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rainbowtraining1

Oracle Fusion Finance Functional Online Training - 0 views

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    Rainbow Training Institute is a leading training institute offering job oriented Oracle Fusion Finance Functional Online Training with experiance faculty with online support on Oracle Fusion Finance Functional Online Training in Hyderabad, Pune, Chennai, Mumbai, Bangalore. ORACLE FUSION PROCUREMENT COURSE CONTENT: FUNCTIONAL SETUP MANAGER OVERVIEW Getting Started in Oracle Fusion Applications Overview of Oracle Fusion Functional Setup Manager Overview of the Functional Setup Manager Implementation Overview Browsing and Configuring Offerings DEFINE COMMON APPLICATIONS CONFIGURATION Defining Enterprise Structures Configuring Enterprise Structures Overview Defining Geographies Defining Legal Jurisdictions and Authorities Managing Legal Entities Managing Legal Reporting Units Managing Business Units ORACLE FUSION GENERAL LEDGER Defining Chart of Accounts Defining Segment Values Assigning Segment Attributes Validation and Value Sets Assigning Segment Labels Creating Chart of Accounts Structure Chart of Account Instance Create Account Hierarchies Maintain Segment Value Attributes Deploy Flex fields Enabling Account Combinations Manage Segment Value Attributes Defining Segment Value Security Rules Creating Calendar Creating Currency Sharing Ledger Components Across Oracle Applications Accounting Configuration Prerequisites Building the Chart of Accounts Structure Create Account Hierarchies Maintain Segment Value Attributes Deploy Flex fields Enabling Account Combinations Manage Segment Value Attributes Defining Segment Value Security Rules Define Cross Validation Rules Define Data Access Set Define Currencies Define Rate types Import Daily Rates Define Primary Ledger Define Reporting Currencies Reporting Currencies Conversion Levels Define Secondary Ledgers Secondary Ledgers Conversion Levels Secondary Ledgers Mapping Define Secondary to Reporting Currencies Reporting Currencies Conversion Levels Balance Cubes Overview Define Budget Over view of Intercompany Ove
Tero Toivanen

