by xtranormal - 1 views
WolfQuest - 0 views
The Longfellow Ten - 0 views
Web 2 animation - 1 views
Stupeflix - Video production made easy - 3 views
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Stupeflix is a REST web service that turns your pictures, videos, and text into professional videos.
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Stupeflix is a video creation tool made from your photos. There are of templates which makes this site really easy to use. http://ictmagic.wikispaces.com/Photos+&+Images
ROXIK | PICTAPS - 0 views
GoAnimate - Make your own cartoons - 3 views
Video Games and Storytelling - 0 views
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Analyzes video games and storytelling in snappy, compelling "lecture" presentation. Daniel Floyd has a series on video games and various topics available on YouTube.
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Analyzes video games and storytelling in snappy, animated "lecture" presentation. Daniel Floyd has a series on video games and various topics available on YouTube.
Critical Issue: Using Technology to Improve Student Achievement - 0 views
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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from simple tool-based applications (such as word processors) to online repositories of scientific data and primary historical documents, to handheld computers, closed-circuit television channels, and two-way distance learning classrooms.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).
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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."
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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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Switch Zoo - Animal Games - 36 views
Benettonplay! Flipbook! - Maker - 26 views
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