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sunkwikcook

The King of the Indian Kitchen is the Pressure Cooker - 0 views

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    The pressure cooker is one the cooking utensils which completes the Indian kitchen. The pressure cooker accessories in India range from the whistle to containers. These not only help keep safe but also facilitate faster cooking.
Mary Beth  Messner

Preparing Teachers to Teach Online - 0 views

  • This article describes some of the issues associated with preparing school teachers to teach online based upon recent work at the North Central Regional Educational Laboratory (NCREL).  While the focus of the discussion is K-12, most of these issues also apply to higher education faculty and instructors in the training domain.
Judy Robison

eJamming AUDiiO | Home - 0 views

shared by Judy Robison on 28 Apr 08 - Cached
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    eJamming, a software application and online service that enables musicians to find, network, and play music online with one another in real time, facilitates music education, collaboration, and social networking over the internet, its authors say. Usi
Tero Toivanen

Study on the Effective Use of Social Software by UK FE & HE to Support Student Learning... - 0 views

  • This study provides insights about
  • educational goals of using social software tools; enablers or drivers within the institution, or from external sources which positively influence the adoption of social software; benefits to the students, educators and institutions; challenges that may influence a social software initiative; and issues that need to be considered in a social software initiative.
  • social software tools support a variety of ways of learning: sharing of resources (eg bookmarks, photographs), collaborative learning, problem-based and inquiry-based learning, reflective learning, and peer-to-peer learning.
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  • The educator’s role is changing from being a provider of information to a facilitator or moderator
  • adjusting to a ‘new’ way of teaching.
  • The results highlight the different pedagogical roles of social software: communication, nurturing creativity and innovation, and collaborative learning.
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    Study on the Effective Use of Social Software by UK FE & HE to Support Student Learning & Engagement
Cris Harshman

Unit Structures - Twitter as Courseware - 0 views

  • When I log into BlackBoard, I see about 30 different things I can do, and for each I have to click a link and go to a page to do the action.  Twitter strips away the features, instead using an inherently flexible textual space to facilitate communication, accomplishing the same goal of other feature-ridden “course technology.
  • I see Twitter’s artificial limit on post size as an important factor in classroom success.  First, it keeps the information space managable, meaning information is economized and easily retrievable
  • Twitter’s short form as a communication equalizer
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  • Twitter is the opposite of segmentation, forcing all communication through a single, flexible channel.  This creates the impression of activity, again stimulating discussion.
  • “overfunctioning” leads to a segmentation of communication,
  • or example, a class must have an email list, a forum, website/CMS, each with its own space and identity.
    • Cris Harshman
       
      With newer web-based applications, this is no longer the case. For example, Wordpress will deliver RSS (replaces listserv), a static front page with organized sub-pages and articles (replaces CMS) and a built-in forum. There's no need to adopt Twitter, which replaces only the listserv.
Ruth Howard

DJEEO in 5 minutes - 0 views

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    We call DJEEO an outdoors computer game for children. DJEEO combines advanced IT technology with outdoors activities in a multimedia treasure hunt/orientation run. DJEEO is designed to: Facilitate learning through physical activity and play. Strengthen cooperation and communication. Increase intensity and activity for all participants. How do you win? To win a mission a team needs to score the most points. A team scores points by solving problems and finding posts in the field. The game can only be completed through close cooperation between the agents in the field and the control center. DJEEO in Education The problems that need to be solved can be tailored to the subject being taught in class. In other words DJEEO can be used as an educational tool in almost any subject at primary school. After a session where 20 teachers participated we asked them which subjects they thought DJEEO could be used in. Their answer: “Mathematics, social studies, geography, language, physical education, etc. We then discussed DJEEO’s usefulness as an educational tool. All agreed that the ability to adjust the level of difficulty and the tailoring of questions to subject matter, allowed by the flexible project module, makes DJEEO a valuable tool for almost any subject.
anonymous