How To Define Web 3.0 | How To Split An Atom - 1 views

  • I think I have managed to explain Web 3.0 quite nicely, so without further ado. Definition: Highly specialized information silos, moderated by a cult of personality, validated by the community, and put into context with the inclusion of meta-data through widgets.
  • Web 3.0 will take this one step further. If you are searching for information on Cars, for example, you would use the search engine as you normally would, but your results would be more specialized subengines.
  • Web 2.0 brought us a change in the basic way that we search, tagging.
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  • The strong algorithms that are currently used would be kept, but in addition some weight would be given to items that the community has flagged as interesting or voted on. Meme: Community built around search results.
  • You could type in what you were looking for, “conservative viewpoint on Darwin” for example and it would pull up results ordered by relevance (algorithms), tagging, and validation through user voting.
  • Seeking Validation
  • Seeking Entertainment
  • StumbleUpon may be the closest analogy to how we will be entertained in Web 3.0. You fill out a profile, define your tags and then flip the channel.
  • Meme: Relevance through user interaction.
  • Imagine a world where you could search a name and bring up that person, all the social networks they belong to, and produce a feed around them.
  • If I put a proper name into the search engine of Web 3.0 it would provide the running profile of my presence on the web; it would show everything in the webosphere that has been tagged as belonging to me, ordered by community validation and relevance.
  • In this Wikiality my page would contain both information that I have written about myself and information that has been written about me.
  • Meme: Everyone will have Page Rank.
  • Web 3.0 will see a more complete integration between devices like cell phones and the world wide web (does anything still use that term?) Posting pictures, videos and text from anywhere, anytime with as little hassle as possible.
  • Our pages will be little more than our personal interpretations of all the data available on the web, plugged into these pages through a growing array of widgets and shared with the world. Meme: The Widget Web
  • Summary Specialized Subengines for Search Social Networks replaced by People Search Your Online Presence Searchable, Taggable and Ordered by Relevance through Voting and Algorithms Increased Microblogging and more Powerful Widgets to allow you to place any of your feeds anywhere. Increased Integration between devices like cell phones and the web.
  • In ten years RSS and its related technologies will be seen as the single most important internet technology since Tim Berners-Lee and Robert Cailliau created the World Wide Web at CERN around 17 years ago.
  • If Web 3.0 is the Semantic Web, where computer agents read content like human beings do — then RSS will be its eyes (or at least its corrective lenses).
  • In this future, RSS will be extended to include a host of data-points it currently does not. Each blog post (or microblogging feed), every picture, every video clip will have searchable, taggable, XML based syndication around it.
  • Finally, RSS enables users to define their own contexts for information. Imagine a word where creating a mashup between Google maps and your Twitter account was no more difficult than sticking a few widgets together.
  • If you used a search engine, your results would be weighted based not only on the standard Web 3.0 metrics, but also on “what you care about” as defined by all your previous interactions with this particular search engine and all of this would be completely transparent.
  • Programs that surf the web for you will become more and more powerful. In a world where your personal profile containing your likes, dislikes and search history is as easy to upload as it is to add a feed to your RSS reader, it is no surprise that a major industry will be software that does your searching for you.
  • Microblogging will be the critical change in the way we write in Web 3.0. Imagine a world where your mobile phone, your email, and you television could all produce feedback that could easily be pushed to any or all blogging platforms. If you take a picture from your smart-phone, it would be automatically tagged, bagged and forwarded to your “lifestream”. If you rated a television show that you were watching, your review would be forwarded into the stream.
  • Fortunately, microblogging also opens up the world to new opportunities. Live blogging, a technique usually reserved for important events, would become common. If you can’t actually be at a conference, pictures, video and commentary could be pushed to you in real time. The entire world would become an Op-Ed piece.
  • In Web 3.0 search engines will need to have a better understanding of “context”. One way to accomplish this is to take a nod from directories and allow results to be tagged. These tags can be voted on by the community and would only be an addition to, not a replacement for, traditional sorting algorithms.
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    How To Define Web 3.0 | How To Split An Atom
Paul Beaufait

CAL: Digests: Professional Development for Language Teachers - 10 views

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    "In this paper, professional development is defined as an ongoing learning process in which teachers engage voluntarily to learn how best to adjust their teaching to the learning needs of their students. Professional development is not a one-shot, one-size-fits-all event, but rather an evolving process of professional self-disclosure, reflection, and growth that yields the best results when sustained over time in communities of practice and when focused on job-embedded responsibilities" (Defining Professional Development, ¶1).
Tero Toivanen

Minding the Planet: Web 3.0 -- The Best Official Definition Imaginable - 0 views

  • Web 3.0, in my opinion is best defined as the third-decade of the Web (2009 - 2019), during which time several key technologies will become widely used. Chief among them will be RDF and the technologies of the emerging Semantic Web. While Web 3.0 is not synonymous with the Semantic Web (there will be several other important technology shifts in that period), it will be largely characterized by semantics in general.
  • Why is defining Web 3.0 as a decade of time better than just about any other possible definition of the term? Well for one thing, it's a definition that can't easily be co-opted by any company or individual around some technology or product. It's also a completely unambiguous definition -- it refers to a particular time period and everything that happens in Web technology and business during that period. This would end the debate about what the term means and move it to something more useful to discuss: What technologies and trends will actually become important in the coming decade of the Web?
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    Web 3.0 -- The Best Official Definition Imaginable Web 3.0, in my opinion is best defined as the third-decade of the Web (2009 - 2019), during which time several key technologies will become widely used.
aadityavarma

Paradigm IAS Academy UPSC , MPSC, UPPCS, MPPCS - 0 views

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    Paradigm IAS Academy - Where Your Goals Are Defined And Achieved,India's No. 1 in IAS Coaching, UPSC & OTHER STATE PSC, UPSC, MPSC, UPPCS, MPPCS, RAS, BPSC, JPSC, UKPSC , Branches In Pune , Mumbai & Navi Mumbai , Classes Available in Hindi & English Medium
Stephanie Sandifer

