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Home/ Cognitive Interfund Transfer/ Contents contributed and discussions participated by Bradford Saron

Contents contributed and discussions participated by Bradford Saron

Bradford Saron

Learning In The Future - Exploring Five Themes | Upside Learning Blog - 0 views

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    Great article, although a bit different than the Horizon report. Why do you think the predictions are different? Which are most legitimate? 
Bradford Saron

Bring Your Own Device - Addressing the Concerns - Google Docs - 1 views

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    Great stream of consciousness dialogue about the bring-your-own-device movement-mobile, netbook, or otherwise. 
Bradford Saron

How to Cite A Blog in MLA and APA Formats | StudentHacks.org - 0 views

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    Has anyone else bee  looking for this information? Ok, just me. 
Bradford Saron

Locating the Coordinates of School Reform in 2011 | Larry Cuban on School Reform and Cl... - 0 views

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    Where are we now?
Bradford Saron

Main Page - The Foundations of Instructional Technology - 0 views

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    Half website, half hybrid textbook, this "book" has a lot of resoruces you would normally have immediate access to. My favorite part is the presetnation section. 
Bradford Saron

K12 Guide to going Google - 2 views

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    Neat resource. 
Bradford Saron

Preventing the "Summer Slide" in Math Skills | MindShift - 1 views

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    Got summer school? 
Bradford Saron

Education Week: Leading Through a Fiscal Nightmare - 0 views

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    Apparently, we are not alone and we are not the only ones feeling this way. 
Bradford Saron

The future of Ed Tech is "Bring Your Own Device" … BYOD | EdReach - 2 views

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    Those of you that know me have heard this before. This is another must read!
Bradford Saron

Cognitive Interfund Transfer: The Deliberate Practice of Edtech Leadership - 0 views

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    New post
Bradford Saron

McTeaching: Online Instruction | Larry Cuban on School Reform and Classroom Practice - 1 views

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    Cuban's always good for the role of devil's advocate. I love the analogy of Mcjobs to Mcteaching for online schools. What do you think? Are there adequate responses to the cited weaknesses of online schools? 
Bradford Saron

10 recent books well suited for quoting in School-leader Graduation remarks «... - 0 views

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    Hope this helps in the upcoming graduation season!
Bradford Saron

Is Your School Ready for Google's Chromebooks for Education? | MindShift - 1 views

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    This is somewhat of a significant post, folks. Not only because it makes the laptop/netbook affordable for most families, but also for its points of reference for readiness. Must read. 
Bradford Saron

Working With Google Sites - 0 views

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    For those of you experimenting with the Google Apps for Ed suite, this is a great resource for you and for the teachers. 
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

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

Cognitive Interfund Transfer: The Mobile-Savvy Superintendent - 0 views

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    New post. 
Bradford Saron

32 Ways to Use Google Apps in the Classroom - 0 views

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    Most you already know that I'm a fan of the Google apps for ed suite. Here is a bit of a taste for what they can do!
Bradford Saron

What is 21st Century Education - 0 views

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    What a great resource!
Bradford Saron

Cognitive Interfund Transfer: What's on the "Horizon" - 0 views

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    New post. 
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