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Roland Gesthuizen

When is Creativity "Authentic"? Making Music on the iPad. - iPads in Education - 0 views

  • Our schools are very keyed into academic content and standards and we tend to focus too heavily on apps that drill and practice math, vocabulary and more. The inherent magic of mobile devices lies in their ability to enable students to express themselves creatively
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    I recently came across the incredible Guitar Improvisation video below. It's an amazing piece of music that was completely created using GarageBand on the iPad. In fact, there have been quite a few popular music videos recently that feature artists creating music using iOS apps. In a second video below, the band Atomic Tom use their iPhones to perform on a New York City subway. A third video features a teenage girl creating music using GarageBand on the iPad.
Maggie Verster

Security in a web 2.0 world and beyond - 9 views

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    "Learn how to stay ahead of malware, viruses and emerging threats while battling reduced budgets and resources. Attend this session to hear experts discuss the trends that will impact network security and child safety-Web 3.0, cloud computing and outsourcing-and how you can prepare for the future. Plus, technologists from top school districts including Duval County Schools and Denver Public Schools reveal how they successfully guard their students and networks from Internet-based threats. "
Vahid Masrour

Google Plus: Is This the Social Tool Schools Have Been Waiting For? - 31 views

  • it may well be the granular level of privacy afforded by Google+ that is the key to making this a successful tool for schools
  • many schools and teachers have still been reluctant to "friend" students
  • that "always public" element of Twitter that makes many nervous
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  • it's also about sharing with the right people. Circles will allow what educational consultant Tom Barnett calls "targeted sharing," something that will be great for specific classes and topics
  • Skype has become an incredibly popular tool to bring in guests to a classroom via video chat -
  • teachers are already talking about the possibility of not just face-to-face video conversation but the potential for integration of whiteboards, screen-sharing, Google Docs, and other collaborative tools
  • Google + seems like the solution for someone like me who wants to use the web to have conversations about school topics with students and parents and yet not have students and parents have access to my personal posts.
    • Vahid Masrour
       
      Parents and students on different Circles. You know you want it!
Certificate IV Assessment

Certificate IV in Training and Assessment: The Key to New Career - 1 views

The Certificate IV in Training and Assessment is the right course for enhancing and advancing the skills of employees in our company. For those who wanted to be employed as a nationally recognised ...

Certificate IV in Training and Assessment

started by Certificate IV Assessment on 25 Oct 11 no follow-up yet
intermixed intermixed

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31 mars, Grèce: Un pirate de l'air turc, présentant des problèmes psychologiques, détourne un avion entre Istanbul et Ankara après 20 minutes de vol en réclame d'aller à Berlin. La Grèce l'autorise...

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started by intermixed intermixed on 25 Jul 14 no follow-up yet
shoaibhashmi

Google Sketchup Pro 2015 Crack Plus Keygen Free download - 0 views

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shoaibhashmi

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    Corel Painter 2016 Keygen Crack Plus Serial Number is the dreamy software that create your dreams and make it real juts like as it paint your thoughts ever
shoaibhashmi

Google SketchUp Pro 2016 Crack Incl Keygen Free Download - 0 views

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    Google SketchUp Pro 2016 Crack Incl Keygen Review & Full Free Download Google SketchUp Pro 2016 Crack Review: SketchUp Pro 2016 Crack is the most drawing programming which involves 3D displaying Architecture. You can utilize this system in planning; 3D auto CAD documentation and you can likewise associate your arrangements through in 3D.
shoaibhashmi

Connectify Hotspot Pro 2016 Full Crack Free Download - 0 views

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    Connectify Hotspot Pro 2016 Full Crack Free Download create the virtual PC Wi-Fi hotspot to share the internet connection with other PC, s devices or mobiles.
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.
ruchagawande

Paradigm IAS Academy - Where Your Goals Are Defined And Achieved - 1 views

Paradigm IAS Academy, UPSC & OTHER STATE PSC, UPSC, MPSC, UPPCS, MPPCS, RAS, BPSC, JPSC, UKPSC , Branches In Pune , Mumbai & Navi Mumbai ,Classes Available in Hindi & English M...

