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Tracy Tuten

Tech Learning TL Advisor Blog and Ed Tech Ticker Blogs from TL Blog Staff - TechLearnin... - 60 views

  • Mixbook (or Mixbook for Educators) is a photo-based creation platform that offers hundreds of layouts and backgrounds to choose from along with customizable frames and text to make your book beautiful. Just pick a layout, drag-and-drop your photos into the photo slots, and edit to your heart's content.
  • Though the site's examples suggest using the books to gather wedding, travel, and baby albums, this program can absolutely used to create stories around historic photographs and artifacts, original art, to produce a class yearbook, to share an oral or personal history or journey, to tell the story of a field trip.  Mixbook for Educators now offers a secure collaborative environment for sharing their ebooks, as well as discounts on printed products, should you choose to print.  (A similar option is Scrapblog.)
  • Storybird, a collaborative storybook building space designed for ages 3-13, inspires young writers to create text around the work of professional artists and the collection of art is growing. Two (or more) people create a Storybird in a round robin fashion by writing their own text and inserting pictures. They then have the option of sharing their Storybird privately or publicly on the network. The final product can be printed (soon), watched on screen, played with like a toy, or shared through a worldwide library. Storybird is also a simple publishing platform for writers and artists that allows them to experiment, publish their stories, and connect with their fans.
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  • Myth and Legend Creator 2 shares a collection of traditional stories from England and around the world to hear and read. The site offers historical context for each story, story time lines and maps, ideas for use of the story in the classroom, and student work inspired by the story.  The Story Creator--with its libraries of backgrounds, characters, props, text bubbles, sound and video recording tools, and options to upload--provides students easy opportunities to create their own versions of traditional stories.
  • The Historic Tale Construction Kit is similar in that it helps students construct stories around a theme, in this case stories set in the middle ages with movable, scalable beasts, folks, braves, buildings. and old-style text.
  • Tikatok is a platform devoted to kid book publishing at a variety of levels.  Children have the option of exploring a collection of interactive story templates called StorySparks prompts, personalizing an existing book with their own names in Books2Go, with their own names, or starting from scratch in Create Your Own Book. Tikatok’s Classroom Program allows teachers to share lesson plans, view and edit students' work online, encourage collaboration, and track writing progress.
  • Big Universe is both an online library and a publishing and sharing community for grades K through 8.  Using Big Universe Author, students may create, research, and collaborate on books using a library of more than 7000 images and interactive tools.
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    Digital publishing tools for creating story books
Martin Burrett

Qwiki - 141 views

    • Seth Roberts
       
      This site has a 30 second blurb on many topics that we teach from the money supply to Henri Matisse  from the space station to the properties of chemicals.
    • jawatsonii
       
      This is great, going to share with the teachers
    • International School of Central Switzerland
       
      great help - mainstream topics like "volcano" are pretty safe.  But the embed code doesn't work for Wikispaces.
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    Be among the first to join Qwiki. Their "information experience" will be launching soon. Watch the video to learn more about it.
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    You all want to check out this new tool.
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    An amazing technology that aggregates content from across the Internet and presents it in a unified, media-rich fashion.
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    Qwiki allows users to learn more about a variety of topics through multimedia and storytelling. Users can also contribute content to make Qwiki even better.
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    Qwiki instantly makes a 1 minute educational movie on any topic. A must try resource! Works by typing in a search term. Great for visual/auditory learners... and teachers. http://ictmagic.wikispaces.com/ICT+&+Web+Tools
Laura Doto

Final Report: Friendship | DIGITAL YOUTH RESEARCH - 1 views

  • Social relations—not simply physical space—structure the social worlds of youth.
    • Laura Doto
       
