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Maggie Tsai

Steli Efti: You do what you do and Diigo what we do! - 1 views

  • Diigo let´s you bookmark, highlight and sticky-note the Internet! A really remarkable research tool that should be used by every teacher and student worldwide! > What´s really exciting is that you can share these annotations by making them "public" with everyone using Diigo or even create/join a group. This means if you use Diigo and visit a website I highlighted some text and made a sticky note about - YOU CAN SEE IT TOO:) > I just created the > Education Revolutionaries Group > at Diigo: > "This Diigo Group is all about new and innovative education solutions on the Internet. Search, bookmark, highlight and sticky-note the world of online education together with us. Let´s Rock´N´Roll!" > You can > join the > Education Revolutionaries Group > if you like :) Everyone interested in education is welcome! > Kudos to Jim > for making me aware of this killer tool for research - you > won´t believe it but there are people out there never heard of Diigo > before! I knew one of them - me ; ) And > Kudos to you Clay > for making the > cool Diggo video. >
dmassicg

lino - Sticky and Photo Sharing for you - 169 views

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    Online stickies similar to Wallwisher, but with more options for notes and attachments.
  • ...1 more comment...
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    Online stickies similar to Wallwisher, but with more options for notes and attachments.
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    Lisa, the more I play around with linoit, the more I like. Thank you for the post.
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    Web based cork board - kind of neat way to share ideas
Michele Brown

Edistorm - 51 views

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    Online Brainstorming and Planning. Add a sticky note and post it online.
trisha_poole

Edudemic » Are You One of the 10 Million People Using MIT's OpenCourseWare? - 32 views

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    If you've never watched an online lecture from MIT, you are apparently in the minority. According to recently released statistics, more than 10 million people are now using MIT's OpenCourseWare Project. The OCW shares syllabi, exams, notes, problem sets, lectures, and even some discussions for just over 2,000 courses. (Discussions are held through online study groups using OpenStudy.
Mark McDonough

Diigo 101 - Student Learning with Diigo - 110 views

  • Diigo is much more than a simple web annotation or social bookmarking tool. It is an online research and collaborative research tool that integrates tags, digital highlights, interactive sticky notes, captured snapshots, and group-based collaboration, allowing a whole new process of online information management, learning, and teaching in the 21st Century.
    • terenceonline
       
      Good Summary of Diigo
  • My Network is a new Diigo social features that adds to the product's strength. My Network creates a "content-centric social network," in which people are connected by what they clip, tag, and highlight. Users will be able to collaborate with other users based not on who is a friend to whom, but rather by who is interested in what. My network delivers web content specifically tailored to a user interests and shows users with similar interest. Participation in a larger network is made possible with its community features that connects users with people with common interests; thus, building global communities around topics and knowledge, tags, and sites.
  • Digest of Internet Information, Groups and Other Stuff (Diigo) is a powerful free social bookmarking website with annotating capabilities.
    • Mark McDonough
       
      Bold the first letters of the Diigo acronym: Digest, Internet, Information, ...
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    Diigo is much more than a simple web annotation or social bookmarking tool. It is an online research and collaborative research tool that integrates tags, digital highlights, interactive sticky notes, captured snapshots, and group-based collaboration, allowing a whole new process of online information management, learning, and teaching in the 21st Century. 
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    This is a great resource on Diigo and how to use.
Kimberly LaPrairie

picturing the thirties - 2 views

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    "Picturing the 1930s," a new educational web site created by the Smithsonian American Art Museum in collaboration with the University of Virginia, allows teachers and students to explore the 1930s through paintings, artist memorabilia, historical documents, newsreels, period photographs, music, and video. Using PrimaryAccess, a web-based teaching tool developed at the university's Curry Center for Technology and Teacher Education, visitors can select images, write text, and record narration in the style of a documentary filmmaker. They can then screen their video in a virtual theater. PrimaryAccess is the first online tool that allows students to combine their own text, historical images from primary sources, and audio narration to create short online documentary films linked to social studies standards of learning, said Glen Bull, co-director of the Curry Center. Since the first version was developed in collaboration with U.Va.'s Center for Digital History and piloted in a local elementary school in 2005, more than 9,000 users worldwide have created more than 20,000 short movies. In creating digital documentaries, students embed facts and events in a narrative context that can enhance their retention and understanding of the material, said Curry research scientist Bill Ferster, who developed the application with Bull. Besides increasing their knowledge about the period, "Picturing the 1930s" enhances students' visual literacy skills, Ferster noted, adding that PrimaryAccess "offers teachers another tool to bring history alive."
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