Esther Wojcicki: Revolution Needed for Teaching Literacy in a Digital Age - 28 views

  • But one area of American life that is consistently resistant to innovation is our education system.
  • children who are below grade level by age ten tend to stagnate and eventually give up and drop out in high school. Harvard educational psychologist Jeanne Chall famously called this phenomenon the "fourth grade reading slump,
  • In the classroom, digital media also have other major advantages. These media teach students to master the production of knowledge, not just the consumption of knowledge. Kids learn to create videos, write blogs, collaborate online; the also learn to play video games, do digital storytelling, fan fiction, music, graphic art, anime and even more. Their informal process of learning, collaboration, and transforming passion into knowledge is desperately needed in schools today.
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  • to train teachers to help students learn to read by transforming information for discovery and problem-solving.
  • all beginning teachers learn how to use online collaborative tools, video production tools, blogging tools, mobile tools and a variety of commercial and non-profit programs targeting the classrooms. Frequently young teachers know how to use these tools on a personal level but not in the classroom.
  • Let's building on national models like Communities in Schools, First, Computer Clubhouse, Club Tech of the Boys and Girls Clubs, and the Quest to Learn, Digital Youth Network and School of One models in Chicago and New York City.It is time to extend the learning day and create a place in every community where young children can gain confidence in their literacy and interactive technology skills.
  • laboratories for testing many different digital approaches to learning and assessment, as well as for testing different ways to break down the barriers between in- and out-of-school learning
  • a hub for the professional development of digitally savvy teachers.
  • embrace the potential revolutionary power of the digital tools that have defined the first decade of the 21st century
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    embrace the potential revolutionary power of the digital tools that have defined the first decade of the 21st century
Kerry J

One-Minute SCORM Overview for Anyone - 0 views

  • The Sharable Content Object Reference Model defines a specific way of constructing Learning Management Systems and training content so that they work well with other SCORM conformant systems. 
  • Packaging content determines how a piece of content should be delivered in a physical sense.
  • every piece of information required by the LMS to import and launch content without human intervention
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  • Runtime communication, or data exchange, specifies how the content ”talks” to the LMS while the content is actually playing.
  • Content can be created one time and used in many different systems and situations without modification.  This plug-and-play functionality can be powerful within an organization but even more so across organizations.  Content can be sold and delivered to the user more quickly, more robustly, and at a lower price.
  • In terms of how the LMS treats it, this is the item shown separately in the table of contents and tracked separately from other items.  It can contain its own bookmark, score, and completion status.   
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    A quick overview of SCORM
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    Now I understand - The Sharable Content Object Reference Model defines a specific way of constructing Learning Management Systems and training content so that they work well with other SCORM conformant systems.
Ruth Howard

