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Bradford Saron

Interactive Map: Return on Educational Investment - 0 views

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    Interesting interactive map. 
Bradford Saron

The State of the World: 10 Belated Reflections on 2011 Davos Don Tapscott : : Don Tapscott - 0 views

  • The new “wiki revolutions” are so explosive and happen so fast, that there is no clear vanguard to take power, leaving a vacuum. The vacuums that result pose significant challenges for everyone who cares about moving from oppression, dictatorship and fundamentalism to openness, democracy and 21st century governments.
  • he world is increasingly complex and interconnected, and, at the same time, experiencing an erosion of common values and principles. This undermines the public’s trust in leadership, which in turn threatens economic growth and political stability.  In the words of the WEF’s founder Klaus Schwab, we need to “concentrate on defining the new reality and discuss which shared norms are required for making global cooperation possible in this new age.”
  • There are traditional risks like nuclear war, terrorism, climate change, infectious diseases, economic crisis and failed states.  But new risks are emerging everywhere. Consider something as seemingly mundane as the global supply chain. The vast networks that provide the world with food, clothing, fuel and other necessities could handle an Iceland volcano and one other catastrophe like the failure of the Panama Canal. But according to experts, a third simultaneous disaster would collapse the system. People around the world would stop getting food and water, leading to unthinkable social unrest and even a disintegration of civilized society.
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  • we will only make growth sustainable “if we make our growth inclusive.”
  • They have been bathed in bits; computers, the internet, and interactive technologies are a fundamental part of the experience of youth. To them, technology is like the air. When young people today use digital devices, they are interacting, searching, authenticating, remembering, collaborating, composing their thoughts, and organizing information. They interact with the media and know how to inform themselves and use technology to get things done.
  • China’s disciplined command-and-control style work force could ultimately be trumped by a massive force of Indian professionals who are creative, collaborative, entrepreneurial and life- long learners.
  • The irresistible force to cut government spending is confronted with the immoveable object of essential services, entitlements, military spending and extraordinary expenditures stemming from corporate bailouts and fiscal stimulation. 
  • What’s needed is a Wikinomics approach — embracing more agile, networked structures enabled by global networks for new kinds of collaboration. Nation states would continue to play a central role but can overcome their silo thinking and behavior by sharing information more effectively, cooperating on real-time networks, and basing their decisions more deeply in the processes of multi-stakeholder networks.
  • Understandably social media, mobility and the relentless digital revolution continues to drive change and cause concern in everything from intellectual property to youth revolutions.
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    Tapscott on his continued (and insightful) reflections. 
Bradford Saron

The Hard Science of Teamwork - Alex "Sandy" Pentland - Harvard Business Review - 1 views

  • Our data show that great teams: Communicate frequently. In a typical project team a dozen or so communication exchanges per working hour may turn out to be optimum; but more or less than that and team performance can decline.Talk and listen in equal measure, equally among members. Lower performing teams have dominant members, teams within teams, and members who talk or listen but don't do both. Engage in frequent informal communication. The best teams spend about half their time communicating outside of formal meetings or as "asides" during team meetings, and increasing opportunities for informal communication tends to increase team performance.Explore for ideas and information outside the group. The best teams periodically connect with many different outside sources and bring what they learn back to the team.
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    Great article on Teamwork, and the internal dynamics of human interaction (or lack there of). 
Bradford Saron

This Week's Live, Interactive, And Free Webinars In Elluminate « Virtual Scho... - 0 views

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    From Scott McLeod and his program CASTLE.
Bradford Saron

Educators need learning advocacy, not technology advocacy | Dangerously Irrelevant - 0 views

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    I love the interactive dialogue between the learning advocate and tech advocate. Happy Monday. 
Bradford Saron

8 Ways Technology Is Improving Education - 1 views

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    A tale of interactiveness and engagement. 
Bradford Saron

Facebook, Friends, and Online Schooling | Larry Cuban on School Reform and Classroom Pr... - 0 views