Social Bookmarking in Education with Diigo - 66 views

    • Larry Crosswell
       
      see, highlights AND sticky notes!
    • Mr. Gourley
       
      My class is learning about Diigo now. They are enjoying it so far.
  • Diigo lets you do more than just bookmark web pages online. For instance, if you install the Diigo toolbar, or toolbar button, you have the ability to highlight text and pictures in a variety of colors, or add sticky notes to a bookmarked page.
    • Mary Maderich
       
      This is so awesome.  Powerful and free!!
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  • The real bonus of using social bookmarking with your class is the ease that you can work on project based learning tasks. Teachers can share annotated bookmarks with a class to research a given topic. Students can perform their own research, and share a useful website with the class. Bookmarks can be accessed just as easily at home, as at school, and online discussions can be had over the merit of a suggested site, or its usefulness to the class project.
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    Voici un site intéressant sur l'utilisation de Diigo en enseignement
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    Social bookmarking in education is a new and exciting opportunity for teachers and students to connect and collaborate online. Using Diigo Educator accounts is one of the best ways to achieve this.\n\nRead more: http://www.brighthub.com/education/k-12/articles/62228.aspx#ixzz0uRC5IDei
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    kjdsk hfslkjdfh skldjfh kdfh
Alfredo Zavaleta

How Teens Do Research in the Digital World | Pew Research Center's Internet & American ... - 105 views

  • Overview Three-quarters of AP and NWP teachers say that the internet  and digital search tools have had a “mostly positive” impact on their students’ research habits, but 87% say these technologies are creating an “easily distracted generation with short attention spans” and 64% say today’s digital technologies “do more to distract students than to help them academically.”
  • Overall, the vast majority of these teachers say a top priority in today’s classrooms should be teaching students how to “judge the quality of online information.”
  • The internet and digital technologies are significantly impacting how students conduct research: 77% of these teachers say the overall impact is “mostly positive,” but they sound many cautionary notes
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  • Teachers and students alike report that for today’s students, “research” means “Googling.”  As a result, some teachers report that for their students “doing research” has shifted from a relatively slow process of intellectual curiosity and discovery to a fast-paced, short-term exercise aimed at locating just enough information to complete an assignment.
    • Kelly Sereno
       
      Yikes - a disturbing survey response!
  •   Second and third on the list of frequently used sources are online encyclopedias such as Wikipedia, and social media sites such as YouTube. 
  •  94% of the teachers surveyed say their students are “very likely” to use Google or other online search engines in a typical research assignment, placing it well ahead of all other sources that we asked about
  • e databases such as EBSCO, JSTOR, or Grolier (17%) A research librarian at their school or public library (16%)
  • In response to this trend, many teachers say they shape research assignments to address what they feel can be their students’ overdependence on search engines and online encyclopedias.  Nine in ten (90%) direct their students to specific online resources they feel are most appropriate for a particular assignment, and 83% develop research questions or assignments that require students to use a wider variety of sources, both online and offline.
  • Teachers give students’ research skills modest ratings Despite viewing the overall impact of today’s digital environment on students’ research habits as “mostly positive,” teachers rate the actual research skills of their students as “good” or “fair” in most cases.  Very few teachers rate their students “excellent” on any of the research skills included in the survey.  This is notable, given that the majority of the sample teaches Advanced Placement courses to the most academically advanced students.
    • Kelly Sereno
       
