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Peter Kimmich

21 (Million) Educational Apps for iPhone Learners - 0 views

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    Along with the new G3 has come a typhoon of new apps for iPhoneheads, serving a myriad of zany purposes. Us being education-centric, we're doing a quick roundup of all the most education-relevant ones...
Matt Clausen

Warlick's Open Letter to the Next President - 0 views

  • The greatest gain will come from the collective knowledge and experience of the education community. Infrastructure must be invented and implemented that cultivates an ongoing professional conversation across the entire education landscape.
    • Matt Clausen
       
      I like this quote; how do we do this well within even just within a building or district?
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    David Warlick has four things the POTUS ought to know about making U.S. schools better. Last month I posted a manifesto of sorts to my Web site. I was following a meme started by a group of other edubloggers called "Five things policymakers ought to know!" T&L editors asked me to tweak it a bit to give our next President some big-picture twenty-first-century education advice. Here's my take.
Clif Mims

Less Friends - 0 views

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    Do the people you follow on Twitter, follow you? Find out.
Clif Mims

Real Life Stories of Cyberbulling - 0 views

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    Cyberbullying is the use of the Internet to harass or bully others. Watch our new series and discuss with teens what they can do to avoid becoming a victim or victimizing someone else.
Clif Mims

Do Not Take My Playdough - 0 views

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    www.killdo.de.gg Most quality online stores. Know whether you are a trusted online retailer in the world. Whatever we can buy very good quality. and do not hesitate. Everything is very high quality. Including clothes, accessories, bags, cups. Highly recommended. This is one of the trusted online store in the world. View now www.retrostyler.com
Clif Mims

SnapCasa - 0 views

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    SnapCasa is a free website screenshot generator. Free thumbnails are available in four sizes, do not include any watermarks or ads, and there are no limits on usage.
J Black

The Three-E Strategy for Overcoming Resistance to Technological Change (EDUCAUSE Quarte... - 0 views

  • According to a 2007 Pew/Internet study,1 49 percent of Americans only occasionally use information and communication technology. Of the remaining 51 percent, only 8 percent are what Pew calls omnivores, “deep users of the participatory Web and mobile applications.”
  • Shaping user behavior is a “soft” problem that has more to do with psychological and social barriers to technology adoption. Academia has its own cultural mores, which often conflict with experimenting with new ways of doing things. Gardner Campbell put it nicely last year when he wrote, “For an academic to risk ‘failure’ is often synonymous with ‘looking stupid in front of someone’.”2 The safe option for most users is to avoid trying something as risky as new technology.
  • The first instinct is thus to graft technology onto preexisting modes of behavior.
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  • First, a technology must be evident to the user as potentially useful in making his or her life easier (or more enjoyable). Second, a technology must be easy to use to avoid rousing feelings of inadequacy. Third, the technology must become essential to the user in going about his or her business. This “Three-E Strategy,” if applied properly, has been at the core of every successful technology adoption throughout history.
  • Technology must be easy and intuitive to use for the majority of the user audience—or they won’t use it.
  • Complexity, however, remains a potent obstacle to realizing the goal of making technology easy. Omnivores (the top 8 percent of users) revel in complexity. Consider for a moment how much time some people spend creating clothes for their avatars in Second Life or the intricacies of gameplay in World of Warcraft. This complexity gives the expert users a type of power, but is also a turnoff for the majority of potential users.
  • Web 2.0 and open source present another interesting solution to this problem. The user community quickly abandons those applications they consider too complicated.
  • any new technology must become essential to users
  • Finally, we have to show them how the enhanced communication made possible through technologies such as Web 2.0 will enhance their efficiency, productivity, and ability to teach and learn.
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    First, a technology must be evident to the user as potentially useful in making his or her life easier (or more enjoyable). Second, a technology must be easy to use to avoid rousing feelings of inadequacy. Third, the technology must become essential to the user in going about his or her business. This "Three-E Strategy," if applied properly, has been at the core of every successful technology adoption throughout history.
Barbara Lindsey

From Knowledgable to Knowledge-able: Learning in New Media Environments | Academic Commons - 0 views