21st Century Pedagogy | 21st Century Connections - 0 views

  • The sum of the students learning will be greater than the individual aspects taught in isolation.
  • Students should be involved in all aspects of the assessment process.
  • Linked to assessment  is the importance of timely, appropriate, detailed and specific feedback. Feedback as a learning tool, is second only to the teaching of thinking skills [Michael Pohl]. As 21st Century teachers, we must provide and facilitate safe and appropriate feedback, developing an environment where students can safely and supportively be provided with and provide feedback. Students are often full of insight and may have as valid a perspective as we teachers do.
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  • ?    The use of technology = technological fluency, ?    Collecting, processing, manipulating and validating information = information fluency,?    using, selecting, viewing and manipulating media = media fluency,
  • Students must be key participants in the assessment process, intimate in it from  start to finish, from establishing purpose and criteria, to assessing and moderating. Educators must establish a safe environment for students to collaborate in but also to discuss, reflect and provide and receive feedback in.
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    In 1997, I said that "The Web is not the future, but a dynamic part of today."; the same still holds for Web 2.0 and beyond. It's an evolution (webolution - http://wgraziadei.home.comcast.net/Webolution.html ) not a revolution. It's time to STOP strategic planning and START strategic TEACHING.
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    21C teaching
anonymous

From Knowledgable to Knowledge-able: Learning in New Media Environments | Academic Commons - 0 views

  • ess important for students to know, memorize, or recall information
  • more important
  • to find, sort, analyze, share, discuss, critique, and create information
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  • move from being simply knowledgeable to being knowledge-able
  • “information revolution”
  • new ways of relating
  • discourse,
  • social revolution, not a technological one
  • new forms of
  • Wikis, blogs, tagging, social networking
  • nspired by a spirit of interactivity, participation, and collaboration.
  • important
  • “spirit” of Web 2.0
  • new ways of interacting, new kinds of groups, and new ways of sharing, trading, and collaborating.
  • technology is secondary.
  • empowers us to rethink education and the teacher-student relationship
  • dea of learning as acquiring information is no longer a message we can afford to send to our students, and that we need to start redesigning our learning environments to address, leverage, and harness the new media environment now permeating our classrooms.
  • first address why, facilitate how, and let the what generate naturally from there.
  • mportance of the form of learning over the content of learning
  • teaching subjects but subjectivities: ways of approaching, understanding, and interacting with the world.
  • We can't “teach” them. We can only create environments in which the practices and perspectives are nourished, encouraged, or inspired (and therefore continually practiced).
    • anonymous
       
      Einstein - I don't each my pupils. I just create the environment in which they can learn
  • love and respect your students and they will love and respect you back. With the underlying feeling of trust and respect this provides, students quickly realize the importance of their role as co-creators of the learning environment and they begin to take responsibility for their own education.
  • The new media environment provides new opportunities for us to create a community of learners with our students seeking important and meaningful questions. Questions of the very best kind abound, and we become students again, pursuing questions we might have never imagined, joyfully learning right along with the others. In the best case scenario the students will leave the course, not with answers, but with more questions, and even more importantly, the capacity to ask still more questions generated from their continual pursuit and practice of the subjectivities we hope to inspire. This is what I have called elsewhere, “anti-teaching,” in which the focus is not on providing answers to be memorized, but on creating a learning environment more conducive to producing the types of questions that ask students to challenge their taken-for-granted assumptions and see their own underlying biases. The beauty of the current moment is that new media has thrown all of us as educators into just this kind of question-asking, bias-busting, assumption-exposing environment. There are no easy answers, but we can at least be thankful for the questions that drive us on.
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
Dennis OConnor

21CIF: 21st Century Information Fluency - 0 views

  • Power Searching In a Web 2.0 world. ($99 Fee 5 CEUs) New to this site? Click the course title and you will be able to create an account and register for this 4 week facilitated class! Contact: Dennis O'ConnorOpen for enrollment! Begins February 9, 2009Login as Guest to view!
  • Introduction to Google Documents: Collaborate & Share Enroll now! February 9, 2009 1 - 5 (5 Days | One Week) 5 CDPUs Learn to use Google Word Processing Documents for productivity and collaboration. Trouble creating your account? E-Mail: wiredinstructor@gmail.comLogin as Guest to view!
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    21st Century Information Fluency Project Online Course Page: Lists 1 - 4 week courses in search skills and google docs
Maggie Tsai

