Skip to main content

Home/ Groups/ Cognitive Interfund Transfer
Bradford Saron

Bring Your Own Technology - And Thinking About Equity « - 0 views

  • The really big question, how do we ensure equity? Have students with their own devices bring them. There are more students who have them than we think, and if the case is made that students are benefiting from the learning, more families will invest in the mobile technology for school and home.  If parents can be assured that an investment in Grade 4 will carry their child through for four-to-six years with their learning, many will make this choice.  I am often stunned by families that buy their child a cell phone, but don’t have a computer.  I am also quite comfortable in saying that if they are investing in a cell phone and not a computer there are better options to support their child’s learning.  We need to help guide families with what technology will have the greatest impact in supporting their child’s learning.  Of course, not all students will supply a computer up front, this could range from a few students to the entire class depending on the school or district.  The second option would be a lease-to-own option for students. There are a number of options available with price points around $20 per month.  This picks up on the cell phone argument, and a more affordable device with more value for student learning.  Families could be assured their child would be getting a device that would be ideal for learning for a number of years, and could be used at school and home.  Finally, there are  students that, for many reasons (financial and otherwise) won’t embrace the first two options.  We need to find ways to supply these students with a comparable technology to use at school.  Many schools have class sets of laptops that could be repurposed for this project; in other cases investments will need to be made.  The challenge is that the investments will be uneven (and this is difficult to do) with some schools requiring a greater percentage of investment than others.
Guy Leavitt

Technology helps make language click for students - The Denver Post - 0 views

  • "The Internet offers incredible opportunities to build high-level, deep thinkers if we provide the instruction that's needed."
  • Vicki Collet, a literacy facilitator for the Poudre School District in Larimer County, recently met with a group of middle-school teachers and posed a question: Are kids reading as much as they used to? The unanimous response: More. And yes, that includes novels, not just online fare. But the teachers saw a connection between the two — online information, including social networking, often steers students toward an attractive literary niche. Think "Harry Potter" or even "Twilight." "Then," says Collet, "they read deeply within that genre."
  •  
    How is technology affecting kids learning?
Bill Van Meer

5 Mobile App Trends You Can't Ignore| The Committed Sardine - 0 views

  •  
    use of cell phones
Bradford Saron

A Principal's Reflections: Communicating and Connecting With Social Media (An Excerpt) - 0 views

  •  
    Great start to a what appears to be developing into a useful guide for twitter. What do you think? Helpful? 
Bradford Saron

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

  •  
    New post. 
Bradford Saron

What is 21st Century Education - 0 views

  •  
    What a great resource!
Bradford Saron

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

  •  
    Where are we now?
Jim Bagniewski

Why You Should Be Playing with Google+ Now | The Thinking Stick - 0 views

  • And, at the time they were right. There was nobody using the service except a bunch of geeks. Geeks trying to figure out how to use the service, did it have a place in our network? How did it work? What was the best way to use it? What did it replace and what did
  •  
    Why you should be playing with google now
Bradford Saron

Main Page - The Foundations of Instructional Technology - 0 views

  •  
    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

Wisconsin School Boards - 0 views

  •  
    This is the PPT that Will Richardson used for the WASB Keynote. 
Bradford Saron

Education Week: Leading Through a Fiscal Nightmare - 0 views

  •  
    Apparently, we are not alone and we are not the only ones feeling this way. 
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).
  • ...2 more annotations...
  • 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.
  •  
    Although some of the stats may be uncharacteristic of most of Wisconsin, this seems well presented-especially the bold points of strength for gaming. 
Paul Blanford

Education news you shouldn't miss... - The Answer Sheet - The Washington Post - 0 views

  •  
    Interesting on Demographics
Bradford Saron

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

  •  
    New post
Bradford Saron

comics - 0 views

  •  
    Great resource for comic books for classroom use.
  •  
    Who doesn't like comics?
Bradford Saron

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

  •  
    Hope this helps in the upcoming graduation season!
Bradford Saron

Working With Google Sites - 0 views

  •  
    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.
  • ...1 more annotation...
  • 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
  •  
    A current and insightful article on two trends of growing legitimacy. 
Bradford Saron

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

  •  
    New post. 
« First ‹ Previous 361 - 380 Next › Last »
Showing 20 items per page