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Issuu - 1 views

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    A great online publishing site. Upload pdf files and read them online like a professional magazine. Uploading is a little fiddly the first time you do it, but it will be worth it. http://ictmagic.wikispaces.com/ICT+&+Web+Tools
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Innovate: Future Learning Landscapes: Transforming Pedagogy through Social Software - 0 views

  • Web 2.0 has inspired intense and growing interest, particularly as wikis, weblogs (blogs), really simple syndication (RSS) feeds, social networking sites, tag-based folksonomies, and peer-to-peer media-sharing applications have gained traction in all sectors of the education industry (Allen 2004; Alexander 2006)
  • Web 2.0 allows customization, personalization, and rich opportunities for networking and collaboration, all of which offer considerable potential for addressing the needs of today's diverse student body (Bryant 2006).
  • In contrast to earlier e-learning approaches that simply replicated traditional models, the Web 2.0 movement with its associated array of social software tools offers opportunities to move away from the last century's highly centralized, industrial model of learning and toward individual learner empowerment through designs that focus on collaborative, networked interaction (Rogers et al. 2007; Sims 2006; Sheely 2006)
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  • learning management systems (Exhibit 1).
  • The reality, however, is that today's students demand greater control of their own learning and the inclusion of technologies in ways that meet their needs and preferences (Prensky 2005)
  • Tools like blogs, wikis, media-sharing applications, and social networking sites can support and encourage informal conversation, dialogue, collaborative content generation, and knowledge sharing, giving learners access to a wide range of ideas and representations. Used appropriately, they promise to make truly learner-centered education a reality by promoting learner agency, autonomy, and engagement in social networks that straddle multiple real and virtual communities by reaching across physical, geographic, institutional, and organizational boundaries.
  • "I have always imagined the information space as something to which everyone has immediate and intuitive access, and not just to browse, but to create” (2000, 216). Social software tools make it easy to contribute ideas and content, placing the power of media creation and distribution into the hands of "the people formerly known as the audience" (Rosen 2006).
  • the most promising settings for a pedagogy that capitalizes on the capabilities of these tools are fully online or blended so that students can engage with peers, instructors, and the community in creating and sharing ideas. In this model, some learners engage in creative authorship, producing and manipulating digital images and video clips, tagging them with chosen keywords, and making this content available to peers worldwide through Flickr, MySpace, and YouTube
  • Student-centered tasks designed by constructivist teachers reach toward this ideal, but they too often lack the dimension of real-world interactivity and community engagement that social software can contribute.
  • Pedagogy 2.0: Teaching and Learning for the Knowledge Age In striving to achieve these goals, educators need to revisit their conceptualization of teaching and learning (Exhibit 2).
  • Pedagogy 2.0: Teaching and Learning for the Knowledge Age In striving to achieve these goals, educators need to revisit their conceptualization of teaching and learning
  • Pedagogy 2.0 is defined by: Content: Microunits that augment thinking and cognition by offering diverse perspectives and representations to learners and learner-generated resources that accrue from students creating, sharing, and revising ideas; Curriculum: Syllabi that are not fixed but dynamic, open to negotiation and learner input, consisting of bite-sized modules that are interdisciplinary in focus and that blend formal and informal learning;Communication: Open, peer-to-peer, multifaceted communication using multiple media types to achieve relevance and clarity;Process: Situated, reflective, integrated thinking processes that are iterative, dynamic, and performance and inquiry based;Resources: Multiple informal and formal sources that are rich in media and global in reach;Scaffolds: Support for students from a network of peers, teachers, experts, and communities; andLearning tasks: Authentic, personalized, learner-driven and learner-designed, experiential tasks that enable learners to create content.
  • Instructors implementing Pedagogy 2.0 principles will need to work collaboratively with learners to review, edit, and apply quality assurance mechanisms to student work while also drawing on input from the wider community outside the classroom or institution (making use of the "wisdom of crowds” [Surowiecki 2004]).
  • A small portion of student performance content—if it is new knowledge—will be useful to keep. Most of the student performance content will be generated, then used, and will become stored in places that will never again see the light of day. Yet . . . it is still important to understand that the role of this student content in learning is critical.
  • This understanding of student-generated content is also consistent with the constructivist view that acknowledges the learner as the chief architect of knowledge building. From this perspective, learners build or negotiate meaning for a concept by being exposed to, analyzing, and critiquing multiple perspectives and by interpreting these perspectives in one or more observed or experienced contexts
  • This understanding of student-generated content is also consistent with the constructivist view that acknowledges the learner as the chief architect of knowledge building. From this perspective, learners build or negotiate meaning for a concept by being exposed to, analyzing, and critiquing multiple perspectives and by interpreting these perspectives in one or more observed or experienced contexts. In so doing, learners generate their own personal rules and knowledge structures, using them to make sense of their experiences and refining them through interaction and dialogue with others.
  • Other divides are evident. For example, the social networking site Facebook is now the most heavily trafficked Web site in the United States with over 8 million university students connected across academic communities and institutions worldwide. The majority of Facebook participants are students, and teachers may not feel welcome in these communities. Moreover, recent research has shown that many students perceive teaching staff who use Facebook as lacking credibility as they may present different self-images online than they do in face-to-face situations (Mazer, Murphy, and Simonds 2007). Further, students may perceive instructors' attempts to coopt such social technologies for educational purposes as intrusions into their space. Innovative teachers who wish to adopt social software tools must do so with these attitudes in mind.
  • "students want to be able to take content from other people. They want to mix it, in new creative ways—to produce it, to publish it, and to distribute it"
  • Furthermore, although the advent of Web 2.0 and the open-content movement significantly increase the volume of information available to students, many higher education students lack the competencies necessary to navigate and use the overabundance of information available, including the skills required to locate quality sources and assess them for objectivity, reliability, and currency
  • In combination with appropriate learning strategies, Pedagogy 2.0 can assist students in developing such critical thinking and metacognitive skills (Sener 2007; McLoughlin, Lee, and Chan 2006).
  • We envision that social technologies coupled with a paradigm of learning focused on knowledge creation and community participation offer the potential for radical and transformational shifts in teaching and learning practices, allowing learners to access peers, experts, and the wider community in ways that enable reflective, self-directed learning.
  • . By capitalizing on personalization, participation, and content creation, existing and future Pedagogy 2.0 practices can result in educational experiences that are productive, engaging, and community based and that extend the learning landscape far beyond the boundaries of classrooms and educational institutions.
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    About pedagogic 2.0
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    Future Learning Landscapes: Transforming Pedagogy through Social Software Catherine McLoughlin and Mark J. W. Lee
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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