iLearn Technology » Education Diigo - 1 views

  • What it is:  Education Diigo offers k-12 and higher ed educators premium Diigo accounts!  The premium accounts provide the ability to create student accounts for whole classes, students of the same class are automatically set up as a Diigo group so they can easily share bookmarks, annotations, and group forums, privacy settings so that only classmates and teachers can communicate with students, and any advertisments on Education Diigo are education related.  If you aren’t familiar with Diigo, it is a social bookmarking website where students can collaborate on the web.  Diigo works in to a project based learning environment nicely and allows for exploratory learning and collaboration.  
  • Education Diigo is an outstanding place for students to solve problems together.  Provide students with a problem and send them on a web scavenger hunt to find the answer, students can post their findings and notes about their findings on Diigo.  Students can collaborate online to solve the problem.  Education Diigo is also a great place for “teachers to highlight critical information within text and images and write comments directly on the web pages, to collect and organize series of web pages and web sites into coherent and thematic sets, and to facilitate online conversations within the context of the materials themselves.”  This feature makes Education Diigo a great place to create webquest type lessons and virtual field trips around the web.    Diigo also allows teachers to collaborate and share resources among themselve. Education Diigo is a must for students who are learning to complete web-based research!
Fabian Aguilar

Educational Leadership:Literacy 2.0:Orchestrating the Media Collage - 0 views

  • Public narrative embraces a number of specialty literacies, including math literacy, research literacy, and even citizenship literacy, to name a few. Understanding the evolving nature of literacy is important because it enables us to understand the emerging nature of illiteracy as well. After all, regardless of the literacy under consideration, the illiterate get left out.
  • Modern literacy has always meant being able to both read and write narrative in the media forms of the day, whatever they may be. Just being able to read is not sufficient.
  • The act of creating original media forces students to lift the hood, so to speak, and see media's intricate workings that conspire to do one thing above all others: make the final media product appear smooth, effortless, and natural. "Writing media" compels reflection about reading media, which is crucial in an era in which professional media makers view young people largely in terms of market share.
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  • As part of their own intellectual retooling in the era of the media collage, teachers can begin by experimenting with a wide range of new media to determine how they best serve their own and their students' educational interests. A simple video can demonstrate a science process; a blog can generate an organic, integrated discussion about a piece of literature; new media in the form of games, documentaries, and digital stories can inform the study of complex social issues; and so on. Thus, a corollary to this guideline is simply, "Experiment fearlessly." Although experts may claim to understand the pedagogical implications of media, the reality is that media are evolving so quickly that teachers should trust their instincts as they explore what works. We are all learning together.
  • Both essay writing and blog writing are important, and for that reason, they should support rather than conflict with each other. Essays, such as the one you are reading right now, are suited for detailed argument development, whereas blog writing helps with prioritization, brevity, and clarity. The underlying shift here is one of audience: Only a small portion of readers read essays, whereas a large portion of the public reads Web material. Thus, the pressure is on for students to think and write clearly and precisely if they are to be effective contributors to the collective narrative of the Web.
  • The demands of digital literacy make clear that both research reports and stories represent important approaches to thinking and communicating; students need to be able to understand and use both forms. One of the more exciting pedagogical frontiers that awaits us is learning how to combine the two, blending the critical thinking of the former with the engagement of the latter. The report–story continuum is rich with opportunity to blend research and storytelling in interesting, effective ways within the domain of new media.
  • The new media collage depends on a combination of individual and collective thinking and creative endeavor. It requires all of us to express ourselves clearly as individuals, while merging our expression into the domain of public narrative. This can include everything from expecting students to craft a collaborative media collage project in language arts classes to requiring them to contribute to international wikis and collective research projects about global warming with colleagues they have never seen. What is key here is that these are now "normal" kinds of expression that carry over into the world of work and creative personal expression beyond school.
  • Students need to be media literate to understand how media technique influences perception and thinking. They also need to understand larger social issues that are inextricably linked to digital citizenship, such as security, environmental degradation, digital equity, and living in a multicultural, networked world. We want our students to use technology not only effectively and creatively, but also wisely, to be concerned with not just how to use digital tools, but also when to use them and why.
  • Fluency is the ability to practice literacy at the advanced levels required for sophisticated communication within social and workplace environments. Digital fluency facilitates the language of leadership and innovation that enables us to translate our ideas into compelling professional practice. The fluent will lead, the literate will follow, and the rest will get left behind.
  • Digital fluency is much more of a perspective than a technical skill set. Teachers who are truly digitally fluent will blend creativity and innovation into lesson plans, assignments, and projects and understand the role that digital tools can play in creating academic expectations that are authentically connected, both locally and globally, to their students' lives.
  • Focus on expression first and technology second—and everything will fall into place.
Fabian Aguilar

