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Baby Swim Lessons - 0 views

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    OtterSwim in Singapore provides charming infant swim lessons that will make your kids' first experience in the water enjoyable. These classes promote early water adapting, developing water confidence and motor skills in a caring atmosphere with knowledgeable instructors and a safety-focused approach. The carefully considered and enjoyable design of OtterSwim's baby swim lessons promotes a love of water from an early age and gives you confidence at such an age. Through engaging in fun water activities, parents actively participate in developing their relationship with their infants. With Singapore's rich aquatic culture, OtterSwim's infant swim lessons are more than simply a lesson; they're a joyful journey that sets the stage for a lifetime of water fun.
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Baby Swim Lessons - 0 views

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    Many different activities mark a baby's development and allow them to learn more activities. One activity that stands out as especially beneficial is teaching your baby how to swim. Parents and babies can spend quality time together by taking our baby swim lessons, with OtterSwim improving their physical development and learning essential water safety skills from a young age.
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Ed/ITLib Digital Library → Bridging the Digital Divide: Successes and Challen... - 0 views

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    Abstract This paper describes the development and implementation of 21st Century Skills to bridge the Digital Divide and support teacher education from three perspectives: pre-service teacher education, classroom teacher implementation, and continuing pro
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Music Improves Brain Function | LiveScience - 18 views

  • Laurel Trainor, director of the Institute for Music and the Mind at McMaster University in West Hamilton, Ontario, and colleagues compared preschool children who had taken music lessons with those who did not. Those with some training showed larger brain responses on a number of sound recognition tests given to the children. Her research indicated that musical training appears to modify the brain's auditory cortex.
  • Even a year or two of music training leads to enhanced levels of memory and attention when measured by the same type of tests that monitor electrical and magnetic impulses in the brain.
  • “We therefore hypothesize that musical training (but not necessarily passive listening to music) affects attention and memory, which provides a mechanism whereby musical training might lead to better learning across a number of domains," Trainor said.
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  • Trainor suggested that the reason for this is that the motor and listening skills needed to play an instrument in concert with other people appears to heavily involve attention, memory and the ability to inhibit actions. Merely listening passively to music to Mozart -- or any other composer -- does not produce the same changes in attention and memory.
  • Harvard University researcher Gottfried Schlaug has also studied the cognitive effects of musical training. Schlaug and his colleagues found a correlation between early-childhood training in music and enhanced motor and auditory skills as well as improvements in verbal ability and nonverbal reasoning.
  • The correlation between music training and language development is even more striking for dyslexic children. "[The findings] suggest that a music intervention that strengthens the basic auditory music perception skills of children with dyslexia may also remediate some of their language deficits." Schlaug said.
  • Shahin's main findings are that the changes triggered by listening to musical sound increases with age and the greatest increase occur between age 10 and 13. This most likely indicates this as being a sensitive period for music and speech acquisition.
  • passive listening to music seems to help a person perform certain cognitive tests, at least in the short run. Actual music lessons for kids, however, leads to a longer lasting cognitive success.
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    Even a year or two of music training leads to enhanced levels of memory and attention when measured by the same type of tests that monitor electrical and magnetic impulses in the brain.
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Programme for International Student Assessment (PISA):Department - 10 views

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    "The Programme for International Student Assessment (PISA ) is an internationally standardised assessment that was jointly developed by participating countries and administered to 15-year-olds in schools. PISA assesses how far students near the end of compulsory education have acquired some of the knowledge and skills that are essential for full participation in society" (¶1, retrieved 2011.04.15).
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Learning Expression & Socialization Skills through Art - 0 views

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    "special education, students, SPED, art, socialization, expression, emotional development"
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Mizuko Ito on Why Time Spent Online Is Important for Teen Development - MacArthur Found... - 11 views

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    It might surprise parents to learn that it is not a waste of time for their teens to hang out online," says Mizuko Ito, University of California, Irvine researcher and the lead author of the most extensive U.S. study to date on teens and their use of digital media. The study showed that America's youth are developing important social and technical skills online often in ways adults do not understand or value.
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eLearn: Feature Article - 0 views

  • 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.
  • 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.
  • 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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  • This is a key component of the Semantic Web because IPAs will make the intelligent connections between content, mapping relationships, and alerting users and systems to content that previously would not have been identified, or if recognized, would have been discovered accidentally by searching or user recommendation. The Web will essentially be building correlations between defend types of learning interaction regardless of whether the user is online.
  • The potential of the Semantic Web could actually revolutionize the learning experience. Roger Schank, who helped found the Learning Center at Carnegie Mellon University, designed a new methodology that eliminates classes, tests, lectures, and even programs themselves.
  • Schank argues the most effective way to teach new skills is to put learners in the kinds of situations in which they need to use those skills, and to provide mentors who help learners as and when they need it. Effective learners come to understand when, why, and how they should use skills and knowledge. They receive key just-in-time lessons, in such a way that learners will most likely remember the information later when they need it. In a Semantic Web context, learning would be continuously invigorated with the obvious benefits being an increase in the quality of content and the sophistication of student interactions.
  • The prospect of applying semantic concepts to learning administration as well as direct pedagogy could offer benefits to the institution and the learner.
  • educational organizations should keep data secure while addressing issues around open access, though in principle the way would be clear to integrate systems across intranets and extranets.
  • Government agencies and lawmakers need to engender the broad necessity and the vision as well as provide adequate support and development mechanisms for those institutions and innovators wishing to further semantic applications within e-learning. Finally, and perhaps most importantly, the learners and tutors must embrace the new opportunities and pedagogical frontiers that a web of meaning could ultimately deliver.
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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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Educational Leadership:Technology-Rich Learning:Students First, Not Stuff - 1 views