      These research skills relate to the common core literacy standards, and many ratings of students' skills in these areas fell into fair or poor categories.
  • Overwhelming majorities of these teachers also agree with the assertions that “today’s digital technologies are creating an easily distracted generation with short attention spans” (87%) and “today’s students are too ‘plugged in’ and need more time away from their digital technologies” (86%).  Two-thirds (64%) agree with the notion that “today’s digital technologies do more to distract students than to help them academically.”
    • Alfredo Zavaleta
       
      Students need to show more patience, take longer to decide, ponder the options.
    • Alfredo Zavaleta
       
      Procrastination not necessarily bad- see TED on procrastination
Betty O'Connell

Five Common Pitfalls of Online Course Design | Faculty Focus - 102 views

  • days could more accurately be described as the electronic version of class hand-outs. These courses usually consist of a course description, a syllabus, lecture notes, reading lists, and assignment checklists. In other words, whatever materials a student might have viewed on paper in the past are now read onscreen, and whatever presentations a student might have watched in the classroom are now observed on their screen
  • Online Course Design Pitfall #1: Upload your course materials, then call it a day.Reading your course material on a computer screen does not make for a memorable learning experience. Step back and take a fresh look at your content in the larger context of the world and the Web
  • Online Course Design Pitfall #2: Let the course management system drive your thinking.Course management systems (CMS) are usually preconfigured with a course template that instructors are expected to populate with their course description, syllabus, assignments, and announcements. Often these templates
Matt Claxon

Moving beyond technology in designing online learning - 70 views

  • Some loved them, some hated them, and few were indifferent.
    • Matt Claxon
       
      This is just like my students with the screencasts.  Look for a way to give the TV-haters more options and relevant learning media.
  • At the time (and for many years afterwards) researchers such as Richard Clark (1983) argued that ‘proper’, scientific research showed no significant difference between the use of different media. In particular, there were no differences between classroom teaching and other media such as television or radio or satellite. Even today, we are getting similar findings regarding online learning (e.g. Means et al., 2010).
  • different media can be used to assist learners to learn in different ways and achieve different outcomes. In a sense, researchers such as Clark were right: the teaching methods matter, but different media can more easily support different ways of teaching than others
  • ...7 more annotations...
  • Thus requiring the television program to be judged by the same assessment methods as for the classroom lecture unfairly measures the potential value of the TV program. In this example, it may be better to use both methods: didactic teaching to teach understanding, then a documentary approach to apply that understanding. (Note that a television program could do both, but the classroom lecture could not.)
  • many media are better than one.
  • The use of different media also allows for more individualization and personalization of the learning, better suiting learners with different learning styles and needs.
  • technology on its own does not lead to the transfer of meaning.
  • This of course is what we do with technology in education. We try either to incorporate new technology into old formats, as with clickers and lecture capture, or we try to create the classroom in virtual space, as we do with learning management systems. What we are still developing but not yet clearly recognizing are formats, symbols systems and organizational structures that exploit the unique characteristics of the Internet as a medium.
  • Given the need to create and interpret meaning when using media, trying to use computers to replace or substitute for humans in the education process is likely to be a major mistake, at least until computers have much greater facility to recognize, understand and apply semantics, value systems, and organizational factors,
  • it is equally a mistake to rely only on the symbol systems, cultural values and organizational structures of classroom teaching as the means of judging the effectiveness or appropriateness of the Internet as an educational medium.
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    Defines the difference between technology and media and provides information (based on academic experience) about how to most effectively create online lessons and media.
Roland Gesthuizen

How To Use Evernote - Evernote Overview - YouTube - 117 views

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    "Well now it can. What if I told you there was a great, free alternative to scraps of paper and that you can get organised with all of your notes in just one place, online."
kgrill

How to Teach in an Age of Distraction - The Chronicle of Higher Education - 99 views