  • The message of Wikipedia is not “trust authority” but “explore authority.” Authorized information is not beyond discussion on Wikipedia, information is authorized through discussion, and this discussion is available for the world to see and even participate in. This culture of discussion and participation is now available on any website with the emerging “second layer” of the web through applications like Diigo which allow you to add notes and tags to any website anywhere.
  • Many faculty may hope to subvert the system, but a variety of social structures work against them.
  • Our physical structures were built prior to an age of infinite information, our social structures formed to serve different purposes than those needed now, and the cognitive structures we have developed along the way now struggle to grapple with the emerging possibilities.
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  • The physical structures are easiest to see, and are on prominent display in any large “state of the art” classroom. Rows of fixed chairs often face a stage or podium housing a computer from which the professor controls at least 786,432 points of light on a massive screen. Stadium seating, sound-absorbing panels and other acoustic technologies are designed to draw maximum attention to the professor at the front of the room. The “message” of this environment is that to learn is to acquire information, that information is scarce and hard to find (that's why you have to come to this room to get it), that you should trust authority for good information, and that good information is beyond discussion (that's why the chairs don't move or turn toward one another). In short, it tells students to trust authority and follow along.
  • at the base of this “information revolution” are new ways of relating to one another, new forms of discourse, new ways of interacting, new kinds of groups, and new ways of sharing, trading, and collaborating. Wikis, blogs, tagging, social networking and other developments that fall under the “Web 2.0” buzz are especially promising in this regard because they are inspired by a spirit of interactivity, participation, and collaboration. It is this “spirit” of Web 2.0 which is important to education. The technology is secondary. This is a social revolution, not a technological one, and its most revolutionary aspect may be the ways in which it empowers us to rethink education and the teacher-student relationship in an almost limitless variety of ways.
  • Even in situations in which a spirit of exploration and freedom exist, where faculty are free to experiment to work beyond physical and social constraints, our cognitive habits often get in the way
  • Most of our assumptions about information are based on characteristics of information on paper.
  • Even something as simple as the hyperlink taught us that information can be in more than one place at one time
  • Blogging came along and taught us that anybody can be a creator of information.
  • Our old assumption that information is hard to find, is trumped by the realization that if we set up our hyper-personalized digital network effectively, information can find us.
  • Taken together, this new media environment demonstrates to us that the idea of learning as acquiring information is no longer a message we can afford to send to our students, and that we need to start redesigning our learning environments to address, leverage, and harness the new media environment now permeating our classrooms.
  • Nothing good will come of these technologies if we do not first confront the crisis of significance and bring relevance back into education. In some ways these technologies act as magnifiers.
  • Usually our courses are arranged around “subjects.” Postman and Weingartner note that the notion of “subjects” has the unwelcome effect of teaching our students that “English is not History and History is not Science and Science is not Art . . . and a subject is something you 'take' and, when you have taken it, you have 'had' it.” Always aware of the hidden metaphors underlying our most basic assumptions, they suggest calling this “the Vaccination Theory of Education” as students are led to believe that once they have “had” a subject they are immune to it and need not take it again.5
  • As an alternative, I like to think that we are not teaching subjects but subjectivities: ways of approaching, understanding, and interacting with the world. Subjectivities cannot be taught. They involve an introspective intellectual throw-down in the minds of students. Learning a new subjectivity is often painful because it almost always involves what psychologist Thomas Szasz referred to as “an injury to one's self-esteem.”6 You have to unlearn perspectives that may have become central to your sense of self.
  • We can only create environments in which the practices and perspectives are nourished, encouraged, or inspired (and therefore continually practiced).
  • So while the course is set up much like a typical cultural anthropology course, moving through the same readings and topics, all of these learnings are ultimately focused around one big question, “How does the world work?”
  • Students are co-creators of every aspect of the simulation, and are asked to harness and leverage the new media environment to find information, theories, and tools we can use to answer our big question. Each student has a specific role and expertise to develop. A world map is superimposed on the class and each student is asked to become an expert on a specific aspect of the region in which they find themselves. Using this knowledge, they work in 15-20 small groups to create realistic cultures, step-by-step, as we go through each aspect of culture in class. This allows them to apply the knowledge they learn in the course and to recognize the ways different aspects of culture--economic, social, political, and religious practices and institutions--are integrated in a cultural system.
  • The World Simulation itself only takes 75-100 minutes and moves through 650 metaphorical years, 1450-2100. It is recorded by students on twenty digital video cameras and edited into one final "world history" video using clips from real world history to illustrate the correspondences. We watch the video together in the final weeks of the class, using it as a discussion starter for contemplating our world and our role in its future. By then it seems as if we have the whole world right before our eyes in one single classroom - profound cultural differences, profound economic differences, profound challenges for the future, and one humanity. We find ourselves not just as co-creators of a simulation, but as co-creators of the world itself, and the future is up to us.
  • I have often found myself writing content-based multiple-choice questions in a way that I hope will indicate that the student has mastered a new subjectivity or perspective. Of course, the results are not satisfactory. More importantly, these questions ask students to waste great amounts of mental energy memorizing content instead of exercising a new perspective in the pursuit of real and relevant questions.
  • When you watch somebody who is truly “in it,” somebody who has totally given themselves over to the learning process, or if you simply imagine those moments in which you were “in it” yourself, you immediately recognize that learning expands far beyond the mere cognitive dimension. Many of these dimensions were mentioned in the issue precis, “such as emotional and affective dimensions, capacities for risk-taking and uncertainty, creativity and invention,” and the list goes on. How will we assess these? I do not have the answers, but a renewed and spirited dedication to the creation of authentic learning environments that leverage the new media environment demands that we address it.
  • The new media environment provides new opportunities for us to create a community of learners with our students seeking important and meaningful questions.
  • This is what I have called elsewhere, “anti-teaching,” in which the focus is not on providing answers to be memorized, but on creating a learning environment more conducive to producing the types of questions that ask students to challenge their taken-for-granted assumptions and see their own underlying biases.
Clif Mims