      A critical conclusion to be realized that can inform our assumptions as educators.
  • When teens are involved in friendship-driven practices, online and offline are not separate worlds—they are simply different settings in which to gather with friends and peers
  • these dynamics reinforce existing friendship patterns as well as constitute new kinds of social arrangements.
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  • Homophily describes the likelihood that people connect to others who share their interests and identity.
  • One survey of Israeli teens suggests that those who develop friendships online tend toward less homogenous connections than teens who do not build such connections
  • Teens frequently use social media as additional channels of communication to get to know classmates and turn acquaintances into friendships.
  • Some teens—especially marginalized and ostracized ones—often relish the opportunity to find connections beyond their schools. Teens who are driven by specific interests that may not be supported by their schools, such as those described in the Creative Production and Gaming chapters, often build relationships with others online through shared practice.
  • there are plenty of teens who relish the opportunity to make new connections through social media, this practice is heavily stigmatized
  • the public myths about online “predators” do not reflect the actual realities of sexual solicitation and risky online behavior (Wolak et al. 2008). Not only do unfounded fears limit teenagers unnecessarily, they also obscure preventable problematic behavior
  • As she described her typical session on Photobucket, it became clear that a shared understanding of friendship and romance was being constructed by her and other Photobucket users:
  • The fact that they draw from all of these sources suggests that youth’s friendship maintenance is in tune with a discourse of love and friendship that is being widely displayed and (re)circulated.
  • “It’s like have you noticed that you may have someone in your Top 8 but you’re not in theirs and you kinda think to yourself that you’re not as important to that person as they are to you . . . and oh, to be in the coveted number-one spot!”
  • Taking someone off your Top 8 is your new passive-aggressive power play when someone pisses you off.
  • Top Friends are persistent, publicly displayed, and easily alterable. This makes it difficult for teens to avoid the issue or make excuses such as “I forgot.” When pressured to include someone, teens often oblige or attempt to ward off this interaction by listing those who list them
  • Other teens avoid this struggle by listing only bands or family members. While teens may get jealous if other peers are listed, family members are exempt from the comparative urge.
  • to avoid social drama with her friends:
  • The Top Friends feature is a good example of how structural aspects of software can force articulations that do not map well to how offline social behavior works.
  • teens have developed a variety of social norms to govern what is and is not appropriate
  • The problem with explicit ranking, however, is that it creates or accentuates hierarchies where they did not exist offline, or were deliberately and strategically ambiguous, thus forcing a new set of social-status negotiations. The give-and-take over these forms of social ranking is an example of how social norms are being negotiated in tandem with the adoption of new technologies, and how peers give ongoing feedback to one another as part of these struggles to develop new cultural standards.
  • While teen dramas are only one component of friendship, they are often made extremely visible by social media. The persistent and networked qualities of social media alter the ways that these dramas play out in teen life. For this reason, it is important to pay special attention to the role that social media play in the negotiation of teen status.
  • primarily a continuation of broader dramas.
  • social media amplify dramas because they extend social worlds beyond the school.
  • Gossip and rumors have played a role in teen struggles for status and attention since well before social media entered the scene
  • social media certainly alter the efficiency and potential scale of interactions. Because of this, there is greater potential for gossip to spread much further and at a faster pace, making social media a culprit in teen drama. While teen gossip predates the Internet, some teens blame the technologies for their roles in making gossip easier and more viral
  • That’s what happened with me and my friends. We got into a lot of drama with it and I was like, anyone can write anything. It can be fact, fiction. Most people, what they read they believe. Even if it’s not true (C.J. Pascoe, Living Digital).
  • finds the News Feed useful “because it helps you to see who’s keeping track of who and who’s talking to who.” She enjoys knowing when two people break up so that she knows why someone is upset or when she should reach out to offer support. Knowing this information also prevents awkward conversations that might reference the new ex. While she loves the ability to keep up with the lives of her peers, she also realizes that this means that “everybody knows your business.”
  • Some teens find the News Feed annoying or irrelevant. Gadil, an Indian 16-year-old from Los Angeles, thinks that it is impersonal while others think it is downright creepy. For Tara, a Vietnamese 16-year-old from Michigan, the News Feed takes what was public and makes it more public: “Facebook’s already public. I think it makes it way too like stalker-ish.” Her 18-year-old sister, Lila, concurs and points out that it gets “rumors going faster.” Kat, a white 14-year-old from Salem, Massachusetts, uses Facebook’s privacy settings to hide stories from the News Feed for the sake of appearances.
  • While gossip is fairly universal among teens, the rumors that are spread can be quite hurtful. Some of this escalates to the level of bullying. We are unable to assess whether or not bullying is on the rise because of social media. Other scholars have found that most teens do not experience Internet-driven harassment (Wolak, Mitchell, and Finkelhor 2007). Those who do may not fit the traditional profile of those who experience school-based bullying (Ybarra, Diener-West, and Leaf 2007), but harassment, both mediated and unmediated, is linked to a myriad of psychosocial issues that includes substance use and school problems (Hinduja and Patchin 2008; Ybarra et al. 2007).
