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Carol Findlay

Polkast - Your Personal Cloud. Fast, secure, direct access to all the files on your com... - 32 views

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    Great app for the ability to access you files on another computer over wifi. Being the tech teacher I have multiple computers and devices. This app allows me to instantly access files on my other devices. Free to access 1 other device. I will be upgrading for multiple devices! 
Jeff Andersen

Distance Learning: How Accessible are Online Educational Tools | American Foundation fo... - 5 views

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    More and more schools, colleges and universities are using online educational tools that students are required to use to obtain course syllabi, access lectures and associated material, participate in class discussions, read course material, and receive grades and feedback from instructors. These popular tools, such as Blackboard, can frequently pose significant barriers to students with vision loss because they do not work well, if at all, with computer programs commonly used by students who are blind or visually impaired to access content displayed on the computer screen. For example, screen reading software reads the contents of the screen aloud. Screen magnification software enlarges text and graphics displayed on the computer screen in a customized way.
Siri Anderson

Artificial intelligence | Playlist | TED.com - 13 views

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    I used to promote teaching K-8 computational thinking and coding because of the social justice issues around access to the language of power, economic opportunities, and a belief that learning CT enhances overall academic competencies for those likely to be challenged to succeed in schools.. Now I'm an advocate for a different set of reasons that seem more preeminent. We need everyone to learn computational thinking because ethics and protecting the right to spirituality/secular humanist values seem to be what computers won't be able to do better than humans. Therefore we better have humans who are ethically grounded, informed by the humanities, and competent to understand the implications of the computer software we create. This is a great watch list or podcast list to spur considerations of this urgent matter of the unregulated world of AI.
Lee-Anne Patterson

One to One Computing Blueprint - 0 views

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    The Stillwater Area Public Schools began their laptop initiative in November of 2003. At that time, each teacher at Stillwater Junior High School (SJHS) and Oak-Land Junior High School (OLJHS) received a laptop and began a program of professional development focused on increasing teachers' knowledge and skills related to using the laptops and integrating technology into their curriculum. Students at both schools received laptops in the spring of 2004. High school students had their own laptop in a one-to-one program that allowed computers to be taken home. The junior high used mobile laptop carts, offering a 3:1 student-to-laptop ratio. Both schools made wireless Internet access available throughout their buildings and offered students and parents online access to course assignments and grades.
trisha_poole

Economist Debates: Personal Computing - 28 views

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    A debate on the future of personal computing (including desktops and laptops) with rise in the number of portable devices that can access online content through "the cloud".
Judy Robison

Overview | WeVideo - 8 views

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    WeVideo is a cloud-based video creation platform. It's available for use by anyone with access to the Internet, through any browser on any device. Anyone can access WeVideo, from any computer or device at home, work, or on the go to capture, edit, view and share with secure storage of their content in the cloud. Personal - free, Educational license - $$
Marc Patton

Best Remote Desktop App | Access Computer from iPad | Splashtop - 47 views

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    Splashtop aspires to touch people's lives by delivering the best-in-class remote desktop experience - bridging tablets, phones, computers and TVs. Splashtop technology empowers consumer and business users with high-performance, secure, interactive access to their favorite applications, media content and files anytime, anywhere.
Martin Burrett

Dropbox - Simplify your life - 95 views

    • Kalin Wilburn
       
      Use dropbox to keep track of files you need at home, work, and anywhere else you might be. It provides you the ability to access your files from any location, allow others to "drop" files into your dropbox, and to share any files you have placed in there. You can use it for student work or just as a personal productivity tool.
    • Kalin Wilburn
       
      It has to be downloaded on your computer so if you want to use this at school you will need your tech coordinator's permission.
    • S. Cosmo
       
      But you can use it at school with the access to the web page...
    • smithirowa24
       
      Dropbox synchs with your smart phone like an iphone, and it also synchs with tablets like the ipad.  This way I can carry my files no matter where I am.
    • Bill Shelly
       
