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Barbara Combes

50 Education Technology Tools Every Teacher Should Know About - 2 views

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    This article from Edudemic features an extensive list of some of the most awesome technological tools you can find for teaching and learning. There's lots to explore here, so have fun!
Barbara Combes

Tracing Technology's Unintended K-12 Effects - 3 views

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    Education Week article by Matthew Lynch explores a different side of K-12 classroom technology. While the benefits of technology continue to affect traditional education, we must consider the effects that might be less desirable, and Lynch introduces us to them here.
Julie Lindsay

ISTE | Infographic: Citizenship in the digital age - 8 views

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    Interesting infographic and information about the ISTE Digital Citizenship PLN.
Julie Lindsay

ISTE | Don't let language barriers hinder global learning - 2 views

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    Blog post on the ISTE Connects blog on communication between different cultures when collaborating globally
Karen Keighery

The secrets of teenage sexting | thetelegraph.com.au - 0 views

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    University of NSW researcher Nina Funnell has spoken to hundreds of young people aged between 15 and 18 about their sexting habits for a book she is writing and found sexting is an accepted part of adolescent dating culture."The common idea is that young people are doing this as a response to pressure or they're brainwashed by popular culture," Ms Funnell said.
Philip Cooney

Lateline Business - 30/03/2011: The business of social media - 0 views

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    It's not just educators who are exploring the potential of social media. View the segment or read the transcript and learn why social media is important to connecting with young people, including (somewhat surprisingly) young males. The discussion also includes digital identity, digital footprint and the use of twitter. Quite revealing.
Mark Rennick

Digital identities: Trolling for your soul - 1 views

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    i was going to post this on DCiS FB page, but thought better of it.
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    Somewhere in the world a sad little band of trolls must be smarting at yet another derision of their good name! It makes the famous New Yorker cartoon quote seem so naive, and yet it could be extended to reflect the changing times "on the Internet nobody knows your a dog but it's bleedin' obvious your a TROLL'. I went onto read the comments which were also interesting. Perhaps this artlcle is a little harsh and castes trolls in a bad light since trolls are only exercising their right to freedom of speech FOS. Some trolls maybe subversive in a good way! The quandary of privacy, online identity & FOS is further explored in the comments Tx for your post.
Philip Cooney

OurChildrenOnline / Links to Online Safety and Digital Citizenship Resources - 5 views

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    I came across this through a comment posting on another site. Catherine Cronin runs parent awareness workshops on interent safety and digital citizenship. This is page of links from her wiki. The rest of the site is worth exploring as well.
Veronica Scheepers

Digital Citizenship in Schools - 1 views

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    Exploring the concept and practice of digital citizenship. A really good resource and a perfect example of good curation too.
AnnMarie Furbur

ThinkB4U - 7 views

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    This site, designed by Fuel Industries, includes three main components that are meant to be explored together. Videos: Each location -- Home, School, Mall -- includes several video shorts about a modern family's experience online. You determine which path the family members take at the critical decision point. Do you text that to your boyfriend? Do you purchase that ukulele? These shorts are just snapshots of more complicated issues. But, they all attempt to address a fundamental message of taking a moment to think before acting. Interactive Objects: As you view each video, you can collect interactive objects! An object opens up a quick game about the subject of the video. Once you collect the object, you can access it at anytime during your session. Messages: When you scroll down the site, you will find complementary messages targeted for each audience -- Students, Parents, Educators. These messages intend to strike a quick educational point. If you want to find out more about the subject, just click the link below the message. This will open up a pop-up with tips, advice, and links to partner resources. Make sure to check out the resources as linked in the educators' and parents' sections of the site! These resources point to curriculum and advice provided by Common Sense Media, ConnectSafely, and National Consumers League.
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    ThinkB4U is a "choose your own adventure" style interactive learning site designed to get everyone -- from parents to students to teachers -- thinking about how to use the Internet safely and responsibly.
Michelle C

Digital Citizenship - For Teachers, Parents and Students - 7 views

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    This site is comparable to the Australian cybersmart.gov.au site. It supports and is explicit in its content and could easily be embedded into any curriculum or policy where digital citizenship is being explored.
Judy O'Connell

Digital Citizenship - a great resource. - 0 views

  • The site http://k12digitalcitizenship.wikispaces.com is a central wiki for digital citizenship. Below is the outline for each module. The links below will take you to the specific learning session. Work at your own pace to explore and do activities to increase your understanding. We encourage you to keep a blog as a means to record and share your experiences.
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    "Digital Citizenship is a timely and much-needed response to California and federal mandates. The California School Library Association (CSLA) sponsors this online course for educators and their K-12 students. Lead developer is Dr. Lesley Farmer."
Philip Cooney

Digital & Media Literacy Fundamentals | MediaSmarts - 10 views

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    This is a Canadian site that explores the intersection of digital and media literacy.
anonymous

Shibboleth Authentication Request - 0 views

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    The International Journal of Game-Based Learning (IJGBL) is devoted to the theoretical and empirical understanding of game-based learning. To achieve this aim, the journal publishes theoretical manuscripts, empirical studies, and literature reviews. The journal publishes this multidisciplinary research from fields that explore the cognitive and psychological aspects that underpin successful educational video games. The target audience of the journal is composed of professionals and researchers working in the fields of educational games development, e-learning, technology-enhanced education, multimedia, educational psychology, and information technology. IJGBL promotes an in-depth understanding of the multiple factors and challenges inherent to the design and integration of Game-Based Learning environments.
sandercsu

6 ways to help students manage their smartphones - 2 views

https://www.iste.org/explore/Digital-citizenship/6-ways-to-help-students-manage-their-smartphones After hearing yesterday's query about students using websites that are not appropriate for them, I...

started by sandercsu on 30 Mar 21 no follow-up yet
anacob

After a year of digital learning and virtual teaching, let's hear it for the joy of rea... - 0 views

  • There is no doubt, however, that digital texts are becoming more commonplace in schools, and there is a growing body of research exploring their influence. One such study showed no direct relationship between how often teachers used digital reading instruction and activities and their students’ actual engagement or reading confidence.
  • What the study did show, however, was a direct, negative relationship between how often teachers had their students use computers or tablets for reading activities and how much the students liked reading.
  • The research, however, suggests caution rather than a wholesale adoption of eBooks. Studies have shown the extra features of eBooks, such as pop-ups, animation and sound, can actually distract the learner, detracting from the reading experience and reducing comprehension of the text.
  • ...1 more annotation...
  • Because books exist in the same physical space as their readers — scattered and found objects rather than apps on a screen — they introduce the role of choice, one of the big influences on engagement.
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