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Judy Robison

MIT BLOSSOMS | MIT BLOSSOMS - 57 views

shared by Judy Robison on 05 Jan 12 - Cached
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    Blended Learning Open Source Science or Math Studies. This MIT initiative features a courseware library with about 50 math and science lessons, all freely available to teachers in multiple formats: as streaming video, Internet downloads, DVDs, and videotapes. Each 50-minute lesson is a complete resource with video segments, a teacher's guide, downloadable hand-outs, and a list of online resources about the topic. The lessons mix short videos--all less than five minutes--with in-classroom exercises designed to engage students in problem solving and critical thinking.
Peter Horsfield

Almir Narayamoga Surui - Extraordinary People Changing the Game - 0 views

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    As tribe leader, Chief Almir Narayamoga Surui had to do something to save Paiter Surui, their niche in the Amazon Forest. Loggers did not give up easily considering the money century-old trees bring in. When the Surui Chief began to criticize and act against logging, a bounty was put on his head, forcing him to leave his people for seven months. It was not the end of the story. More determined than ever, Chief Almir kept his partnership with Google Earth Outreach and has found a way to liberate his people from welcoming loggers through a 50-year development plan. To read more about Almir Narayamoga Surui visit www.thextraordinary.org
Peter Horsfield

Kerri Walsh Jennings - Free Extraordinary Profiles - 0 views

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    Kerri Walsh Jennings is a professional beach volleyball player and philanthropist who is most famous for winning the gold medals in the 2004, 2008 and 2012 Summer Olympic Games with her partner Misty May-Treanor. Along with Misty, Kerri has been proclaimed by many volleyball critics and commentators to be the greatest beach volleyball team of all time, and has been the first team in the history of the sport to win three consecutive gold medals in the Olympic Games.
Peter Horsfield

Denzel Washington - Free Extraordinary Profiles - 0 views

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    Denzel Hayes Washington, Jr. is an A-list Hollywood actor known for his knack for portraying real-life characters namely Steve Biko, Malcolm X, Rubin "Hurricane" Carter, Melvin B. Tolson, Frank Lucas, and Herman Boone. He's got two Academy Awards under his belt and has also won a Tony. People Magazine named him the Sexiest Man Alive in 1996. So far, he has directed a couple of movies where he also starred in which became critically successful. A Christian, Denzel has no qualms about declaring his faith in Jesus Christ.
Admission Times

Top 5 Free Admission Websites Every College Student Should Know ... - 0 views

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    In this era of rapid changes, top educational websites for students plays a crucial role in providing the relevant information about the Universities in USA. A lot factors are to be assessed and shortlisted regarding the USA Universities, before getting into one. Many key factors like deadlines, scholarships, ranking, application procedure, academic qualification, tuition fees , and exams, plays a critical role on students' as well as on parents' mind. To remove all those perplex situation, a list of Top Educational Websites in USA is given below -
Judy Robison

Harold Jarche » What tools should we learn? - 38 views

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    critical thinking, web 2.0 ans Professional Development
Linda Piscione

All About Computers - Discovery Education - 0 views

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    lesson plans for 21st Century skills: critical thinking, communication & collaboration, creativity & innovation, and digital citizenship
Jeffrey

Look to Learn - About L2L - 0 views

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    "One of the best ways for students of every age to develop greater cognitive sophistication is to join in a shared looking activity with at least one facilitating adult. As infants, children sat in our laps as we read picture books together. Today we can foster critical thinking by engaging students in regular experiences of 'Learning to Look.' All it takes is: 1. a computer, 2. a data projector, 3. at least one interesting Web resource and 4. an open-ended question or 'thinking prompt' Let's assume you can organize the computer and data projector so what's needed is help with the Web resources and the prompts"
Bill Graziadei, Ph.D. (aka Dr. G)

Innovate: Rhizomatic Education: Community as Curriculum - 0 views

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    The pace of technological change has challenged historical notions of what counts as knowledge. Dave Cormier describes an alternative to the traditional notion of knowledge. In place of the expert-centered pedagogical planning and publishing cycle, Cormier suggests a rhizomatic model of learning. In the rhizomatic model, knowledge is negotiated, and the learning experience is a social as well as a personal knowledge creation process with mutable goals and constantly negotiated premises. The rhizome metaphor, which represents a critical leap in coping with the loss of a canon against which to compare, judge, and value knowledge, may be particularly apt as a model for disciplines on the bleeding edge where the canon is fluid and knowledge is a moving target.
Danny Nicholson

Building Blogs | Teachers TV - 1 views

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    Learn how blogging, video conferencing and computer technology can be used simply and effectively as teaching and learning aids in the classroom. In this programme, students from Acton High School in west London are motivated into journalistic action as they create the Newszine blog for the enjoyment of their peers. Ealing City Learning Centre facilitates the students' use of cutting edge technology to drive understanding of subject matter, independent learning and critical thinking.
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
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
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

Top News - Tech giants vow to change global assessments - 0 views

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    Based on extensive research, Cisco, Microsoft, and Intel concluded that most education systems have not kept pace with the dramatic changes in the economy and the skill sets that are required for students to succeed. These skills include the ability to think critically and creatively, to work cooperatively, and to adapt to the evolving use of information and communications technology (ICT) in business and society.
Ebey Soman

Congo: Red Rubber, White King, Black Death - 0 views

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    Congo: Red Rubber, White King, Black Death is a critical film and documentary on the reign of King Leopold of Belgium over his private property we now know as the country of Congo. The film graphically illustrates the atrocities that occurred, the injustices, the evils and the popular lies that people hold to be true. Below is a quick summary of the film and a few notes on what seemed interesting to me.
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
Jeff Johnson

ISTE | Web 2.0 - 0 views

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    The journey unfolds when teachers decide to move away from traditional teaching and toward a new vision of instructional design. It's a learning journey-for teacher and student alike. The journey focuses on learning, not the technology. Taking the journey is critical in preparing students to live, learn, and work in a technology-rich world. On the journey you'll discover a world of resources to transform learning through the effective and appropriate use of technology. In addition to giving you resources, we're also going to give you the opportunity to share your thoughts, ideas, inspirational stories, and favorite resources with your colleagues through blogs, wikis and the ISTE Web site.
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