      Try this in combination with dropitto.me. Awesome!
    • benjaminv
       
      I am not sure, but the idea of bringing referals to increase storage are awesome.
    • 玉昆 吴
       
      Great application
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    This is an amazing solution for storing, sharing, and back up your data. The ability to access files from any computer & mobile devices makes this a great solution. Up to 2GB storage free! Learn more about the public folder to share files with others, while keeping your other files private. I have it on both my Apple computers and on two PCs. This rocks!
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    I love my Dropbox!! It makes life so much easier!
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    I have it too, and have used it for a couple of years now to go between my mac at school and PC at home. I recently blogged about it here: http://www.educationtechnologyblog.com/1/post/2010/08/dropbox-for-educators.html
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    @Jonathon, thanks for sharing the blog post. I'll pass that along to others. @Cathy, thanks for confirming it's been a useful tool.
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    One of the leading and best online file storage option. It works across many different devices and is great for teachers who like to travel light. Download required. Basic package is free with 'paid for' option with more storage. Easily share files with others. http://ictmagic.wikispaces.com/ICT+&+Web+Tools
Jennie Snyder

Schools seeking best digital tools | SeacoastOnline.com - 65 views

  • The most obvious takeaway, he said, was that "the age of the computer lab is kind of out," in which students travel out of their classrooms to log on.
  • The idea kids can access tools for learning 24 hours a day and can access learning not bound by the walls of the school is critical," Hobbs said. "It's indicative of what we mean by a 21st-century education."
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    Great quote: "The age of the computer lab is kind of out." Move toward to mobile devices and digital tools.
anonymous

Why Schools Must Move Beyond One-to-One Computing | November Learning - 139 views

  • I’m concerned that most one-to-one implementation strategies are based on the new tool as the focus of the program. Unless we break out of this limited vision that one-to-one computing is about the device, we are doomed to waste our resources.
    • Michael Stocks
       
      I don't think this idea applies to just 1 to 1 but many other school implementations.
    • DON PASSENANT
       
      It is not the devices but the inability to create and implement standards that lead to 21st century skills.  Too much buying stuff without expert advice and guidance.
  • Then, teachers are instructed to go! But go where?
    • anonymous
       
      VISION first! You have the device. You know how to access some cool interactive tools. But now what? This is the key!!
  • I believe every student must have 24-7 access to the internet.
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  • it is a simplistic and short- sighted phrase that suggests if every student had a device and if every teacher were trained to use these devices, then student learning would rise automatically.
  • Adding a digital device to the classroom without a fundamental change in the culture of teaching and learning will not lead to significant improvement.
  • Let’s drop the phrase “one-to-one” and refer instead to “one-to- world.”
  • The planning considerations now evolve from questions about technical capacity to a vision of limitless opportunities for learning.
  • As soon as you shift from “one- to-one” to “one-to-world,” it changes the focus of staff development from technical training to understanding how to design assignments that are more empowering—and engage students in a learning community with 24-hour support
  • Perhaps the weakest area of the typical one-to-one computing plan is the complete absence of leadership development for the administrative team
  • Craft a clear vision of connecting all students to the world’s learning resources.
  • Model the actions and behaviors they wish to see in their schools.
  • Support the design of an ongoing and embedded staff development program that focuses on pedagogy as much as technology.
  • Move in to the role of systems analyst to ensure that digital literacy is aligned with standards.
  • Ensure that technology is seen not as another initiative, but as integral to curriculum.
  • support risk- taking teachers
  • creating cohorts of teachers across disciplines and grades who are working on innovative concepts
  • Mathtrain.TV.
  • how much responsibility of learning can we shift to our students
  • How can we build capacity for all of our teachers to share best practices with colleagues in their school and around the world?
  • How can we engage parents in new ways?
  • How can we give students authentic work from around the world to prepare each of them to expand their personal boundaries of what they can accomplish?
  • publishing their work to a global audience.
Wayne Holly

