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shahbazahmeed

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technology learning tools

started by shahbazahmeed on 12 Apr 21 no follow-up yet
Paul Beaufait

Social Media for Teachers: Guides, Resources, and Ideas | Edutopia - 42 views

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    "[I]t can be a challenge to incorporate social media into lessons. There are many gray areas for teachers to navigate, like setting guidelines, accessibility at school, and student safety. But to help teachers navigate this ever-changing landscape of social media tools, here are some of the best guides on the web for four popular networks, Facebook, Instagram, Twitter, and Pinterest" (¶2, 2015.02.23).
Hare Marke

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Garth Holman

Implementing 21st Century Skills - Blog - 0 views

  • Garth, Steph and I are currently listening to Alan November speak at a technology conference at Bowling Green State University.  He started with a question: "what is the most important skill we should be teaching students?".  Alan then said thathat the president of HSBC, West Point University and a college professor all said that it should be EMPATHY.  Interesting talk Mr. November is giving about all the ways we, as teachers, should be using technology, but he is very pessimistic about teachers changing, giving students more control and bringing social networking into the classroom.  Great talking points, lots to think about.  More from the road as it occurs.
  • I read Harry Wong's First Days of School years ago.  I bought in to his ideas on teaching rules and procedures for the first days of school.  However, doing that on the first day of school made me just like everyone else.  That is not me, I am not everyone else.  I stand at the door and greet my students.  At th
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    Students as Historians, project video up to view. #sschat #socialstudies #historyteacher #edchat http://t.co/uirdKmej
Clif Mims

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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
Tom Daccord

Innovative Teachers Network - 0 views

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    Welcome! We are a global community of educators who value innovative uses of information and communication technology to enhance teaching and learning experiences.
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.
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.
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    Great post by Cathy Davidson. Her final facetious question of we will ban books because they can distract students makes a nice point.
Hare Marke

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andrewsteveburg

About Keyloggers - 0 views

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    This is important and valuable information for those who have accounts in social networks or email id.
Paul Beaufait

The Google+ Guide For Educators - SimpleK12 - 74 views

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    Lists links to, and capsule summaries of, articles about features and ideas for educational uses of Google+
kels_giroux

Mobile Apps Review | Just another ERAC Commons Network site - 0 views

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    Best Ed Apps
Susan Oxnevad

3 Free Cool Tools to Curate Content - 0 views

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    Content curation is a great way to find, organize and share useful knowledge efficiently. There are many free digital tools available to help manage web content in flexible ways allowing us to quickly share resources that are accessible online. Use of curation tools is social and will connect us to the ideas of others and help build our professional learning networks.
intermixed intermixed

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Le 11 septembre 2013, Jose Maria Madiedo, enseignant à l'Université espagnole de Huelva, avait l'oeil rivé sur deux télescopes d'observation lunaire lorsqu'il a détecté un puissant flash lumineux d...

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started by intermixed intermixed on 27 Feb 14 no follow-up yet
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
Paul Beaufait

Grouply Blog » Grouply for Education - 32 views

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    "Grouply provides a rich feature set with dozens of applications to help parents, teachers, and students communicate and collaborate online, yet it is remarkably simple to configure and easy to use" (¶2, 2010.07.27)
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