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Virginia Meadow

At-Risk Students Make Multimedia | Edutopia - 0 views

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    Article about high school game design classes.
Lyn Lord

Circuitboard Education - 37 views

We are excited to announce the launch of the educational consulting partnership Circuitboard Education, LLC at CircuitboardEducation.com . Circuitboard Education, CBE, is a consulting and design te...

Games and classrooms. Authentic assessments.

started by Lyn Lord on 02 Dec 16 no follow-up yet
Wayne Holly

MissTiina.com {Fonts} :: Illustration & Design, Digital Scrapbooking, Free Fo... - 89 views

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    The MTF Collection Provides Many Fun, Free Fonts to Liven Up Your Designs, Presentations, and More
Martin Burrett

SHAPE THE HIVE - Interactive Collaborative Art - 18 views

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    A superb collaborative art project where users make a pod from an image to add to the giant image. http://ictmagic.wikispaces.com/Art%2C+Craft+%26+Design
Martin Burrett

Storybricks - 160 views

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    A 3D role-playing game designer that encourages learners to create stories narratives by playing the game. Designing games is fun and it is easy to share with your class mates. http://ictmagic.wikispaces.com/English
finkenra

Tinkercad | Create 3D digital designs with online CAD - 40 views

shared by finkenra on 19 Nov 15 - No Cached
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    Easy-ish to use for 3D design. Good tutorial lessons at the start.
Clint Heitz

Screen Reading Worse for Grasping Big Picture, Researchers Find - Digital Education - E... - 27 views

  • Among young adults who regularly use smartphones and tablets, just reading a story or performing a task on a screen instead of on paper led to greater focus on concrete details, but less ability to infer meaning or quickly get the gist of a problem,
  • The findings align with other emerging research on how students process information differently in print and digital forms. A 2014 series of experiments found that while taking more notes overall was better than taking fewer, students who typed notes on their laptops rather than writing them on paper tended to take down information verbatim rather than summarizing concepts, and the more students wrote verbatim, the less they remembered a week later. 
  • For example, she said, teachers should consider the format of information when designing different types of activities, to help students focus on details or overall themes. 
Jac Londe

U.S. Code: Title 17 - COPYRIGHTS | LII / Legal Information Institute - 48 views

  • U.S. Code › Title 17 U.S. Code: Title 17 - COPYRIGHTS
  • CHAPTER 1—SUBJECT MATTER AND SCOPE OF COPYRIGHT (§§ 101–122) CHAPTER 2—COPYRIGHT OWNERSHIP AND TRANSFER (§§ 201–205) CHAPTER 3—DURATION OF COPYRIGHT (§§ 301–305) CHAPTER 4—COPYRIGHT NOTICE, DEPOSIT, AND REGISTRATION (§§ 401–412) CHAPTER 5—COPYRIGHT INFRINGEMENT AND REMEDIES (§§ 501–513) CHAPTER 6—IMPORTATION AND EXPORTATION (§§ 601–603) CHAPTER 7—COPYRIGHT OFFICE (§§ 701–710) CHAPTER 8—PROCEEDINGS BY COPYRIGHT ROYALTY JUDGES (§§ 801–805) CHAPTER 9—PROTECTION OF SEMICONDUCTOR CHIP PRODUCTS (§§ 901–914) CHAPTER 10—DIGITAL AUDIO RECORDING DEVICES AND MEDIA (§§ 1001–1010) CHAPTER 11—SOUND RECORDINGS AND MUSIC VIDEOS (§ 1101) CHAPTER 12—COPYRIGHT PROTECTION AND MANAGEMENT SYSTEMS (§§ 1201–1205) CHAPTER 13—PROTECTION OF ORIGINAL DESIGNS (§§ 1301–1332)
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    Everything to you must know about copyrights for your work and the work of your students.
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.
  • ...19 more annotations...
  • 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.
Siri Anderson

Content Library - OpenStax CNX - 60 views

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    Similar to Sophia. A repository of free digital content designed by/for teachers in small or book size chunks.
Rebecca McIntyre

TechNTuit - 131 views

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    This Website is designed as an inquiry-oriented format which will provide you the viewer with information on Web 2.0 digital tools that will enable you to create 21st century learning environments. The creator of this portal hopes that the results of this project will inspire many educators to create social networks of learning for classrooms across the globe. Whether you're a teacher or student new to the topic of Web 2.0 or an experienced educator looking for Web 2.0 materials, I hope that you will find something here to meet your needs.
Sara Wilkie

Understanding YOUR Brand: Designing Our Digital Profiles | Angela Maiers Educational Se... - 51 views

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    "Personal Branding is not something that we are formally taught or even deliberately think about. This presentation urges us to consider the topic for ourselves and our students by rethinking how we "introduce ourselves to the world"."
Darcy Goshorn

Digital Literacy Tour - 14 views

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    At Google, we support the education of families on how to stay safe online. That's why we've teamed up with online safety organization iKeepSafe to develop curriculum that educators can use in the classroom to teach what it means to be a responsible online citizen. The curriculum is designed to be interactive, discussion filled and allow students to learn through hands-on and scenario activities. On this site you'll find a resource booklet for both educators and students that can be downloaded in PDF form, presentations to accompany the lesson and animated videos to help frame the conversation.
Maryann Angeroth

Cool Tools for 21st Century Learners: SAMR Through the Lens of the Common Core - 135 views

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    "One of my goals is to weave digital tools into the Common Core to design flexible, student driven learning experiences that are Above the Line as defined by the SAMR model. While this might sound like a mouthful of EdTech, I assure you that combining all that is on our crowded plates is far better than tackling each individual initiative in isolation. This idea is supported by the Partnership for 21st Century Skills."
Mark Gleeson

21st Century Fluencies - 76 views

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    This blogpost discusses the aims of the 21st Century Fluency Project This resource is the collaborative effort of a group of experienced educators and entrepreneurs who have united to share their experience and ideas, and create a project geared toward making learning relevant to life in our new digital age. Our purpose is to develop exceptional resources to assist in transforming learning to be relevant to life in the 21st Century. At the core of this project are our Curriculum Integration Kits - engaging, challenge based learning modules designed to cultivate the essential 21st Century Fluencies within the context of the required curriculum.
Martin Burrett

Guess What? - 58 views

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    "A 'Guess Who' game template to customise digitally, or print the blank template for pupils to design their own. Get students thinking about chemical elements, rivers of the world, types of words, or anything else!"
Martin Burrett

Ableton Learning Music - 21 views

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    "A wonderfully designed site with lessons and tools to create digital music and teach music theory. Lessons start at a very basic level and build to advanced compositions."
Martin Burrett

Photo Scan - 41 views

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    An iOS and Android app from Google designed to scan printed photos to make a digital version using the device's camera, but it is very good for scanner students work too.
Annette Yono

Design Your Own Digital Choice Board | - 20 views

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    Use a choice board for writing
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