Closing the gap - 4 views

shared by Wayne Holly on 12 Oct 11 - No Cached
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    "…students who do not have access to a computer at home tend to be lower achievers than the others and, secondly, it would also seem to  be the case that students using computers at home less often had below-average results."
Sandy Dewey

Libraries: More Than Books | Bill & Melinda Gates Foundation - 35 views

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    Libraries provide more than books, computers and Internet. Librarians are partners in job search, skills building and career exploration. Libraries change the way we connect.
Adrienne Michetti

Where Everybody Knows Your (Screen) Name: Online Games as "Third Places" - 52 views

    • Adrienne Michetti
       
      This is, I think, why I'm more keen on today's social networks than I am on games -- games do not provide deep emotional support.
  • "bowling alone" hypothesis (Putnam, 2000), which suggests that media are displacing crucial civic and social institutions
    • Adrienne Michetti
       
      Putnam - need to check this article. Interesting; not sure I agree.
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  • According to Putnam, time spent with relatively passive and disengaging media has come at the expense of time spent on vital community-building activities.
  • The evidence to date is mixed
  • A core problem on both sides of the debate is an underlying assumption that all Internet use is more or less equivalent
    • Adrienne Michetti
       
      SO True
  • It would be more plausible and empirically rigorous, then, to consider how specific forms of Internet activity impact civic and social engagement as a result of their particular underlying social architectures
  • combining conclusions from two different lines of MMO research conducted from two different perspectives—one from a media effects approach, the other from a sociocultural perspective on cognition and learning.
  • By providing spaces for social interaction and relationships beyond the workplace and home, MMOs have the capacity to function as one form of a new "third place" for informal sociability much like the pubs, coffee shops, and other hangouts of old.
  • loosely structured by open-ended narratives
  • They are known for their peculiar combination of designed "escapist fantasy" and emergent "social realism"
  • from two research projects: one an examination of the media effects of MMOs, the other an ethnographic study of cognition and culture in such contexts.
  • the conclusions of both studies were remarkably aligned.
  • the assumption that the most fruitful advances are sometimes made when congruent findings are discovered through disparate means
    • Adrienne Michetti
       
      Love this quote.
  • demonstrate the "effects" of game play vs. no game play.
  • first project was a traditional effects study
  • second project, a qualitative study of cognition and learning in MMOs (
  • ethnography
  • sociocultural perspective
  • as a way to tease out what happens in the virtual setting of the game and how the people involved consider their own activities, the activities of others, and the contexts in which those activities takes place
  • a reasonable level of generalizability (random assignment to condition in the first study) and contextualization (ethnographic description of existing in-game social networks and practices in the second)
    • Adrienne Michetti
       
      but I wonder why he chose these games -- this is not specified. Only their success in US and abroad?
  • brick-and-mortar "third places" in America where individuals can gather to socialize informally beyond the workplace and home
  • the exaggerated self-consciousness of individuals.
  • In what ways might MMOs function as new third places for informal sociability?
  • virtual environments have the potential to function as new (albeit digitally mediated) third places similar to pubs, coffee shops, and other hangouts.
  • in this section we analyze the structural form of MMOs that warrants this "third place" assertion.
  • eight defining characteristics of third places
  • there is no default obligation
  • To oblige any one person to play requires that explicit agreements be entered into by parties
  • the default assumption is that no one person is compelled to participate legally, financially, or otherwise.
  • Unless one transforms the virtual world of the game into a workplace (e.g., by taking on gainful employment as a virtual currency "farmer" for example, Dibbell, 2006; Steinkuehler, 2006a) or enters into such agreement, no one person is obligated to log in
    • Adrienne Michetti
       
