 views

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    This site is a collaborative online drawing and animation project from Google and the UK's Tate Modern art gallery. Draw part of a picture and add to other people's creation. http://ictmagic.wikispaces.com/Art%2C+Craft+%26+Design
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    An online art project developed by Google, this site is a place for digital storytelling through pictures, not words. Students can work collaboratively to create a short animated story, with each animation building off the previous branches. Students can create their own seeds & invite others to grow a tree with them. Before students can create their own seeds, they do have to contribute to an already existing tree. If a student does not feel they can express their words with an animation, think about having the students pair up. Have one student become an author & write an outline of the story, while the other student draws the animation of the story.
Tero Toivanen

Leapfrog Institutes » Blog Archive » Leapfrogging to the New Basics - 0 views

  • This means that youth will produce new thought tools to help them cope with increasing chaos and ambiguity in the modern world.
  • This means that youth will counter the tyranny of traditional perceptions of clock time through their personal time constructs, including conceptualizations of history, the present and future that can be strategically compressed and stretched.
  • This means that youth gravitate toward the acquisition of new information, rather than shying away from it; and that the abundance of information will be valued as a socioeconomic resource.
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  • This means that youth will devote their lives to the construction and application of meaning, both explicit and implicit.
  • This means that youth will become increasingly capable as designers and architects of alternative knowledge foundations to improve their lives.
  • This means that youth will not only enjoy learning from their mistakes, but also aim to turn mistakes into successes.
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    Are the old basics of reading, writing, and arithmetic relevant in the 21st century? Or, is it time for an upgrade? Arthur Harkins and John Moravec assembled a list of New Basics for education that can help us leapfrog to an education paradigm that is both innovative and relevant for the 21st century and beyond.
Ruth Howard

An Idea Worth Spreading: The Future is Networks « emergent by design - 27 views

  • It’s now become so incredibly complex and enmeshed, that each of us now has access to EVERY SINGLE PERSON ON THE PLANET in less than 6 steps. Even with billions of people on the planet, we can reach literally anyone in 6 steps. That means we can access anyone’s resources in 6 steps. Their skills, their knowledge, their capital, their influence. Any resource.
  • ANET in less than 6 steps. Even with billions of people on the planet, we can reach literally anyone in 6 steps. That means we can access anyone’s resources in 6 steps. Their skills, their knowledge, their capital, their influence. Any resource.
  • e’ve transitioned past the point of scarcity.
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  • There is no longer such thing as scarcity.
  • There are only misallocated resources.
  • It happened right under our noses
  • strengths “come naturally.”
  • If you have any connection with your strengths
  • My strength is the ability to see patterns. It’s what enabled me to write this post. People call me “insightful.” I have the ability to see stuff that other people don’t see, even when it’s staring them right in the face. (I’ve been calling this process “metathinking,”
  • I started writing about the patterns I was seeing. Explaining trends I was seeing in simple language, distilling down big concepts into words that people could “get.
  • they’ve provided you with a free resource. They’re publicly exposing you to their network.
  • What I did was go to Listorious.com. I looked at all the Top Lists that were interesting to me, and started following every single person who I thought I could learn from. That means I looked through their tweetstream to see if it was filled with potentially useful links to info, and I also clicked through to their personal website.
  • This takes effort and time. It’s work. And it’s unpaid. So why on Earth would you waste your time doing this? Because something interesting happens when you start sending people links to information that they can turn around and apply in the real world,
  • It builds trust. This was literally a revelation for m
  • As I started interacting more with these real life humans in an online space, I couldn’t understand why people were being so nice to me and sharing information with me and providing me with resources.
  • Do you know how this makes me feel? Empowered.
  • All of this free giving and sharing actually does something tremendously valuable. It enables us.
  • It’s networks. The answer is networks. Networks solve the problem of complexity
  • It turns out, life is EXACTLY like a game. If you can access the right resources, you can win. Now here’s the kicker. Everyone can win.
  • complex system can only function with independently acting agents who collaborate.
  • a globally cooperative society, as we’ve assumed. She showed, in practice, that this could actually work.
  • This whole online thing is essentially a simulation – it mimics the actual world
  • Turns out, we’re all actually in this together, all trying to figure out a way that we can all utilize our strengths, connect, collaborate, and survive. If helping each other and building trust is the way to make it work, let’s make it work.
  • Networks self-organize.
  • The point is that we want to build trust
  • What happens when your entire organization of people, as a unit, is a network in itself, but each person also has their personal networks of relationships to draw on, which extend beyond the organization?
  • The world will keep moving. It’s accelerating at an accelerating rate. The ONLY WAY to deal with it is not to cling to the old hierarchies and silos and pride and egos. We have to understand that we can only deal with this as a fully connected system. And the really crazy part is: we already have everything we need to make this happen. It’s already in place.
  • All that needs to change is the mindset.
  • We’ll be flexible, adaptive, and intelligent, because we’ll be able to quickly and freely allocate resources where they’re needed in order to make change.
  • If you think so too, pass it on.
  • I thought that made this an idea worth spreading.
  • It’s an option that seems not only possible, but preferable, and comes with a plan that’s implementable immediately.
  • A missing element, in my view, is a simple way for participants to tangibly contribute to the growth of the network. I would love to see a curated version of Pledgebank.org woven into blogs like EBD, where ideas for enhancing the network could be proposed. These crowdfunding/crowdsourcing elements might spark donations of funds and time to enrich the commons and help the network to grow.
  • Systems – biological, social and economic – are driven by avoiding risk and moving forward. Moving forward is life – no choice. Avoiding risk is the constraints and dangers of the environment – no choice. But life does make a choice.
  • that the transparency provided by social media, especially in its revealing the structure of networks, drives the growth of trust.
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    awe and some! Complexity connectivity simplified Blogpost by Vanessa Miemis
sawon012

Buy high quality guest post backlinks - 0 views

Visitor post backlinks allude to joins that are gotten by composing and distributing articles on other websites. These joins are&nbs...

buy guest post backlinks

started by sawon012 on 09 Jul 24 no follow-up yet
milesmorales

The Best Educational Tool: The Idea Board - 1 views

Many parents want to spend more time with their kids, but don't always know what to do. Parents needs something that can help educate their kids, that is where The Idea Board comes in. The Idea Boa...

started by milesmorales on 08 Aug 14 no follow-up yet
Scott Kinkoph

What Project-Based Learning Is - and What It Isn't | MindShift - 0 views

  • when an educator teaches a unit of study, then assigns a project, that is not project-based learning because the discovery didn’t arise from the project itself. And kids can see through the idea of a so-called “fun project” for what it often is – busy work. “They don’t see it as learning; they see it as something else to do,” said Terronez. “They don’t see the value.”
  • onnect classroom learning to its applications in the outside world. He’s found that when the project is based in the real world, addressing problems that people actually face, and not focused on a grade, students are naturally invested.
  • iligent planning by the teacher to design projects that give students space to explore themes
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  • When Terronez assigns a writing project, it’s rarely just for a grade. Rather, the goal of the assignment is to be published in an anthology or in some other way relevant to the world around them.
patricajohnson51

The Future of Learning: Thriving with Online Assignment Assistance - 7 views

Thanks for sharing insights on the future of learning! Online assignment assistance is indeed a reliable companion for students seeking academic success.

college university student education takemyclasscourse

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