Intermission Cash, Post Links for Cash - 0 views

started by Intermission Cash on 11 Dec 09 no follow-up yet
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justpaste.it - Publish instantly - 20 views

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    A really simple way to post text and pictures online. Great for setting homework. http://ictmagic.wikispaces.com/ICT+&+Web+Tools
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Innovate: Rhizomatic Education: Community as Curriculum - 0 views

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    The pace of technological change has challenged historical notions of what counts as knowledge. Dave Cormier describes an alternative to the traditional notion of knowledge. In place of the expert-centered pedagogical planning and publishing cycle, Cormier suggests a rhizomatic model of learning. In the rhizomatic model, knowledge is negotiated, and the learning experience is a social as well as a personal knowledge creation process with mutable goals and constantly negotiated premises. The rhizome metaphor, which represents a critical leap in coping with the loss of a canon against which to compare, judge, and value knowledge, may be particularly apt as a model for disciplines on the bleeding edge where the canon is fluid and knowledge is a moving target.
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Slide - 0 views

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    Slide lets you use photos and other digital content to publish and discover the people and things that matter to you. With a super easy set-up, clean interface and multiple transition and theme options, Slide is among the most popular tools for self expression on the web today. Slide can be embedded onto any website, viewed on your desktop or shared with your friends or fans. Slide supports dozens of social networking and blog platforms, including MySpace, MySpace Blogs, Bebo, Blogger, eBay, Facebook, Friendster, Hi5, livedoor, LiveJournal, Piczo, Sina.com, Sohu.com, Tagged, Typepad, Windows Live Spaces, Wretch, Yahoo! 360 and Xanga.
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Issuu - You Publish - 1 views

shared by Clif Mims on 29 Apr 08 - Cached
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    Revistas y publicaciones a lo web2.0
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    Upload all major file formats and convert them into online publications. Can be used to: -Create digital books, e-zines, etc. -Students can become "published" authors -Alternative strategy for reports and presentations -Develop and share tutorials, study guides, etc. -Embed projects into a class site, blog or wiki -Connect with others that share your interests
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Tools for the TEKS: Integrating Technology in the Classroom - 47 views