      and this is why, in my opinion, you will never see games in school. The game cannot be the Third Place because school is a Second Place.
  • Yee's (2006) interviews also reveal that individuals who game with romantic partners or family find that such joint engagement in the "other world" of MMOs allows them to redefine the nature and boundaries of their offline relationships, often in more equitable terms than what may be possible in day-to-day offline life
  • the relationships that play-partners have with one another offline are often "leveled" within the online world
  • an individual's rank and status in the home, workplace, or society are of no importance
  • appeal to people in part because they represent meritocracies otherwise unavailable in a world often filled with unfairness
  • conversation plays an analogous role
  • "In all such systems, linguistic interactions have been primary: users exchange messages that cement the social bonds between them, messages that reflect shared history and understandings (or misunderstandings) about the always evolving local norms for these interactions" (p. 22).
  • third places must also be easy to access
  • such that "one may go alone at almost any time of the day or evening with assurance that acquaintances will be there"
  • accessible directly from one's home, making them even more accommodating to individual schedules and preferences
  • barriers to initial access.
  • "What attracts a regular visitor to a third place is supplied not by management but by the fellow customer,"
  • "It is the regulars who give the place its character and who assure that on any given visit some of the gang will be there"
  • affective sense
  • As one informant satirically commented in an interview, "You go for the experience [points], you stay for the enlightening conversation.
  • engendering a sense of reliable mentorship and community stability.
  • Oldenburg argues that third places are characteristically homely, their d�cor defying tidiness and pretension whenever possible. MMOs do not fit this criterion in any literal sense
  • In neither of our investigations did the degree of formality exhibited by players within the game bear any relation to the degree of visual ornamentation of the players' immediate vicinity.
  • Thus, while the visual form of MMO environments does not fit Oldenburg's (1999) criterion of "low profile," the social function of those environments does.
  • Oldenburg (1999) argues that seriousness is anathema to a vibrant third place; instead, frivolity, verbal word play, and wit are essential.
  • The playful nature of MMOs is perhaps most apparent in what happens when individuals do bring gravity to the game.
  • the home-like quality of third places in rooting people
  • Participation becomes a regular part of daily life for players and, among regular gamemates such as guild members, exceptional absences (i.e., prolonged or unforeseen ones) are queried within the game or outside i
  • create an atmosphere of mutual caring that, while avoiding entangling obligations per se, creates a sense of rootedness to the extent that regularities exist, irregularities are duly noted, and, when concerning the welfare of any one regular, checked into
  • Are virtual communities really communities, or is physical proximity necessary?
  • Anderson (1991), who suggests that geographic proximity itself is neither a necessary nor sufficient condition for the emergence and preservation of "community."
  • Social capital (Coleman, 1988) works analogously to financial capital; it can be acquired and spent, but for social and personal gains rather than financial
  • operates cyclically within social networks because of their associated norms of reciprocity
  • bridging social capital is inclusive.
  • This form of social capital is marked by tentative relationships, yet what they lack in depth, they make up for in breadth.
  • On the one hand, bridging social capital provides little in the way of emotional support; on the other hand, such relationships can broaden social horizons or worldviews, providing access to information and new resources.
  • bonding social capital is exclusive.
  • social superglue.
  • it can also result in insularity.
  • shows that bridging and bonding social capital are tied to different social contexts, given the network of relationships they enable.
  • Virtual worlds appear to function best as bridging mechanisms rather than as bonding ones, although they do not entirely preclude social ties of the latter type.
  • One could argue that, if the benchmark for bonding social capital is the ability to acquire emotional, practical, or substantive support, then MMOs are not well set up for the task:
  • While deep affective relationships among players are possible, they are less likely to generate the same range of bonding benefits as real-world relationships because of players' geographic dispersion and the nature of third places themselves.
  • Despite differences in theoretical grounding and methodologies, our conclusions were remarkably similar across complementary macro- and micro-levels.
  • It is worth noting, however, that as gamers become more involved in long-term social networks such as guilds and their activities become more "hardcore" (e.g., marked by participation in large-scale collaborative problem-solving endeavors such as "raids" into difficult territories or castle sieges), the function of MMOs as "third places" begins to wane.
  • It may be, then, that the structure and function of MMOs as third places is one part of the "life cycle" for some gamers in a given title.
  • In such cases, MMOs appear to enable a different kind of sociability, one ostensibly recognizable as a "community" nonetheless.
  • However, our research findings indicate that this conclusion is uninformed. To argue that MMO game play is isolated and passive media consumption in place of informal social engagement is to ignore the nature of what participants actually do behind the computer screen
  • Perhaps it is not that contemporary media use has led to a decline in civic and social engagement, but rather that a decline in civic and social engagement has led to retribalization through contemporary media (McLuhan, 1964).
  • Such a view, however, ignores important nuances of what "community" means by pronouncing a given social group/place as either wholly "good" or "bad" without first specifying which functions the online community ought to fulfill.
  • Moreover, despite the semantics of the term, "weak" ties have been shown to be vital in communities, relationships, and opportunities.
  • is to what extent such environments shift the existing balance between bridging and bonding
  • In light of Putnam's evidence of the decline of crucial civic and social institutions, it may well be that the classification "lacking bridging social capital" best characterizes the everyday American citizen. T
  • Without bridging relationships, individuals remain sheltered from alternative viewpoints and cultures and largely ignorant of opportunities and information beyond their own closely bound social network.
  • it seems ironic that, now of all times, we would ignore one possible solution to our increasingly vexed relationship with diversity.
Maggie Tsai