  • What Do We Mean by Learning?
  • allowing students to pursue their interests in the context of the curriculum
  • Teachers must be colearners with kids, expert at asking great, open-ended questions and modeling the learning process required to answer those questions. Teachers should be master learners in the classroom
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  • What Does It Mean to Be Literate?
  • What Does It Mean to Be Educated?
  • What Do Students Need to Know?
  • developing the skills and dispositions necessary for them to learn whatever they need to learn whenever they need to learn it? That means rethinking classrooms to focus on individual passions, inquiry, creation, sharing, patient problem solving, and innovation
  • start with the questions that focus on our students
  • Instead of helping our students become "college ready," we might be better off making them "learning ready," prepared for any opportunity that might present itself down the road
  • With access, and with a full set of skills and literacies to use this access well, we now have the power to create our own education in any number of ways
  • manage, analyze, and synthesize multiple streams of simultaneous information
  • Some, like Stanford professor Howard Rheingold, believe that technology now requires an attention literacy—the ability to exert some degree of mental control over our use of technology rather than simply being distracted by it—for users to be productive. Professor Henry Jenkins at the Massachusetts Institute of Technology (MIT) advocates for transmedia literacy, which includes networking and performance skills that take advantage of this connected, audience-rich moment.
  • it's about addressing the new needs of modern learners in entirely new ways. And once we understand that it's about learning, our questions reframe themselves in terms of the ecological shifts we need to make: What do we mean by learning? What does it mean to be literate in a networked, connected world? What does it mean to be educated? What do students need to know and be able to do to be successful in their futures? Educators must lead inclusive conversations in their communities around such questions to better inform decisions about technology and change
  • Right now, we should be asking ourselves not just how to do school better, but how to do it decidedly differently
  • Learning is now truly participatory in real-world contexts. The transformation occurs in that participation, that connection with other learners outside school walls with whom we can converse, create, and publish authentic, meaningful, beautiful work
  • what do we do as schools become just one of many places in both the real and virtual world where our students can get an education? Welcome to what portends to be the messiest, most upheaval-filled 10 years in education that any of us has ever seen. Resistance, as they say, is futile
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    "Putting technology first-simply adding a layer of expensive tools on top of the traditional curriculum-does nothing to address the new needs of modern learners."
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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
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Job For Fresher- Web Application Developer - 0 views

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    Company- Salary Preferred- 60,000 $ To 90,000.​00 $ Yearly Job Location- New York City NJ 07306 Job Type- Full Time Experience Required- 0 To 2 Years Eligibility- Bachelor's degree Career Level- Entry Level Skill Required- Verbal Communication, web user interface design, software requirement, web programing, software development fundamentals, multimedia content development, software debugging, technical leadership, written communication.
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Visit Our Php Training Classes Ahmedabad For Best Job Opportunity And Your Progressive ... - 0 views

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    DS Training Academy offer job-oriented PHP Training which is well-planned, keeping in view, the industry requirements and future prospects. DS Training Academy PHP Training Institute intensive course develops the skills of programmers by introducing them to advanced techniques, tools, and methodologies that can be used to build complex, scalable, and rich UI PHP.
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Learn Advanced Web Design Training Program in Ahmedabad - 0 views

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    Web Designing Courses focus on developing job skills & prepare students to become job-ready in a short span of time. These courses involve in-depth study & application of concepts using the latest technology.
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Curriculum Update:Problem-Based Learning:Using Real-Life Problems to Make Real-World Co... - 0 views

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    This article discusses three examples of problem/project based learning and its effectiveness for students learning. It involves independent learning, collaboration, use of technology, and skill development for life long learners.
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Teaching Channel - 0 views

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    A site from the US with a superb collect of professional development videos for teachers to improve their skills and knowledge of teaching and learning in a range of areas and subjects. http://ictmagic.wikispaces.com/Video%2C+animation%2C+film+%26+Webcams
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Vocabulary Pinball - 0 views

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    A great pinball English word game. Collect the letters using your pinball skills developed from your misspent youth and guess the meaning of the word. http://ictmagic.wikispaces.com/English
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Curriculum21 - Clearinghouse - 31 views

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    Resources in dozens of categories: "21st Century Skills, Android Apps, Art, Arts, ASCD 2012, Assessment, Audio, Blogs, C21 Webinars, Career/Tech Ed, Chemistry, Chess, Common Core State Standards, Curriculum Mapping, Dictionary, Digital Literacies, Digital Storytelling, Digital Tools, Early Childhood, eCoaching, English/Language Arts, ePortfolios, Film, Games, Global, Global Education, Global Partnerships, Government, Grades 3-5, Health, Heritage, High, High School, History, Humanities, Images In the Classroom, Infographics, Interdisciplinary, Issues, iPad/iPhone Apps, K-2, Languages, Library-Media Literacy, LiveBook, Math, Media Arts, Middle School, Mobile Learning, Music, New Forms, News, Open Learning, Physical Education, Podcast, Professional Development, Provocations for Professionals, Reading, Repositories, Science, Social Networking, Social Studies, Sustainability, Technology, The Arts, Theatre, Uncategorized, Videos, Webinars, World Languages, [and] Writing" (2012.08.29).
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Talking Tom Cat 2 - 0 views

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    Help develop language skills for students who are having difficulty with this Android and Apple Device App with a cartoon cat that copies every sound you make and interacts in other ways. The basic free version has lots of functionality, but comes with banner ads. http://ictmagic.wikispaces.com/Special+Educational+Needs
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Kerala News Today: Yugoslavia Online Jobs - 0 views

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    A key component of the Plan is to create more and better opportunities for workers through skills development.
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Ten Takeaway Tips for Teaching Critical Thinking | Edutopia - 55 views

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    "Suggestions from educators at KIPP King Collegiate High School on how to help develop and assess critical-thinking skills in your students."
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