  • Facebook promises something it cannot deliver just as many promoters promise that online instruction will transform schooling as we know it. Both are over-hyped social media.
  • time invested in a relationship determines its quality, having more than five best friends is impossible when we interact face to face, one person at a time. Put simply …. The emotional and psychological investments that a close relationship requires are considerable, and the emotional capital we have is limited.
  • personal contact sustained over ten months of a K-12 school year in the hands of skilled, knowledgable, and caring teachers, researchers have shown again and again (PDF: Rockoff on Teachers), makes a difference in students’ lives. Even the best online instructional software that create “virtual learning environments” fail to come close to what students do daily as they interact with each other and their teachers.
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    The devil's advocate. 
Bradford Saron

Dr. Jim Taylor: Generation Tech: Where are the Parents? - 2 views

  • First, there are the parents both of whom work full-time and simply aren't around to monitor and limit their children's use of technology.
  • Other parents just seem to be in denial.
  • Still others are veritable Luddites who seem incapable of or unwilling to understand, much less control, the cyberworld that their children inhabit.
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  • And the final category is what I call capitulating parents, who actually enable their children's unhealthy relationship with technology.
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    A great acknowledgement of the shared responsibility of how young adults communicate through and interact with digital age tools. 
Bradford Saron

Alan Gershenfeld: Game-Based Learning: Hype Vs. Reality - 0 views

  • Project-based learning: Games are interactive, "lean-forward," and participatory. They enable players to step into different roles (e.g. scientist, explorer, inventor, political leader), confront a problem, make meaningful choices and explore the consequences of these choices. Games can help make learning more engaging, relevant and give students real agency in ways that static textbooks simply cannot.
  • Personalized learning: Games are designed to enable players to advance at their own pace, fail in a safe and supportive environment, acquire critical knowledge just-in-time (vs. just-in-case), iterate based on feedback and use this knowledge to develop mastery. Games can help teachers manage large classes with widely divergent student capabilities and learning styles through embedded assessment and individualized, adaptive feedback.
  • 24/7 learning: Games offer a delicate mix of challenges, rewards and goals that drive motivation, time-on-task and a level of engagement that can seamlessly cross from formal to informal learning environments. Given that kids spend more time engaged with digital media than any other activity (other than sleep), games can enable an increasing portion of this out-of-school digital media time to effectively reinforce in-school learning (and vice-versa).
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  • Peer-to-peer learning: Games are increasingly social. Whether they involve guilds or teams jointly accomplishing missions, asynchronous collaboration over social networks or sourcing advice from interest-driven communities to help solve tricky challenges, games naturally drive peer-to-peer and peer-to-mentor social interactions.
  • 21st Century skill development: Games are complex. Whether it is a 5-year-old parsing a Pokemon card or a 15-year-old optimizing a city in SimCity, games can foster critical skills such as problem solving, critical thinking, systems thinking, digital media literacy, creativity and collaboration. Given that many of the jobs that will emerge in 21st century have not yet been invented, these 'portable' skills are particularly important.
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    Although some of the stats may be uncharacteristic of most of Wisconsin, this seems well presented-especially the bold points of strength for gaming. 
Bradford Saron

Three Ways of Integrating Technology in Schools | Larry Cuban on School Reform and Clas... - 0 views

  • The first way is in the classroom. Most teachers with abundant access to electronic devices have integrated desktops, laptops, interactive white- boards, and clickers into their lessons.
  • The second way of integrating technology is in the school. Combining online instruction for individual students tailored to their academic needs and interests with regular classroom instruction have emerged in past few years as “blended learning.”
  • The third way are for-profit and non-profit K-12 cyber schools such as Agora (PA) and Florida Virtual School where students receive online instruction at home or elsewhere and get their diplomas without entering school buildings.
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    A thoughtful analysis of #edtech integration (system wide). 
Bradford Saron