The Classroom » Using Diigo for Organizing the Web for your Class - 13 views

  • Using Diigo for Organizing the Web for your Class 31 07 2007 A good friend of mine, Randy Lyseng, has been telling people of the tremendous power and educational value that can be gained from social bookmarking in the classroom. His personal favourite is Diigo. My preference is a social bookmarking tool called http://diigo.com. With diigo, you can highlight, add stick notes and make your comments private or public. (Randy Lyseng, Lyseng Tech: Social Bookmarking, November 2006) After listening to Randy praise Diigo at every opportunity, I finally started playing with the site (and corresponding program, more on that in a bit) this summer (I know Randy - I’m slow to catch on…)As I started to play with the system, my mind started reeling with all the possibilities. First off, like any other social bookmarking tool, Diigo allows you to put all your favorites/bookmarks in one “central” location. Students can access them from ANY computer in the world (talk about the new WWW: whatever, whenever, where ever). They just open up your Diigo page, and there are all the links. But that’s just the tip of the iceberg. Diigo’s power lies in it’s group annotations. That’s right, people can now write in the margins of webpages. You can highlight passages of interest, write notes, and even write a blog entry directly from another webpage, quoting passages right from the original text. Sounds great - but to do all that it must be complicated right? Nope. To use these advanced features all you need to do is run the Diigo software. This can either be done using a bookmarklet or by downloading and installing the Diigo toolbar. While both have basically the same features, the toobar is less finicky, and allows you to use contextual menus to access features quickly. I also find the toolbar’s highlighting and sticky notes to be easier to read. Ok fine… I can leave notes on webpages - so what? Here’s an example. I’m thinking about having my 7B’s record radio plays. I’ve looked them up online and found many scripts from all the old classics available. However many also contain the old endorsements from tobacco and other companies. So I go to a play that I’d like to my students to record and highlight the old commercial. If they’re using diigo when they access this page they’ll see the same text highlighted in pink, and when they mouse over the highlighted text they’ll get a hidden message from me - “I’d like you to write a new advertisement for this section. What other advertisement do you think we could write for here? Write an ad for a virtue or trait that you think is important. For example - “Here’s a news flash for every person in Canada. It’s about a sensational, new kind of personality that will make you the envy of all those around you. It’s call trustworthiness. Why with just a pinch of this great product….” They now have a writing assignment to go along with the recording of the radio play. Adding assignments is just one possibility. You can ask questions about the site, or have students carry on conversations about the text. Perhaps about the validity of some information. These notes can be made private (for your eyes only), public, or for a select group of people. You could use the same webpage for multiple classes, and have a different set of sticky notes for each one! Diigo will also create a separate webpage for each group you create, helping you organize your bookmarks/notes further! This technology is useful for any class, but I think is a must have for any group trying to organize something along the lines of the 1 to 1 project. I’m hoping to convince all the core teachers to set up a group page for their classes, and organize their book marks there! I’ve already started one for my 7B Language Arts Class! One of the first questions I was asked when I started looking at this site, and more importantly at the bookmarklets and toolbar was is it secure? Will it bring spyware onto our systems? How about stability? I’ve currently been running the Diigo bookmarklet and toolbar on 3 different browsers, Explorer, Firefox, and Safari (sorry, there’s no Safari toolbar yet), across 4 different computers and 2 different platforms with no problems. I’ve also run every virus and spyware scan I can think of, everything checks out clean. I’ve also done an extensive internet check, and can’t find any major problems reported by anyone else. To my mind it’s an absolutely fantastic tool for use in the classroom. Thanks Diigo! And thanks Randy for pointing me in the right direction!
Clint Heitz