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

started by ruchagawande on 11 Jun 13 no follow-up yet
dsatkins1981

Five Psychological Principles Fueling Gamification : Learning Solutions Magazine - 0 views

  • narratives developed around a learning activity make the activity more engaging and relevant to the learner
    • dsatkins1981
       
      How could we build content and narrative into an Escape Room to enhance the already value elements such as problems-solving and creative thinking?
  • leveling up should become more difficult as users progress through the material.
    • dsatkins1981
       
      Designers at Nintendo often say: the best games are simple to play, but difficult to master (i.e. Mario).
  • the brain can only handle a finite amount of information at one time before becoming overloaded.
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  • Better learning happens when this occurs.
  • Gamification has been shown to relieve stress and clear the brain of distractions.
  • “If you play Angry Birds or some other game on your mobile or laptop, you are not thinking about what you are making tonight for dinner. You are thinking about what is going on in the game,” she says.
  • incorporate learning in that experience, it causes a hyper focus on the key learning point.”
    • dsatkins1981
       
      Some in the field of brain science are finding that multitasking is actually detrimental to task-quality. In other words, each additional task you undertake decreases the quality of your focus on all tasks exponentially and therefore decreases each resultant product. Hyperfocus for limited periods may be much more inline with the way the brain wants to work.
  • on a psychological level, losses can be twice as powerful as gains
  • Individuals will keep playing
  • relieves cognitive overload
  • forges an emotional connection
  • individuals would rather avoid losses than acquire equivalent gains.
  • an individual would prefer to not lose $5, as opposed to finding $5.
  • Users who earn or receive awards as a result of gamification do not want to lose them and, thus, will continue playing in order to retain them.
    • dsatkins1981
       
      Like sonic the hedgehog losing rings? I like it. On the other hand, what about the evil of our day: microtransactions? Where does that come into play and what are the risks of abuse by designers of gamification in education?
Tinhai Vong

e-competencies - 1 views

  • • Interestingly, teachers in countries like Sweden, Finland, Denmark, the Netherlands etc. do not belong to the (very) intensive ICT users in class. Only around 10% or less of the teachers in these countries use computers in more than 50% of their lessons. One can only speculate about the reasons for this. It seems that in these countries the use of computers and the internet has become the norm for most of the teachers and pupils in all aspects of life and that there no longer is the need to put a special emphasis on this in the teaching processes at school. However, most European countries still seem to be in the phase of increasing the frequency and intensity of ICT usage for education in class”.
  • • “Students who use computers least frequently at home also performed below average in PISA 2003. However, students using computers most frequently at school do not in all countries perform better than others.
  • the highest performances in PISA 2003 were seen among those students with a medium level of computer use rather than among those using computers the most”. [p.52] “
  • ...8 more annotations...
  • The more clear-cut effect appears with home use: in every country, students reporting rare or no use of computers at home (on average 18% of students) score much lower than their counterparts”.
  • One of ICT’s main strengths is its capacity to support informal learning. Self-learning and informal peer-learning are by far the two most important mechanisms for obtaining skills and competences;
  • If high amounts of computer usage at school are not associated with the better performing students, teachers may need to look more closely at the manner of this usage. Stronger supervision and structured lessons, involving the setting of concrete tasks to be achieved using computers, may improve their impact on performance”.[p.64]
  • • “The PISA evidence confirms previous studies showing the particularly strong association of performance with home access and usage“.
  • This possibility would be consistent with the observation that the amount of usage most commonly associated with the best performance is “moderate” – between once a week and once a month.
  • STATEMENT TWO: Frequency of ICT use in students does not determine their academic performance.
  • STATEMENT THREE: No correlation between the level of ICT access and the percentage of the ICT use.
  • STATEMENT FOUR: The impact on education and training has not yet been as great as expected.
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    Digital competences go beyond e-skills and consist of the ability to access digital media and ICT, to understand and critically evaluate different aspects of digital media and media contents and to communicate effectively in a variety of contexts. It involves the confident and critical use of ICT for employment, learning, self-development and participation in society. Digital competences are one of the eight key competences identified and defined by the EU
shahbazahmeed

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started by shahbazahmeed on 12 May 21 no follow-up yet
shahbazahmeed

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shahbazahmeed

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started by shahbazahmeed on 12 May 21 no follow-up yet
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