  • Measuring “cyberbullying” or Internet harassment is difficult, in part because both scholars and teens struggle to define it. The teens we interviewed spoke regularly of “drama” or “gossip” or “rumors,” but few used the language of “bullying” or “harassment” unless we introduced these terms. When Sasha, a white 16-year-old from Michigan, was asked specifically about whether or not rumors were bullying, she said: I don’t know, people at school, they don’t realize when they are bullying a lot of the time nowadays because it’s not so much physical anymore. It’s more like you think you’re joking around with someone in school but it’s really hurting them. Like you think it’s a funny inside joke between you two, but it’s really hurtful to them, and you can’t realize it anymore. Sasha, like many of the teens we interviewed, saw rumors as hurtful, but she was not sure if they were bullying. Some teens saw bullying as being about physical harm; others saw it as premeditated, intentionally malicious, and sustained in nature. While all acknowledged that it could take place online, the teens we interviewed thought that most bullying took place offline, even if they talked about how drama was happening online.
  • it did not matter whether it was online or offline; the result was still the same. In handling this, she did not get offline, but she did switch schools and friend groups.
  • Technology provides more channels through which youth can potentially bully one another. That said, most teens we interviewed who discussed being bullied did not focus on the use of technology and did not believe that technology is a significant factor in bullying.
  • They did, though, see rumors, drama, and gossip as pervasive. The distinction may be more connected with language and conception than with practice. Bianca, a white 16-year-old from Michigan, sees drama as being fueled by her peers’ desire to get attention and have something to talk about. She thinks the reason that people create drama is boredom. While drama can be hurtful, many teens see it simply as a part of everyday social life.
  • Although some drama may start out of boredom or entertainment, it is situated in a context where negotiating social relations and school hierarchies is part of everyday life. Teens are dealing daily with sociability and related tensions.
  • Tara thinks that it emerges because some teens do not know how to best negotiate their feelings and the feelings of others.
  • Teens can use the ability to publicly validate one another on social network sites to reaffirm a friendship.
  • So, while drama is common, teens actually spend much more time and effort trying to preserve harmony, reassure friends, and reaffirm relationships. This spirit of reciprocity is common across a wide range of peer-based learning environments we have observed.
  • From this perspective, commenting is not as much about being nice as it is about relying on reciprocity for self-gain
  • That makes them feel like they’re popular, that they’re getting comments all the time by different people, even people that they don’t know. So it makes them feel popular in a way (Rural and Urban Youth).
  • Gossip, drama, bullying, and posing are unavoidable side effects of teens’ everyday negotiations over friendship and peer status. What takes place in this realm resembles much of what took place even before the Internet, but certain features of social media alter the dynamics around these processes. The public, persistent, searchable, and spreadable nature of mediated information affects the way rumors flow and how dramas play out. The explicitness surrounding the display of relationships and online communication can heighten the social stakes and intensity of status negotiation. The scale of this varies, but those who experience mediated harassment are certainly scarred by the process. Further, the ethic of reciprocity embedded in networked publics supports the development of friendships and shared norms, but it also plays into pressures toward conformity and participation in local, school-based peer networks. While there is a dark side to what takes place, teens still relish the friendship opportunities that social media provide.
  • While social warfare and drama do exist, the value of social media rests in their ability to strengthen connections. Teens leverage social media for a variety of practices that are familiar elements of teen life: gossiping, flirting, joking around, and hanging out. Although the underlying practices are quite familiar, the networked, public nature of online communication does inflect these practices in new ways.
  • Adults’ efforts to regulate youth access to MySpace are the latest example of how adults are working to hold on to authority over teen socialization in the face of a gradual erosion of parental influence during the teen years.
  • learning how to manage the unique affordances of networked sociality can help teens navigate future collegiate and professional spheres where mediated interactions are assumed.
  • articulating those friendships online means that they become subject to public scrutiny in new ways;
  • This makes lessons about social life (both the failures and successes) more consequential and persistent
  • make these dynamics visible in a more persistent and accessible public arena.
  • co-constructing new sets of social norms together with their peers and the efforts of technology developers. The dynamics of social reciprocity and negotiations over popularity and status are all being supported by participation in publics of the networked variety as formative influences in teen life. While we see no indication that social media are changing the fundamental nature of these friendship practices, we do see differences in the intensity of engagement among peers, and conversely, in the relative alienation of parents and teachers from these social worlds.
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    MacArthur Foundation Study - Friendship chapter
Betty Powell

