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Buy Wechat Account - 100% Real, Permanent, Verified Wechat 2023 - 0 views

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Buy Skype Account - 100% Real & low price - 0 views

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    Buy Skype Account Introduction Skype Account Purchase VoIP service Skype users can make voice and video calls over the internet. It also provides instant messaging tools. Microsoft-owned Skype is one of the most popular VoIP services available. There are two ways to buy Skype accounts. The first choice is to purchase Skype credit, which works for both landlines and mobile phones. The second choice is to subscribe to Skype for Business, a monthly service that allows users to make an unlimited number of calls to both landlines and mobile devices. What exactly is Skype? A piece of software called Skype enables users to conduct voice and video calls over the internet. On a computer, smartphone, or tablet, Skype can be utilized. Free to download and simple to use, Skype. On a computer, smartphone, or tablet, Skype can be utilized. Free to download and simple to use, Skype. Buy Skype Account You can contact landlines and mobile phones using Skype, as well as call other Skype users. Calls made using Skype include high-quality audio and cost less than traditional phone calls. Skype can be used to share data and images, as well as to speak with loved ones. You need a Skype account in order to use Skype. A free Skype account can be made. Visit skype.com and select "Create an account" to register for a Skype account. Your name, email address, and a Skype login and password must be provided. Skype is a fantastic tool for keeping in touch with friends and family all across the world. You may phone, chat, and share files and pictures with Skype. Create a Skype account right now because it is free and simple to use! What are Skype's advantages? You need a reliable technique to communicate with your far-flung friends and family when you want to keep in touch with them. One of the better possibilities is Skype, which offers a variety of advantages. Buy Skype Account First of all, using Skype is pretty simple. You can start using the program right away if you have a stron
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Introduction to Inquiry-Based Learning - 55 views

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    "It is crucial to recognize that inquiry-based teaching should not be viewed as a technique or instructional practice or method used to teach a subject. Rather, inquiry starts with teachers as engaged learners and researchers with the foundational belief that the topics they teach are rich, living and generous places for wonder and exploration." (para. 4, retrieved 2012.11.23)
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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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Educational Podcasting in Woodland Park Colorado - 0 views

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    A clip from Channel 11 in Colorado Springs regarding the use of video podcasting (vodcasting) at Woodland Park High School. This is the brainchild of Jonathan Bergmann and Aaron Sams who teach at WPHS and also run a educational consulting busniess. You can find out more at: http://educationalvodcasting.com« A clip from Channel 11 in Colorado Springs regarding the use of video podcasting (vodcasting) at Woodland Park High School. This is the brainchild of Jonathan Bergmann and Aaron Sams who teach at WPHS and also run a educational consulting busniess. You can find out more at: http://educationalvodcasting.com«
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VideoDuke: Advanced Video Downloader for Mac - 0 views

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    "There is a wealth of video content available online that can help the teaching and learning process, but some of the main issues of using online content within the classroom include inappropriate advertising, inappropriate recommendations, and the dreaded school firewall or slow internet connection. Yet, gaining access to such video content can really help to explain certain concepts, with opportunities to include footage, clips or teaching points in the lesson."
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Free Homework Help Videos from Brightstorm - Math, Science, Test Prep - Brightstorm - 30 views

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    Our mission at Brightstorm is to be the best place to learn in the world. We believe that great learning starts with great teaching. So, we find the best teachers, film them teaching, and build learning solutions around those great teacher videos.
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Meetings.io - 0 views

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    This is a wonderful Video conferencing site which works across many types of devices. There is no sign up or login required. Just start a room and share the link to invite afters. You can have five video participates at once. You can watch videos together from YouTube and other sites. There is a collaborative notepad, text chat, file sharing and you can even share your screen with other 'room mates.' You can sign in for free to customise rooms and schedule sessions. A great resource for staff meetings, training and distance teaching. http://ictmagic.wikispaces.com/ICT+%26+Web+Tools
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How to use video to introduce the topic of the week by @mysimpleshow - UKEdChat.com - 0 views

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    "Educators normally plan their lessons out in advance, and teach subjects and related topics on a weekly or bi-weekly basis. Is it almost time for your topic for the week? If you have a normal approach that you're growing tired of, need more engagement from students, or want to improve your teaching style for the new year, using video is an exciting way to get information across."
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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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Some Folks Flip for the "Flipped" Classroom | CITES Academic Technology Services - 21 views

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    "The flipped classroom model inverts, or "flips" teaching methods by switching activities traditionally done at home with those done in class. Lectures, in the form of several short videos, happen at home where students watch prerecorded lessons online. Homework is done in class where teachers and students engage in a variety of active, and collaborative learning activities. Increased student access to technology, cheaper recording methods, and an increasing demand for open content have paved the way for Khan Academy and other online instructional repositories to move teaching out of the classroom and into the home."
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Videos - TeacherCast | TeacherCast - 0 views

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    Great videos for teaching
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MathTV - 0 views

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    A huge collection of maths videos on a wide range of topics. A super resource for older students, but even better to use to brush up on your own maths and teach the lesson yourself. http://ictmagic.wikispaces.com/Maths
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Teach Parents Tech - 15 views