Needed: A New Model of Pedagogy : : Don Tapscott - 1 views

  • We need to move to a customized and collaborative model that embraces 21st century learning technology and techniques.  This is not about technology per se – it’s about a change in the relationship between the student and teacher in the learning process.
  • So Portugal launched the biggest program in the world to equip every child in the country with a laptop and access to the web and the world of collaborative learning. To pay for it, Portugal tapped into both government funds and money from mobile operators who were granted 3G licenses. That subsidized the sale of one million ultra-cheap laptops to teachers, school children, and adult learners. Here’s how it works: If you’re a teacher or a student, you can buy a laptop for 150 Euros (U.S. $207). You also get a discounted rate for broadband Internet access, wired or wireless. Low income students get an even bigger discount, and connected laptops are free or virtually free for the poorest kids. For the youngest students in Grades 1 to 4, the laptop/Internet access deal is even cheaper — 50 Euros for those who can pay; free for those who can’t. That’s only the start: Portugal has invested 400 million Euros to makes sure each classroom has access to the Internet. Just about every classroom in the public system now has an interactive smart board, instead of the old fashioned blackboard.
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    Don Tapscott is the author of a number of books on understanding the digital native. 
Bradford Saron

What Does Technoratis State of the Blogosphere Report Mean for Education Bloggers? - Th... - 1 views

  • Almost half of all content consumers surveyed by Technorati trust traditional media sources less than they did five years ago
  • Equally interesting is the fact that almost 50% of content consumers surveyed by Technorati trust the content that they’re finding on blogs—a number that rivals the 60% of content consumers who trust the content they find in print newspapers, television broadcasts and radio programming.
  • 60% of all bloggers surveyed spend between 1 and 3 hours per week working on their blogs—and the average blogger posts new content to their site 2-3 times per week.
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  • mobile blogging is becoming more and more popular. 
  • If those kinds of trends continue—or start to find their way into the edusphere—that can only mean two things: Blog content will continue to play an important role in driving conversations in all fields. My own content could be drowned out, lost in the sea of posts being published by writers who are investing more time than I am in their blogs.
  • The lines are blurring between the blogosphere and social media spaces like Facebook and Twitter:
  • Bloggers spend more time interacting in social media spaces than the average American.
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    Technorati is an Internet search engine for searching blogs. The article blends well with Clay Shirky's analysis of the death of print. This is why. 
Bradford Saron

Using Technology to Support Real Learning - 0 views

  • pedagogical practices and the curriculum may need to change in order to prepare students to participate meaningfully in the knowledge-based and globally interconnected world of the 21st century.
  • focus less on teaching and more on learning
  • transformative strategies include teaching less and encouraging students to learn by undertaking projects, doing away with textbooks, and replacing the entire curriculum (math, science, social studies and language arts) for a particular grade wtih a set of technology-based activities designed to ensure the same learning outcomes.
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  • Knowledge is a process, not a product and it is not produced in the minds of individuals but in the interactions between people
  • We need less emphasis on content and assessment and more on real learning and the creation of genuinely new knowledge
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    Scott McLeod notes that this article is a "must read."
Bradford Saron

The Technium: The Positive Balance of Technology - 1 views

  • More importantly the sum of all these technologies form an interacting whole much like a technological ecosystem. I call this super system of codependent inventions the technium. Like life itself, this whole system exhibits behavior that its parts do not. Just as we cannot detect any “hiveness” in an individual honeybee (only in the total system of the hive), we cannot see the behavior of the technium in a lone iPhone, knife, or refrigerator. The true influence of technology is felt in its whole system.
  • The patterns by which living organisms mutate and diversify in evolution so resembles the way technological varieties transform over time, that we can think of the technium as the “seventh kingdom of life.” Technology is an extension and acceleration of the same forces of evolution that crafted the other six kingdoms of life.
  • I would suggest that most of the problems in the world tomorrow will be caused by technologies that we are still inventing today.
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  • Each new invention also creates more than one new moral choice for us, and this accumulation of free will over time supplies a positive charge to the technium. Over the long term technology gives us greater differences, diversity, options, choices, opportunities, possibilities, freedoms. This is the definition of progress.
  • We are involved in much more than just inventing novelty. When we create and use technology we're actually involved in something that's bigger than ourselves. We are extending the same forces that make life, accelerating evolution into the future, and we're increasing the possibilities, both for us, our children, and for the world at large. That is what technology wants.
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    Great article on the evolution of technology and us. 
Bradford Saron