Top 50 iPhone Apps for Educators - 0 views

  • Although you're not likely to see schools issuing an iPhone to every faculty and staff member, the fact is that the iPhone is a great tool for education. Whether you're a teacher, librarian, or other educator, there are a number of apps that can help you do your job better. Here, we'll take a look at 50 of these apps and what they can do for you.
drew polly

Langwitches » Digital Storytelling Part IV- Windows Movie Maker - 0 views

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    Windows Movie Maker tips on doing Digital Storytelling
Ben Rimes

The Future of Less: How Web-Savvy Edupunks Are Transforming American Higher Education - 0 views

  • Today, we've gone from scarcity of knowledge to unimaginable abundance. It's only natural that these new, rapidly evolving information technologies would convene new communities of scholars, both inside and outside existing institutions
  • "We said, 'Let's create a university that actually measures learning,' " Mendenhall says. "We do not have credit hours, we do not have grades. We simply have a series of assessments that measure competencies, and on that basis, award the degree."
  • Hulu.com, launched just 18 months ago, is widely considered to be the first Web site to prove that mass broadcast-television viewing as we know it can and will shift online. Hulu did that by being attractive, well-designed, and easy to use, and by having a viable business model with actual paying advertisers -- and soon, subscribers.
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  • He has also offered five of his courses to anyone on the Web for free; he donates his own time to review nonenrolled students' work, awarding a signed certificate in lieu of course credit. Wiley's most recent open course was formatted as an online role-playing game, with students divided into "guilds" completing "quests" -- a learning community inspired by the world of online gamers. "If you didn't need human interaction and someone to answer your questions, then the library would never have evolved into the university," Wiley says. "We all realize that content is just the first step."
  • If you want to perform a proper string quartet, they noted, you can't cut out the cellist nor can you squeeze in more performances by playing the music faster. But that was then -- before MP3s and iPods proved just how freely music could flow. Before Google scanned and digitized 7 million books and Wikipedia users created the world's largest encyclopedia. Before YouTube Edu and iTunes U made video and audio lectures by the best professors in the country available for free, and before college students built Facebook into the world's largest social network, changing the way we all share information. Suddenly, it is possible to imagine a new model of education using online resources to serve more students, more cheaply than ever before.
Clif Mims

VUVOX - slideshows, photo, video and music sharing - 0 views

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    VUVOX gives you the power to create one of a kind stories in an instant. All you need to do is provide whatever cool content that you have. Take pictures, video, audio and text. Mix it up. Choose backgrounds, colors, textures that create your vibe and then you are ready to share your piece with the world.
Michael Johnson

SimpleK12 » Blog Archive » How to use Jing in your classroom - 7 views

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    Some ideas on using Jing in the classroom. Jing is a way to do screen captures (stills and animated), and otherwise add media to what is usually text based chats, etc.
Clif Mims

Whyville! - 6 views

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    "Whyville is a virtual world geared for teen and pre-teen girls and boys. Whyville's millions of registered "citizens" come from all over to learn, create, and have fun together. Whyville is their world. Whyville has places to go, things to do, and of course, people to see. Whyville has its own newspaper, its own Senators, its own beach, museum, City Hall and town square, its own suburbia, and even its own economy - citizens earn "clams" by playing educational games. And much, much, much more!"
April H.

WebTools4u2use - Finding the Right Tool - 10 views

  • how do you choose the right one?
  • how do you keep up with all the new and often better tools?
  • Here are some ideas...
Roland O'Daniel

2¢ Worth » Technology-Transformed Learning Environments - 21 views

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    I like the focus on instructional routines that promote problem solving/creative thinking as the focus not the technology. It's a belief that I continue to espouse, but as usual David says it more eloquently (and succinctly) than I do.
Dean Mantz

Wolfram|Alpha for Educators - 9 views

  • free online computational knowledge engine that generates answers to questions in real time by doing computations on its own vast internal knowledge base
  • free online computational knowledge engine that generates answers to questions in real time by doing computations on its own vast internal knowledge base
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    WolframAlpha's new Educators site.
Clif Mims

UpToTen - For Early Learners - 6 views

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    "UpToTen has been building prize-winning early-learning games and activities since 1999. Your child will love the reassuring, friendly world that our unique games inhabit. S/he will have enormous fun whilst building independence on the computer." "UpToTen.com is completely independent and is still owned and run by the company's founders. We do all the illustrations, animations, design, music and dialogues ourselves, and lovingly bring them together to make positively reinforcing games in a warm and welcoming play-area. "
Neil O'Sullivan

TODD'S TECH TUESDAY: Do you Prezi? « Differentiation Daily - 0 views

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    Differentiation Day. excellent site with lots of teaching resources. 
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