Edu Leadership:Tech-Rich Learning:The Basics of Blended Instruction - 38 views

  • Blended learning, with its mix of technology and traditional face-to-face instruction, is a great approach. Blended learning combines classroom learning with online learning, in which students can, in part, control the time, pace, and place of their learning. I advocate a teacher-designed blended learning model, in which teachers determine the combination that's right for them and their students.
  • Tip 1: Think big, but start small.
  • Tip 2: Patience is a virtue when trying something new.
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  • Tip 3: Technology shouldn't be just a frill.
  • Tip 4: Weaving media together makes them stronger.
  • Tip 5: Students need to know where they can get online.
  • Student-centered classrooms are the goal of my teacher-designed blended learning model. Giving students control over the learning process requires that they know how to communicate, collaborate, and solve problems in groups, pairs, and individually. This work can be messy, loud, and disorganized, but in the end, the learning is much more meaningful.
  • Then I found Collaborize Classroom, a free, dynamic discussion platform. I used it to replace many of my pen-and-paper homework assignments with vibrant online debates, discussions, writing assignments, and collaborative group work.
  • Remember that mistakes lead to learning. The best resources I've designed and the most effective strategies I've developed were all born from and refined through mistakes.
  • I anticipated that students might hit some bumps as they navigated their first TED-Ed lesson, so I set up a TodaysMeet back channel so students could ask questions, make comments, and access a support network while going through the online lesson. A back-channel tool makes it possible for people to have a real-time conversation online while a live presentation or real-time discussion is taking place.
  • I asked students to reference specific details to support their assertions, as did one student who commented on the town's poverty by noting that the local doctor often took potatoes as payment for his work. She also showed how the characters nevertheless reflected the country's "cautious optimism" about its future: That same doctor was still able to support himself, she pointed out, and he enjoyed his work. Students posted their responses, complimenting strong points made, asking questions, and offering alternative perspectives.
  • I asked students to analyze examples of strong discussion posts and revise weaker posts. I also realized that I needed to embed directions into our discussion topics to remind students to respond to the questions and engage with their peers. I started requiring them to thoughtfully reply to at least two classmates' posts, in addition to posting their own response to the topic.
  • It's crucial for students to see that the work they do in the online space drives the work they do in the classroom so they recognize the value of the online conversations.
  • For example, during the To Kill a Mockingbird unit, we researched and discussed the death penalty in preparation for writing an argument essay. The students debated online such issues as cost, morality, and racial inequality and then delved into these topics more deeply face-to-face in class.
  • In the classroom, the teacher might give small groups various topics to research. Then he or she could ask students to go online to research and discuss their topic on a shared Google Doc and create a presentation using Glogster, Prezi, or Google Presentation Maker.
  • When we read Romeo and Juliet, I use this strategy to encourage students to research such topics as the monarchy, entertainment, and gender roles in Elizabethan England so they have a better understanding of the historical context in which Shakespeare wrote. Back in the classroom, each group then presents its findings through an oral presentation.
  • Compared with traditional in-class group work, which typically yields a disappointing finished product, online work provides the time necessary for students to complete quality work together.
  • Some teachers think that incorporating online work means they have to be available 24 hours a day. This is not the case. When students are connected online, they have a network of peers they can reach out to for support, and they begin to see one another as valuable resources in their class community.
  • I've embedded a Google map in my website that has pins dropped in all the locations on our campus and in our community where there are computers with public access to the Internet.
  • I even wrote the local computer recycling center to request a computer for my class.
Clint Heitz

