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Ben Rimes

AT&T Archives: Microworld - AT&T Tech Channel - 10 views

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    Classic 1976 video in which William Shatner hosts a 15 minute exploration of microprocessor, silicon chips, and the history of their creation. An interesting look back at the history of the microprocessor while it was still in its relative infancy. Might be useful for students looking to piece together a digital history of computing.
felicitygs

https://www.ducksters.com/history/ - 0 views

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    A website for kids to learn about ancient, world, and US history. It has history, geography, and games.
Jennifer Lamkins

Smithsonian's History Explorer - 15 views

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    Great resource! Thanks for sharing Jennifer.
Cara Whitehead

February: Black History Month - 3 views

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    February is Black History Month. Here's a word list to add to your lesson plans! This list can be used to play all of the games and activities on our site. http://www.spellingcity.com/view-spelling-list.html?listId=2851114
drew polly

The 50 most significant moments of Internet history - Crave at CNET UK - 1 views

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    Internet history- 50 moments
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.
Jennifer Lamkins

C-SPAN Classroom | Free Primary Source Materials For Social Studies Teachers - 7 views

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    This site contains lesson plans as well as resource information for various levels of teaching government, civics, and history. The Classroom Web site hosts numerous contests throughout the year, as well as great give-aways for teachers. (For example, during the 2004 campaign, they gave teachers huge Electoral College maps.)
Dean Mantz

History of the Internet - Motiongraphics Documentary - lonja - Melih Bilgil - Motion De... - 0 views

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    History of the Internet documentary video.
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.
Dean Mantz

The Innovative Educator: A (Subjective) History of Tech in Schools - 9 views

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    History of technology as told by a comic strip.
Angela Ann

Installment Payday Loans- Effortless Financial Management To Solve Unseen Crunches - 0 views

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    Installment payday loans offers fast cash deal for needy borrows immediately in the same day without any awful credit history. Apply with us now and handle your sudden small day to day problems without delay.
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    Installment payday loans offers fast cash deal for needy borrows immediately in the same day without any awful credit history. Apply with us now and handle your sudden small day to day problems without delay.
Jennifer Lamkins

Poptropica - 9 views

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    Created by Jeff Kinney of "Wimpy Kid" fame, this virtual world invites young gamers to create a character and to undertake age-appropriate quests on over a dozen "islands" based on themes from history, nature, and human culture.
Jennifer Lamkins

Red Gold | PBS - 4 views

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    Red Gold: The Epic Story of Blood Developed as a companion to the PBS series Red Gold: The Epic Story of Blood, this site is rich in content and interest, providing information about such topics as blood composition, circulation, typing, donations, and more. Visitors can take a multimedia journey that follows a pint of blood through the transfusion process, learn the basics about blood, and trace the history of blood through an interactive timeline. Middle- and high-school teachers also will find lesson plans and a 12-page discussion guide.
Jennifer Lamkins

Infection Detection Protection - 5 views

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    Through the use of colorful text and interactive games, this engaging site from the American Museum of Natural History teaches about the causes of infection, and about how to detect and prevent infection. The site includes facts about infections, interactive games that teach about microbes and bacteria, tips on solving microbe mysteries, and more.
Siri Anderson

Kick It Film Contest on Vimeo - 3 views

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    Opportunity for kids to participate in digital video contest, and information on new media company promoting film history/digital literacy.
Dean Mantz

Web 2.0 for learning & assessment in History | - 10 views

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    A collection of tools and methods to assess student learning Web 2.0 style.
Jenny Darrow

HistoryWorld Timelines - 22 views

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    Time Search is a good general resource for history teachers and students. Simply enter a year, press "go" and you're shown a list of significant events that happened in that year. Scroll up or down the list to see events that happened early or late in the year. Time Search lists events that happened worldwide. You can select historical themes to narrow your list of events. You can also narrow results by selecting a region of the world. Next to each item in your events list you will see icons indicating availability of related images, quick text references, and map references. Not all icons appear for all events
Clif Mims

iCue - 0 views

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    A fun, innovative learning environment built around videos from the NBC News Archives. Connections to classes in history, politics, government, writing, literacty, media, and more.
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