Students as 'Free Agent Learners' : April 2009 : THE Journal - 0 views

  • 51 percent of teachers are interested in learning how to integrate gaming into daily learning activities;
  • Sixty-five percent said it appeals to different learning styles; another 65 percent said it increases student engagement. Others said it allows for student-centered learning (47 percent), helps develop problem-solving and critical thinking skills (40 percent), helps develop creativity (39 percent), allows students to gain experience through trial and error (37 percent), and helps students visualize difficult concepts (35 percent).
  • Of those who have some interest in gaming, responses were varied as to its value in education. Sixty-five percent said it appeals to different learning styles; another 65 percent said it increases student engagement. Others said it allows for student-centered learning (47 percent), helps develop problem-solving and critical thinking skills (40 percent), helps develop creativity (39 percent), allows students to gain experience through trial and error (37 percent), and helps students visualize difficult concepts (35 percent).
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  • Of those who have some interest in gaming, responses were varied as to its value in education. Sixty-five percent said it appeals to different learning styles; another 65 percent said it increases student engagement. Others said it allows for student-centered learning (47 percent), helps develop problem-solving and critical thinking skills (40 percent), helps develop creativity (39 percent), allows students to gain experience through trial and error (37 percent), and helps students visualize difficult concepts (35 percent).
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    Students want more control over their own learning experiences through technology and want to define their own educational destinies and determine the direction of their learning. "This free agent learner is one that is technology-enabled, technology-empowered, and technology-engaged to be ... an important part of driving their own educational destiny. To some extent they feel ... it's a responsibility. They also feel it's a right to be able to do that. So technology has enabled this free agent learner. We have the opportunity in education to make sure they're on the right track and to be supportive of their learning experiences." Ive been waiting for this! This is exciting it points to the idea that students will co-create their curriculum. In my mind it will become imperitive that individuals choose their highest bliss-subjects and projects that reflect their passions. In the new collaborative work environments students will be more highly valued for their contributions to areas that they are most naturally motivated to explore. Their resulting contributions will result in inventiveness and cutting edge investigations via passion, self motivation and peer inspiration and direct access to thought leaders/mentors in the field. Teachers might become guides to ensuring students intentions are achieved- teachers as arbiters of human potential. Students will no longer be compared to each other. They will score according to their own self affirmed destinations-allowing of course for reviews and changes of destiny.Teachers might also need roles in law and ethics to ensure students are safe in their online world activities, monitoring students and their online peers, intercepting or prompting inside the conversations?
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    Of those who have some interest in gaming, responses were varied as to its value in education. Sixty-five percent said it appeals to different learning styles; another 65 percent said it increases student engagement. Others said it allows for student-centered learning (47 percent), helps develop problem-solving and critical thinking skills (40 percent), helps develop creativity (39 percent), allows students to gain experience through trial and error (37 percent), and helps students visualize difficult concepts (35 percent). But perhaps the most significant trend in education technology, Evans said, is the emergence of the student as a "free agent learner": Students want more control over their own learning experiences through technology and want to define their own educational destinies and determine the direction of their learning. "This free agent learner is one that is technology-enabled, technology-empowered, and technology-engaged to be ... an important part of driving their own educational destiny. To some extent they feel ... it's a responsibility. They also feel it's a right to be able to do that. So technology has enabled this free agent learner. We have the opportunity in education to make sure they're on the right track and to be supportive of their learning experiences."
Martin Burrett

10x10 - 100 Words & Pictures that Define the Time - 0 views

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    A tool that shows 100 images which 'define' an hour. This could be anywhere between the last hour and Nov 2004. http://ictmagic.wikispaces.com/PSHE,+RE,+Citizenship,+Geography+&+Environmental
J Black

Defining Collaboration « Keeping Kids First - 3 views

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    Ed Shepherd, a middle school administrator in Virginia and valuable member of my personal learning network, recently posted a call for definitions of collaboration. In this case, I decided to forget my affinity for 140 characters and bring it to my blog. So, what is collaboration?
insightsmanoj

Decision making in business environment- Insights Success  - 0 views

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    Many times the alternatives were not clearly defined, the right information was not gathered, and maybe the costs & benefits were not accurately evaluated.
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    Many times the alternatives were not clearly defined, the right information was not gathered, and maybe the costs & benefits were not accurately evaluated.
Susan Oxnevad

Design Your Digital Self - 0 views

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    Create an avatar and connect with Your Digital Self through multimedia. Create links to whatever it is that helps you define your digital self. This is fun! . Revisit it often and link to your favorites. Turn it in and receive a badge.
Susan Oxnevad

10 Innovative Ways to Use ThingLink in the Classroom - Edudemic - 0 views

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    Explore. Share. Create. It starts with an image. Define the image through multimedia.  Present ideas.  Pack it full of content. Create links to amazing sites. Explore, share and create with ThingLink in the classroom!
izmir tabela reklamcılık

Turhan Aluminyum Logo Animasyon - YouTube - 0 views

  • Turhan Aluminyum Logo Animasyon İzmir Marka Reklam Ajansı Creative Advertising
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    İzmir Marka Advertising Agency, Advertising and Communication Services, under the Brand Management Consulting , impressive and powerful brand identity that created the brand's target customers define the target customers of the quality and explores the decision process of buying and brand positioning according to these criteria and a brand story writer compatible with the positioning to consumers through effective and powerful media we call this the story of the message.
Paul Beaufait