Development - Augmented Reality and Web 3.0 | Delta Publishing - English Language Teaching - 0 views

  • What about Web 3.0? So, that’s a very brief description of the shift to Web 2.0, but what about Web 3.0? Does there have to be one? Is it already here? I’ve heard quite a few people speculating about Web 3.0. At one point, when virtual worlds such as Second Life were all the rage, it was being described as Web 3.D and many were predicting that the web would become a 3 dimensional space that we would fly around using our virtual avatars. Others have described Web 3.0 as the ‘semantic web’. The development of semantic web standards was designed to help computers ‘understand’ and read web pages and make connections between them. This would dramatically improve the effectiveness of search engines and help people to access web based information more effectively. One of the most recent predictions is that with the drastic growth of internet able hand-held devices such as phones, gaming consoles and tablet devices Web 3.0 will be all about ‘the mobile web’.
  • Augmented reality is a kind of fusion between our existing physical reality and the internet.
  • What it means in reality is that mobile devices, will help us to access information from the internet which is specific to our physical location and proximity to real world objects places and even people. Check out mobile apps from Gowalla and Foursquare for examples of this.
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  • What’s more devices that have some form of optic, such as a camera, will enable us to see and interact with 3D multimedia visualizations of information which can be overlaid on what the camera shows us of the ‘real’ world. here’s an interesting video of an augmented reality web browser being used on a mobile phone; http://www.youtube.com/watch?v=b64_16K2e08
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    A current and insightful article on two trends of growing legitimacy. 
Bradford Saron

Back to School with Google Chromebooks | MindShift - 0 views

  • The focus instead can be on using the computers for teaching and for learning. Indeed, the conversations I had with Chromebooks users today quickly became about Google Apps for Education and for the collaboration that the productivity suite enables for teachers and students.
  • high-end video and photo editing desktop software is still superior to Web-based versions. The Chromebooks don’t work with The Fessenden School’s interactive whiteboards, and the USB interface isn’t adequate for uploading things like photos.
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    Are Chromebooks the future? Here's the first pragmatic article I've seen about the cloud-based device. Anyone have one? 
Bradford Saron

Tech Transformation: Information Literacy, Digital Literacy and Digital Citizenship - 1 views

  • To be information literate, a person must be able to recognize when information is needed and has the ability to locate, evaluate, and use effectively the needed information.
  • igital literacy is the ability to locate, organize, understand, evaluate and analyze information using digital technology.
  • Digital citizenship refers to the use of these skills to interact with society.
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  • Digital Literacy seems to be very similar: In Wikipedia it starts with a definition that is almost word for word identical to ALA definition of information literacy but adds on three new words:
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    Thoughtful article about how 21st Century literacies interface with 21st citizenship.  
Bradford Saron

What Digital Native children can teach the rest of us about tech - 1 views

  • “Children’s starting point is one step ahead of ours,” Sakaria says. “They are beginning their lives in a world where the Internet is integrated into their everyday experiences – not only through mobile technologies – but soon through the mainstreaming of RFID, NFC and other ‘Internet of things‘ based developments. As a result, digital natives allow us to see unrestrained possibilities for Web-based developments.”
  • The more you give, the more you get. The more you share, the more you are shared.” Today’s children understand that intuitively. They’re also comfortable with shifting between multiple virtual identities via online games and virtual worlds. Meanwhile, ‘mixed reality’ environments like those you experience while playing with a Nintendo Wii or Xbox Kinect, are no novelty to today’s children – they’re just an obvious way to interact with technology.
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    What can we learn from digital natives? 
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