Big Ideas for Education - 0 views
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Shift teaching away from teacher as lecturer toward constructivism where students are construction their own knowledge (id 272)
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Keeping powerful Web 2.0 tools out of students' reach during the school day doesn't prepare them for life. Internet filtering is detrimental (id 234)
A new academic knowledge sharing platform - wePapers.com - 59 views
Hi all, We have just released (today actually) our new startup - http://www.wepapers.com wePapers allows students and lecturers share, find, and manage their academic documents. We would love t...
eLearn: Feature Article - 0 views
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The goal of the Semantic Web is to provide the capacity for computers to understand Web content that exists on systems and servers across the Internet, ultimately adding value to the content and opening rich new data, information, and knowledge frontiers.
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In essence, the Semantic Web is a collection of standards, data structures, and software that make the online experience more detailed, intelligent, and in some cases, more intense.
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In addition to the standards that govern the data and its structure, semantic technologies seek to define the framework and method of communication between systems.
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untitled - 0 views
A WEB-EMPOWERED REVOLUTION IN TEACHING - TEDChris: The untweetable - 0 views
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Five years ago, an amazing teacher or professor with the ability to truly catalyze the lives of his or her students could realistically hope to impact maybe 100 people each year. Today that same teacher can have their words spread on video to millions of eager students.
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Driving this unexpected phenomenon is the fact that the physical cost of distributing a recorded talk or lecture anywhere in the world via the internet has fallen effectively to zero
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Indeed the very definition of "great teacher" will expand, as numerous others outside the profession with the ability to communicate important ideas find a new incentive to make that talent available to the world. Additionally every existing teacher can greatly amplify their own abilities by inviting into their classroom, on video, the world's greatest scientists, visionaries and tutors.
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But a young girl born in Africa today will probably have access in 10 years' time to a cell phone with a high-resolution screen, a web connection, and more power than the computer you own today. We can imagine her obtaining face-to-face insight and encouragement from her choice of the world's great teachers. She will get a chance to be what she can be. And she might just end up being the person who saves the planet for our grandchildren.
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But a young girl born in Africa today will probably have access in 10 years' time to a cell phone with a high-resolution screen, a web connection, and more power than the computer you own today. We can imagine her obtaining face-to-face insight and encouragement from her choice of the world's great teachers. She will get a chance to be what she can be. And she might just end up being the person who saves the planet for our grandchildren.
The DO Lectures | Brainfood - 0 views
Syllabus at IPT 692R: Introduction to Open Education - 0 views
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Instructional design faculty are frequently criticized for delivering information about innovative new pedagogical methods to their students in the form of traditional lectures - for talking the talk but failing to walk the walk.
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On the other hand, the course is a massively multiplayer role-playing game in which students select a character class, develop specialized expertise, complete a series of individual quests, join a Guild, and work with members of their Guild to accomplish quests requiring a greater breadth of skills than any one student can develop during the course.
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Despite the impressive work of Constance, JSB, and others, to the best of my knowledge no one has ever designed and implemented a university course as a massively multiplayer role-playing game. In addition to helping students gain a working knowledge of the field of open education (i.e., knowledge they can actually put to work), this course is a design experiment exploring the effectiveness of running a university course as a massively multiplayer role-playing game.
Stanford on iTunes U - 0 views
100 Video Sites Every Educator Should Bookmark | AccreditedOnlineColleges.org - 2 views
Critical Issue: Using Technology to Improve Student Achievement - 0 views
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Technologies available in classrooms today range from simple tool-based applications (such as word processors) to online repositories of scientific data and primary historical documents, to handheld computers, closed-circuit television channels, and two-way distance learning classrooms. Even the cell phones that many students now carry with them can be used to learn (Prensky, 2005).
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Bruce and Levin (1997), for example, look at ways in which the tools, techniques, and applications of technology can support integrated, inquiry-based learning to "engage children in exploring, thinking, reading, writing, researching, inventing, problem-solving, and experiencing the world." They developed the idea of technology as media with four different focuses: media for inquiry (such as data modeling, spreadsheets, access to online databases, access to online observatories and microscopes, and hypertext), media for communication (such as word processing, e-mail, synchronous conferencing, graphics software, simulations, and tutorials), media for construction (such as robotics, computer-aided design, and control systems), and media for expression (such as interactive video, animation software, and music composition). In a review of existing evidence of technology's impact on learning, Marshall (2002) found strong evidence that educational technology "complements what a great teacher does naturally," extending their reach and broadening their students' experience beyond the classroom. "With ever-expanding content and technology choices, from video to multimedia to the Internet," Marshall suggests "there's an unprecedented need to understand the recipe for success, which involves the learner, the teacher, the content, and the environment in which technology is used."
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In examining large-scale state and national studies, as well as some innovative smaller studies on newer educational technologies, Schacter (1999) found that students with access to any of a number of technologies (such as computer assisted instruction, integrated learning systems, simulations and software that teaches higher order thinking, collaborative networked technologies, or design and programming technologies) show positive gains in achievement on researcher constructed tests, standardized tests, and national tests.
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Learning, Memory and the Brain: A Primer | Open Culture - 24 views
Diagnosing the Tablet Fever in Higher Education - 10 views
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So it's worth taking a careful look at whether the company will once again create a new category of device that make waves in education -- as it did with personal computers, digital music players, and smartphones -- or whether the iPad and other tabletss might be doomed to remain a niche offering.
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Mr. Jobs did mention iTunesU twice when listing the kinds of content that could be viewed on the iPad, referring to the company's partnership with many colleges to offer them free space for multimedia content like lecture recordings. But he otherwise focused on consumer uses -- watching movies, viewing photos, sending e-mail messages, and reading novels published by five trade publishers mentioned at the event. That does not mean that the company won't later promote the iPad's use on campuses, though, since it waited until after iPods and iPhones were established before beginning to work more heavily with colleges to promote those in education.
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the biggest impact of the iPad would be in the textbook market.
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50 Famous Author Interviews That Shouldn't Be Missed | Online College Tips - Online Col... - 0 views
10 Internet Technologies Educators Should Be Informed About - 2011 Update | Emerging Ed... - 0 views
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1. Video and Podcasting Resources
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2. Digital Presentation Tools
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3. Collaboration & Brainstorming Tools
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50 Intelligent Video Sites - 72 views
Mobile Teaching Versus Mobile Learning (EDUCAUSE Quarterly) | EDUCAUSE - 0 views
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need to move beyond the heavy reliance on text.
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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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