Top News - California lists state-approved digital textbooks - 0 views

  • California education leaders on Aug. 11 released a list of resources they have determined meet state-approved standards for high school math and science classes.
  • The "Free Digital Textbook Initiative Report," facilitated by the California Learning Resource Network (CLRN), outlines how open high school math and science textbooks submitted under the first phase of the initiative measure up against the state's academic standards. The state received 16 digital textbooks to review, with 10 meeting at least 90 percent of the standards and four fully meeting the standards. The reviewed resources are available for schools to use this fall.
  • Researchers used content standards adopted by the California Department of Education in 1997 for high school math courses and in 1998 for science courses. Submitted texts were reviewed to determine whether the materials fully or partially meet or do not meet state board-adopted content standards.
Steve Ransom

Should Professors Allow Students to Use Computer Devices in the Classroom? | HASTAC - 25 views

  • One final comment, a funny one.  On Monday, in my "Twenty-First Century Literacies" class where laptops are required for a whole range of experiments and inclass collaborative work, I caught one of my students with his laptop open and with a book propped secretly inside it, reading away in his book when he should have been paying attention.   So maybe that's the next class, "Should Professors Allow Students to Use BOOKS in the Classroom Devised for Computer Learning?"   I'm being facetious but that's the point.  A book is a technology too.   How and when we use any technology and for what purpose are the questions we all need to ask.
  • Do you see the difference?   "Computer learning" doesn't exist.   In 2011, it exists less than it did a decade ago and, in a few years, that phrase won't exist at all.   Students learn.  Computers are tools for all kinds of things, from checking the Facebook page, to making notetaking easier, to being fact checking or calculating devices that can take a class to a more sophisticated level to interactive social networking devices that can either distract a class or allow for new forms of group collaboration.   There are many other uses as well.   The point is that most profs have (a) simply "adapted" (as a colleague told me recently) to computers without understanding the intellectual and pedagogical changes they can enable; or (b) resigned themselves to their present, gleefully or resentflly; or (c) made them into a pedagogical tool; or (d) all of the above.    
  • The point isn't that the class has to be designed for "computer learning" but that there are different forms of learning available with a device and profs should be allowed to determine if they want to facilitate and make use of those different forms of learning or not.
  •  
    Great post by Cathy Davidson. Her final facetious question of we will ban books because they can distract students makes a nice point.
Mendi Benigni

Mobile Teaching Versus Mobile Learning (EDUCAUSE Quarterly) | EDUCAUSE - 0 views

    • Mendi Benigni
       
      It seems like it's more about multimedia stimulating the brain in different areas rather than the fact that it's mobile or portable.
  • need to move beyond the heavy reliance on text.
  • lot of digital books floating around, being hailed as amazing advancements in teaching and learning. Although I know the majority of materials currently available to students on their portable multimedia consumption devices are still primarily text-based, maybe including a static image or two (see Figure 3, a color, static digital page with a Venn diagram that is no different from the same page in the printed book5),
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  • it's not enough for CourseSmart to make PDF-like copies of textbooks available for students to purchase; instead, we need the type of interactivity we're starting to see from the textbooks available in Inkling.
  • transformative
  • we need to think more systematically about how to design education to facilitate learning
  • We need to provide materials or applications that allow students to practice identifying parts of the body on their mobile multimedia devices before taking the high-stakes midterm or final exam.
  • At minimum we could be asking our students to capture raw material from the real world and engage with it based on the concepts we are teaching them.
  • It's one thing to learn about different architectural styles in a Western Civ or Construction textbook or lecture; it's another to apply what you've learned by going out into the community and taking pictures of buildings and then identifying the architectural influences
  • In both cases the activity of capturing "raw" digital material can lead to further learning or assessment activities where students might develop multimedia projects.
  • a Citrix server with the ability for students to check out laptops and iPads with Citrix running on them gives faculty outside of the art and business departments the ability to require students to manipulate images. For example, Scottsdale Community College in Arizona has a Citrix environment that allows students to access applications like Photoshop on an iPad (Figure 6).
  • engaging
  • away from how instructors teach to how students learn. Research now shows that successful learning needs to be act
  • active
  • connect to the students' prior knowledge
  • simulate real-world experiences
  • To achieve the promise of mobile learning, we have to stop thinking about these powerful mobile multimedia devices as only consumption devices and get students using them as production devices.
  • To achieve the promise of mobile learning, we have to stop thinking about these powerful mobile mu
  • mobile devices not only makes the content more accessible, it also helps students engage the content using multiple senses
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