10 Things School Leaders Do to Kill a Teacher's Enthusiasm for Technology - 115 views

  • 9. Fail to provide training and additional resources needed for tech implementation. Training with an expert user is always a plus, even when using someone on staff as that expert. Even more important is providing time for the teacher to explore, experiment, and "play" with the technology. As far as resources, school leaders need to make sure teachers have all they need to implement new technologies: everything from powerbars to tables. Nothing can be more frustrating than having your greatest tech plans foiled by a lack of power outlets.
    • Clint Heitz
       
      Very true! Research has shown that the most successful technology interests are those that have proper support and professional development.
  • 5. Fail to provide adequate hardware and/or software.  I've seen so many examples of this over the years. Teachers are encouraged to get students writing and engaging in online blogging, but they don't have access to computers. Another example is even more ludicrous; students being asked to create 21st century projects yet they aren't given anything but 20th century tools such a colored pencils and construction paper. It is the school leader's responsibility to ensure teachers have adequate hardware and software for implementing technology.             
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    • Clint Heitz
       
      So difficult to be innovative and relevant when using outdated tools and materials that can't even support the tools we want to use.
  • While school districts are obligated under CIPA and common sense to provide some level of protection for young students, a filtering system is inadequate or faulty when it dictates what teachers can and can't do with the technology.
    • Clint Heitz
       
      This is especially difficult when only one person holds the key to the access. School leaders (i.e. principals) should be just as able to unblock access as the IT department.
  •  
    "10 Things School Leaders Do to Kill a Teacher's Enthusiasm for Technology" from Tech & Learning
Matt Renwick

Annie Murphy Paul on Why 'Digital Literacy' Can't Replace The Traditional Kind | TIME.com - 117 views

    • Matt Renwick
       
      The F-pattern when reading online could have been helpful for the reader in this article.
  •  
    Both the author of the article and the people she criticizes are making a fundamental mistake. It is an illusion that kids once learned facts in some deeper way. If the tree octopus had been presented in a book, the kids would have made the same mistake. Much of traditional teaching was not about absorbing certain facts but about learning techniques for accessing those facts. The internet and google really have changed the way we access information. The real challenge is how to restructure knowledge itself to take advantage of the new forms of accessibility. And as for using technology in the classroom: banning computers is like forcing kids to memorize arithmetic tables in an age when everyone has a calculator. We don't need slide rules nor an abacus and there is no reason to teach kids how to use them.
onepulledthread

Donald Clark Plan B: Sugata Mitra: Slum chic? 7 reasons for doubt - 19 views

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    Raises questions about  the "Hole in the Wall" effort to provide computer access to urban youth in India.  Important to interrogate the actual success of such projects.
Randolph Hollingsworth

DataWind's Aakash 2 and Ubislate Are Cheap Tablets for the Developing World | MIT Techn... - 11 views

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    planning to offer $25 mobile device + $0 access to Internet ... using apps to speed up visibility of content across slow wireless networks ... computing "hardware is dead"
Martin Burrett

Copy - 78 views

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    More and more people are throwing away their USB memory sticks (but probably just losing them down the back of the sofa) in favour of cloud storage. This is a wonderful storage site, download and multi-platform app which is very similar to Dropbox. A synced folder sits on you devices and can be updated and accessed from any device. You can generating a url to share folders or files with other people. It works just fine on a computer with Dropbox already installed and the free account gives you 15GB of storage. That's enough storage where 'tidy' filing schools might begin to migrate their school network storage to the cloud for free - and that's exciting. Additional storage is available for a price. http://ictmagic.wikispaces.com/ICT+%26+Web+Tools
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