CAL: Digests:The Sheltered Instruction Observation Protocol: A Tool for Teacher-Researc... - 10 views

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    "... The project described in this digest was designed with the belief that teacher professional growth can best be fostered through sustained collaborative inquiry between teachers and researchers. It has set out to incorporate what is known about quality professional development with the special features necessary for meeting the needs of English language learners. The project has defined a model of sheltered instruction based on the research of best practices, as well as on the experiences of the participating teachers and researchers..." (¶1).
Maggie Verster

'Generation V' Defies Traditional Demographics - 12 views

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    "Generation V is not defined by age, gender, social class or geography. Instead, it is based on achievement, accomplishments and an increasing preference for the use of digital media channels to discover information, build knowledge and share insights."
Ihering Alcoforado

Move Over Galileo, It's Science 2.0 :: University Communications Newsdesk, University o... - 0 views

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    In a provocative article in this week's Science Magazine, the University of Maryland's Ben Shneiderman, one of the world's leading researchers and innovators in human-computer interaction, says it's time for the laboratory research that has defined science for the last 400 years to make room for a revolutionary new method of scientific discovery. He calls it Science 2.0., and it combines the hypothesis based inquiry of laboratory science with the methods of social science research to understand and improve the use of new human networks made possible by today's digital connectivity. Through Science 2.0, the societal potential of such networks can be realized for applications ranging from homeland security to medical care to the environment. Recently honored by the International Journal of Human-Computer Interaction for his leadership in bringing scientific methods to the study of human use of computers, Shneiderman points to the effect that the World Wide Web and cell phones have had on building human collaborations and influencing society.
David McGavock

CITE Journal - Editorial - 21 views

  • A classroom that has successfully integrated technology into the curriculum would be one where you would not really notice it because it would be so second nature. The teacher would not have to think up ways to use whatever tools were available, but would seamlessly use them to enhance the learning of whatever content was being covered. Technology [would be] used to assist in acquiring content knowledge, and the acquisition of technology skills [would be] secondary. Contrast this depiction with what the International Society for Technology in Education’s (ISTE) National Educational Technology Standards for Students (NETS-S; ISTE, 2002) say about technology integration: Curriculum integration with the use of technology involves the infusion of technology as a tool to enhance the learning in a content area or multidisciplinary setting….Effective integration of technology is achieved when students are able to select technology tools to help them obtain information in a timely manner, analyze and synthesize the information, and present it professionally. The technology should become an integral part of how the classroom functions—as accessible as all other classroom tools.
  • his urging to shift the focus from the learning tools to what is being learned and how that learning happens still needs to be heeded—almost 20 years later.
  • Integration is defined not by the amount or type of technology used, but by how and why it is used.
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  • many of these technology-specific studies did not explore more fundamental issues in technology and education
  • what needs to be further developed, examined, and shared
  • particular curriculum standards-based instructional strategies that are appropriately matched to students’ learning needs and preferences
  • understanding the processes and interim results of how and why specific tools can and should be appropriated
  • help students with distinct needs and preferences to achieve identified learning goals.
  • the STaR Chart
  • According to the national StaR Chart, then, technology use in what is typically described as “constructivist” learning is preferable to technology used to “reinforce basic academic skills.”
  • Constructivists view people as constructive agents and view the phenomenon of interest (meaning or knowledge) as built instead of passively “received”
  • curriculum-based integration of educational technologies – defined in Education and Technology: An Encyclopedia (Kovalchick & Dawson, 2004) as “the effective integration of technology throughout the curriculum to help students meet the standards and outcomes of each lesson, unit, or activity”
  • As discerning educators and researchers, we should question why teachers’ roles “must” change to integrate technology effectively into K-12 curricula.
  • the technologies themselves do not require this shift
  • Though teachers in the nationally representative sample they studied acknowledged that computers helped them to change instructional practice over time, they cited experience, organized professional learning, and school culture as the primary factors provoking instructional changes.
  • In districts in which teachers’ academic freedom is preserved—at least in part—aren’t the pedagogical approaches to be used the result of decisions that each teacher makes, preferably rooted in a well-informed knowledge base of both students’ learning needs and preferences and corresponding methodological alternatives?
  • Can it really be assumed that a particular approach “works best” in all teaching, learning, school, district, and community contexts?
  • perhaps a new approach is warranted at this point in time—one that genuinely respects pedagogical plurality and honors teachers’ academic freedom.
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    A classroom that has successfully integrated technology into the curriculum would be one where you would not really notice it because it would be so second nature. The teacher would not have to think up ways to use whatever tools were available, but would seamlessly use them to enhance the learning of whatever content was being covered. Technology [would be] used to assist in acquiring content knowledge, and the acquisition of technology skills [would be] secondary. Contrast this depiction with what the International Society for Technology in Education's (ISTE) National Educational Technology Standards for Students (NETS-S; ISTE, 2002) say about technology integration: Curriculum integration with the use of technology involves the infusion of technology as a tool to enhance the learning in a content area or multidisciplinary setting….Effective integration of technology is achieved when students are able to select technology tools to help them obtain information in a timely manner, analyze and synthesize the information, and present it professionally. The technology should become an integral part of how the classroom functions-as accessible as all other classroom tools.
Paul Beaufait