  • Where we put our attention is not only how we decide what we will learn, it is how we show what we value.
  • Distraction is contagious.
  • he myth of the moment is that multitasking is a good idea.
  • ...10 more annotations...
  • The path forward is to learn more about our vulnerabilities and design around them. To do that, we have to clarify our purpose. In education, learning is the focus, and we know that multitasking is not helpful. So it’s up to us to actively choose unitasking.
  • A moment of boredom is an opportunity for new thinking.
  • Research shows that when people watch online educational videos, they watch for six minutes,
  • ake class notes by hand.
  • he saw that students taking notes with computers suffered from more than inattention.
  • "They were trying to establish transcripts of the class."
  • tudents in online classes do better when they include face-to-face encounters.
  • f you ask people where their love for learning comes from, they usually talk about an inspiring teacher. The most powerful learning takes place in relationship.
  • But for all its flaws, the lecture has a lot going for it. It is a place where students come together, on good days and bad, and form a small community. As in any live performance, anything can happen.
  • They learn from speaking and from listening.
Randolph Hollingsworth

Digital History Project hub site for historians - 28 views

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    Digital history is an emerging and rapidly changing academic field. The purpose of the Digital History Project is to educate scholars and the public about the state of the discipline by providing access to: interviews with scholars about topics related to digital history; presentations and essays about the field by noted scholars; syllabi and student projects from courses in digital history; reviews of major online projects and of tools which may be of use to digital historians; indices of peer-reviewed scholarship and digital projects; a directory of historians practicing digital history; and a clearinghouse of current events and news items of interest. Partners The site is made available through the generous support of the John and Catherine Angle Fund. It received production assistance from the New Media Center at the University of Nebraska-Lincoln. This site is maintained by Douglas Seefeldt, Assistant Professor of History & Faculty Fellow, Center for Digital Research in the Humanities, and William G. Thomas, III, John and Catherine Angle Chair in the Humanities and Professor of History, both of the University of Nebraska-Lincoln.
Roland Gesthuizen

BBC - Learning Zone Class Clips - Futuristic school has circular classrooms - Maths - 42 views

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    As building work gets underway for a new school, Gareth Nutt, head of property and regeneration at Neath Port Talbot council, describes its unusual circular design. The classrooms in this new school will be circular so all pupils feel included. The building environment is controlled with windows which automatically open when rooms get too hot. This clip was first published on BBC News Online on 15 January 2009. Please note this clip is only available in Flash.
Jay Swan

Stixy - 2 views

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    Digital bulletin boards. Collaborative. Digital Post-it notes. Great for a digital "parking lot." As the site says: "For Flexible Online Creation Collaboration and Sharing"
Doug Brunner

Wallwisher.com :: What are YOU creating today? - 42 views

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    Description: Wallwisher is an online post-it board. It can be used for making announcements or for posting polling questions. No user registration is required. Works like a notice board. You can choose the level of control; who can view, who can post, and authorize all posts before they go "live". Visit my wall to post your thoughts about this Web 2.0 tool. You can link your sticky notes to videos, images, and websites. http://wallwisher.com/wall/greatwebtool
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    Description: Wallwisher is an online post-it board. It can be used for making announcements or for posting polling questions. No user registration is required. Works like a notice board. You can choose the level of control; who can view, who can post, and authorize all posts before they go "live". Visit my wall to post your thoughts about this Web 2.0 tool. You can link your sticky notes to videos, images, and websites. http://wallwisher.com/wall/greatwebtool
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    I think its great for back-channelling and group brainstorm. Also, its great for feedback and for communication in staff meetings.
trisha_poole

Students and Technology: an Infographic - 80 views

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    Students today are using more tech in more places than even Popular Science imagined back in the atomic age. 98% of students own a gadget and 70% of them use a gadget in class-some for note-taking and study, some for poke wars on Facebook during lecture. And while the time spent online in a day might set off some warning bells, the good news is that a breakdown of that time shows much of it is spent learning.
Martin Burrett

Litfy - E-books - 126 views

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    This is a great looking e-book site. View thousands of titles and read them online and on your portable device. You can also make notes on the pages. http://ictmagic.wikispaces.com/english
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