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    Google launched TeachParentsTech.org, a little spin-off web site that features 50 how-to videos, all designed to answer your parents' basic tech questions. Your father wants to know how to share a big file? Your mother is trying to figure out how to bookmark a web page? Simply head to TeachParentsTech.org, find the appropriate how-to video, send it via email, then free up time to teach yourself more heavy-duty tech.
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Simply Speaking - Teaching and Learning with Technology - 78 views

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    "Simply Speaking is a series of brief videos created by Teaching and Learning with Technology that explain technology topics in everyday language and with a little humor. They are modeled after the "... in plain english" videos that explain more general technologies"
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    It really makes life a lot easier !!
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Have Fun Teaching - 0 views

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    A superb cross-curricular site brimming over with downloadable resources. Find reading comprehensions, flashcards, videos, educational songs, colouring pages, teaching tools and much more. http://ictmagic.wikispaces.com/Cross+Curricular
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21st Century Skills are so last century! - 64 views

  • Young people communicate and collaborate every few minutes – it’s an obsession. They text, MSN, BBM, Myspace, Facebook, Facebook message, Facebook chat and Skype. Note the absence of email and Twitter. Then there’s Spotify, Soundcloud, Flickr, YouTube and Bitorrent to share, tag, upload and download experiences, comments, photographs, video and media. They also collaborate closely in parties when playing games. Never have the young shared so much, so often in so many different ways. Then along comes someone who wants to teach them this so called 21st C skill, usually in a classroom, where all of this is banned.
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    "I'm always amused at this conceit, that we adults, especially in education, think we even have the skills we claim we want to teach. There is no area of human endeavour that is less collaborative than education."
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Critical Issue: Using Technology to Improve Student Achievement - 0 views

shared by anonymous on 23 Feb 10 - Cached
  • 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).
  • 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."
  • 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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  • Boster, Meyer, Roberto, & Inge (2002) examined the integration of standards-based video clips into lessons developed by classroom teachers and found increases student achievement. The study of more than 1,400 elementary and middle school students in three Virginia school districts showed an average increase in learning for students exposed to the video clip application compared to students who received traditional instruction alone.
  • Wenglinsky (1998) noted that for fourth- and eighth-graders technology has "positive benefits" on achievement as measured in NAEP's mathematics test. Interestingly, Wenglinsky found that using computers to teach low order thinking skills, such as drill and practice, had a negative impact on academic achievement, while using computers to solve simulations saw their students' math scores increase significantly. Hiebert (1999) raised a similar point. When students over-practice procedures before they understand them, they have more difficulty making sense of them later; however, they can learn new concepts and skills while they are solving problems. In a study that examined relationship between computer use and students' science achievement based on data from a standardized assessment, Papanastasiou, Zemblyas, & Vrasidas (2003) found it is not the computer use itself that has a positive or negative effect on achievement of students, but the way in which computers are used.
  • Another factor influencing the impact of technology on student achievement is that changes in classroom technologies correlate to changes in other educational factors as well. Originally the determination of student achievement was based on traditional methods of social scientific investigation: it asked whether there was a specific, causal relationship between one thing—technology—and another—student achievement. Because schools are complex social environments, however, it is impossible to change just one thing at a time (Glennan & Melmed, 1996; Hawkins, Panush, & Spielvogel, 1996; Newman, 1990). If a new technology is introduced into a classroom, other things also change. For example, teachers' perceptions of their students' capabilities can shift dramatically when technology is integrated into the classroom (Honey, Chang, Light, Moeller, in press). Also, teachers frequently find themselves acting more as coaches and less as lecturers (Henriquez & Riconscente, 1998). Another example is that use of technology tends to foster collaboration among students, which in turn may have a positive effect on student achievement (Tinzmann, 1998). Because the technology becomes part of a complex network of changes, its impact cannot be reduced to a simple cause-and-effect model that would provide a definitive answer to how it has improved student achievement.
  • When new technologies are adopted, learning how to use the technology may take precedence over learning through the technology. "The technology learning curve tends to eclipse content learning temporarily; both kids and teachers seem to orient to technology until they become comfortable," note Goldman, Cole, and Syer (1999). Effective content integration takes time, and new technologies may have glitches. As a result, "teachers' first technology projects generate excitement but often little content learning. Often it takes a few years until teachers can use technology effectively in core subject areas" (Goldman, Cole, & Syer, 1999). Educators may find impediments to evaluating the impact of technology. Such impediments include lack of measures to assess higher-order thinking skills, difficulty in separating technology from the entire instructional process, and the outdating of technologies used by the school. To address these impediments, educators may need to develop new strategies for student assessment, ensure that all aspects of the instructional process—including technology, instructional design, content, teaching strategies, and classroom environment—are conducive to student learning, and conduct ongoing evaluation studies to determine the effectiveness of learning with technology (Kosakowski, 1998).
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About Educreations - 0 views

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    Educreations is a global community where anyone can teach what they know and learn what they don't. We're on a mission to democratize learning by extending the reach of great teaching.  Educreations is a recordable interactive whiteboard that captures your voice and handwriting to produce amazing video lessons that you can share online. Students and colleagues can replay your lessons in any web browser, or from within our app on their iPads. Check out the "Showcase" on our homepage or the "Featured" tab in our iPad app to view some great lessons that other teachers have created with Educreations. You can also create lessons using our online whiteboard, which works in any browser that supports flash. Just log in to your account on our website and click on the "Create a New Lesson" link to launch our online whiteboard.
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