TESOL Connections: A Sequence of Critical Thinking Task - 31 views

  • Scriven and Paul begin to define critical thinking as ‘‘the intellectually disciplined process of actively and skillfully conceptualizing, applying, analyzing, synthesizing, and/or evaluating information gathered from, or generated by, observation, experience, reflection, reasoning, or communication, as a guide to belief and action’’ (quoted in Foundation for Critical Thinking, 2009, para. 2).
  • Bloom (1956) offered one of the first comprehensive elaborations of these important skills. Since the conception of Bloom’s Taxonomy, his colleagues (Anderson & Krathwohl, 2001) have carried on his work and developed a two-dimensional taxonomy for learning, teaching, and assessing student learning outcomes. The Knowledge Dimension identifies four types of knowledge: factual, conceptual, procedural, and metacognitive. The second aspect of Bloom’s Taxonomy, the Cognitive Process Dimension, outlines six ways of thinking (remember, understand, apply, analyze, evaluate, and create) and their many subprocesses.
  • For the purposes of this article, critical thinking is defined as the practice and development of an active, conscious, purposeful awareness of what one encounters both in the classroom and in the outside world. It is a kind of thinking and learning that demands an investment in personal and communal learning on the part of the student and teacher. Critical thinking does not discount the emotional or gut responses that everyone has. Rather, it complements and enters into dialogue with them so that reasoned judgments are possible.
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  • Observing is the basic starting point of the sequence—so basic, in fact, that some teachers may not immediately consider it to be critical thinking at all. However, observing is critical thinking because it involves a fundamental level of analysis.
  • To read the rest of the article, download the PDF
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    "This article [by John Beaumont] is from Volume 1, Issue 4 of TESOL Journal" (TESOL Connections [website], Features, December 2010).
Jeff Johnson

Crossroads in Education: Issues for Web 2.0, Social Software, and Digital Tools - 1 views

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    We are at a crossroads in educating our youth. Since public schools became the norm for education, we've identified curriculum based on the social, political, and economic need. We've classified what counts into tight packages of content in subject areas as math, science, social studies, and so on. Echoing Owen, Grant, Sayers, and Facer (2006), our approach to teaching and learning, including the order and how information is presented to students, the stages of assessment and what constitutes appropriate discussion on those subjects have also been tightly defined (p. 31). Advancements in technology, principally Web 2.0, social software, and digital tools, have challenged what it means to be educated and how we proceed to educate our youth in a culture where innovation and creativity, lifelong learning, personalization (my own learning space), and knowledge from and with the collective vie for a rightful place.
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