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    This website is maintained for K-16 educators interested in the effective use of technology in the classroom. An accompanying column to this website is published in the TechEdge, the Technology and Education Newsletter of the Texas Computer Education Association. Many are also reprinted with permission by Technology and Learning Magazine, for whom I servde as the "IT guy" in the past.
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    This website is maintained for K-16 educators interested in the effective use of technology in the classroom. An accompanying column to this website is published in the TechEdge, the Technology and Education Newsletter of the Texas Computer Education Association. Many are also reprinted with permission by Technology and Learning Magazine, for whom I servde as the "IT guy" in the past.
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Pixtick - Web app for screenshot capture, image annotation, editing and publishing - 41 views

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    Pixtick gives you the power to capture screenshot, annotating or editing images and publishing them from within your browser. You doesn't need to download or install anything. Just launch it and you are ready.
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Educational Technology - ICT in Education: --> Web 2.0 Projects Book Deadline Extended - 0 views

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    Web 2.0 Projects Book Deadline Extended. Includes a couple of examples of submissions received so far
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JeopardyLabs - 0 views

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    Jeopardy is a popular quiz show and a great format to use in the classroom. This is an easy to use Jeopardy quiz creator. Make your quiz by choosing a password and filling in the boxes for categories, questions and answers. Your quiz is published online along with many others to browse through. Use the search box to find what you want. http://ictmagic.wikispaces.com/ICT+%26+Web+Tools
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Hackasaurus - 0 views

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    A great site for seeing how websites are put together. Drag the 'X-ray Goggle' button into your favourites bar and click to see the coding of a site. Then you can edit the code to make changes and publish online. http://ictmagic.wikispaces.com/ICT+%26+Web+Tools
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Yacapaca! - 0 views

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    A superb quiz, survey and test creator. Publish your creation online for your students to complete and give instant feedback. http://ictmagic.wikispaces.com/ICT+%26+Web+Tools
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Welcome to Themeefy! - 0 views

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    Themeefy allows its users to archive Web content and to publish their Themes as personalized magazines. While it is not searchable, the Themeefy Library is browsable by broad subject.
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Free access to britannica.net - 0 views

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    If you're a Web publisher-a blogger, webmaster, or writer-you can get complimentary access to the complete Encyclopædia Britannica online. It's a rich trove of reliable and high-quality information that you can use to check quick facts, research topics in depth, or just read to enjoy.
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Diagnosing the Tablet Fever in Higher Education - 10 views

  • 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.
  • 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.
  • the biggest impact of the iPad would be in the textbook market.
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  • only 2 percent of students said they bought an e-textbook this past fall semester.
  • The City University of New York, for instance, is looking closely at encouraging e-textbooks as part of an effort to lower student costs. "At end of the day, it's how do you drive savings for our students, who are feeling a great economic impact," said Brian Cohen, CUNY's chief information officer.
  • If students do buy them and begin to carry them around campus, they could be a more powerful educational tool than laptop computers.
  • Jim Groom, an instructional technologist at the University of Mary Washington, expressed weariness with all the hype around the Apple announcement. He said he is concerned about Apple's policies of requiring all applications to be approved by the company before being allowed in its store, just as it does with the iPhone. And he said that Apple's strategy is to make the Web more commercial, rather than an open frontier. "It offers a real threat to the Web," he said.
  • He also pointed out that several PC manufacturers have sold tablet computers before, which have been tried enthusiastically in classrooms. Their promise is that they make it easy for professors to walk around classrooms while holding the computer, while allowing them to wirelessly project information to a screen at the front of the room. But despite initial hype, very few PC tablets are being used in college classrooms, he said. Now that Apple's long-awaited secret is out, the harder questions might be whether the iPad is the long-awaited education computer.
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Hobnox - 13 views

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    "Hobnox is an online entertainment and publishing platform, a network for creatives and their fans...Hobnox combines the best of current web entertainment with the newest technological possibilities of the internet to create fascinating opportunities for both artists and audiences."
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Pen - Simple Online Publishing - 0 views

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    A text based, no frills notepad site. Works on every device I've I've tried it on (and I have many in various states of decay), so it makes an ideal site to work with text across platforms. Download text as a PDF or save it on the site and retrieve with a link and password. http://ictmagic.wikispaces.com/ICT+&+Web+Tools
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