Planet WebQuest - 3 views

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    Students are astronauts and learn about planets. This webquest is very complete.
Michael Hylton

Quality Homework - A Smart Idea - NYTimes.com - 70 views

  • The studying that middle school and high school students do after the dismissal bell rings is either an unreasonable burden or a crucial activity that needs beefing up. Which is it? Do American students have too much homework or too little? Neither, I’d say. We ought to be asking a different question altogether. What should matter to parents and educators is this: How effectively do children’s after-school assignments advance learning?
  • The quantity of students’ homework is a lot less important than its quality. And evidence suggests that as of now, homework isn’t making the grade. Although surveys show that the amount of time our children spend on homework has risen over the last three decades, American students are mired in the middle of international academic rankings: 17th in reading, 23rd in science and 31st in math, according to results from the Program for International Student Assessment released last December.
  • “Spaced repetition” is one example of the kind of evidence-based techniques that researchers have found have a positive impact on learning. Here’s how it works: instead of concentrating the study of information in single blocks, as many homework assignments currently do — reading about, say, the Civil War one evening and Reconstruction the next — learners encounter the same material in briefer sessions spread over a longer period of time. With this approach, students are re-exposed to information about the Civil War and Reconstruction throughout the semester.
donnatmachado

The Mysteries of Deep Space Timeline - 74 views

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    It's been a long, strange trip for this universe we call home. Follow its development and take a peek at what's ahead with the interactive timeline above. Simply click on the text in the graphic timeline to learn more information about that event.
jojomitty

Microsoft Buys Edu Edition of Minecraft Releases OneNote Classroom Tool -- THE Journal - 24 views

    • jojomitty
       
      Mentoring would be wonderful for those of us who are not familiar with the workings of Minecraft but would like to use it in class.
  • free trial version
  • Minecraft transcends the differences in teaching and learning styles and education systems around the world. It's an open space where people can come together and build a lesson around nearly anything."
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    • jojomitty
       
      Technology = equalizer for students
  • make sure no student ever got behind in their education because of difficulties with reading... We wanted to make sure that was as little a barrier as possible, so they can focus on what they're learning."
    • jojomitty
       
      This is a huge bonus for ELL students!
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

美国大学升学作文命题趣谈 - 白露为霜的日志 - 贝壳村 - 7 views

  • You have just completed your 300-page autobiography. Please submit Page 217. (UPenn, 2009)
  • 这篇作文的目的是看学生对自己的人生有没有什么规划。任何大学都希望自己的学生和校友成功,而有雄心有计划的人成功的可能性会更高一些。这个题目并不难写,如果你想当导演,第217页可能是写你在奥斯卡奖颁奖仪式上焦急地等待结果;如果你想从政,第217页可能是写到你作为新科参议员视察飓风袭击后的灾区的情景。写什么都可以,你的想象力是唯一的障碍。如果你说我不知道我想做什么(这也常见),那就编一个,没人会找你算账的。最后别忘记提到你在宾大接受的教育在你成功中起到的作用,这样你就给大学一个录取你的好理由。
  • Using the quotation below as a jumping off point, tell us about an event or experience that helped you define one of your values or changed how you approach the world.     "Some questions cannot be answered./ They become familiar weights in the hand,/ Round stones pulled from the pocket, unyielding and cool."
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  • 如果你想知道普林斯顿到底喜欢什么样的人,从这个题目应该可以看出点端倪 – 有思想而且执著的人。这首诗到底在说啥,怎样才能起跳?有些人可能有这样的经历,他看到了一件事,读了一本书,有一个哲学问题等等,以后就一直放不下。因为挥之不去,就变成了他的一个负担,坚硬而冰凉。没有?那你太幸福了,也许你就不该写这个题目。如果有这种经历,你或许能写出一篇很出彩的文章,展示你的思想的深度和敏锐度。要注意的是重点不在这个事件的本身,更重要的是后来呢?它是怎样改变了你的,而你又做了些什么呢?
  • Stanford students possess an intellectual vitality. Reflect on an idea or experience that has been important to your intellectual development.
  • In short, we are looking for the thinking student who has a passion for learning.
  • 斯坦福想看到的是不但有好奇心,能在饭桌上进行热烈的讨论,而且能进一步把它变成一个研究课题的学生。如果学生拥有对扩展自己智能空间的激情,能量,主动性和真正的兴趣,这个题目不难。这些特质一定会某方面展露出来的
David Sladkey

SMARTBoard Camp 2013: 16 Hours of SMARTBoard PD in Naperville IL July 8th and 9th - 25 views

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    From the SMARTBoard guys at www.teachingwithsmartboard.com you can immerse yourself with new teaching ideas and techniques while also learning to use your SMARTBoard. Space is limited.
maureen greenbaum

Knewton Salon: How has the internet changed the way you think? | Knewton Blog - 20 views

  • why school is so important. On a raw level, school can show students what it feels like to concentrate at different levels–what it feels like to write a paper, solve a difficult math puzzle, and synthesize various skills. That way, students develop a taste for cognitive satisfaction and learn to look for it throughout their lives.
  • , I don’t think that skills like memorization have decreased in importance. Sure, it may seem like we don’t need to commit facts to memory anymore and that the relevant skills today are navigation, retrieval, and analysis (how quickly you can find something, whether you can find it again later, and absorb what you need from it as quickly as possible). But memorization is still important; even in today’s world, where you have a universe of information at your fingertips, you have to remember how to navigate information, how to find it again, how to use tools to find it again as well as what you found in the past and how that might relate to the information rushing at you in the present. So in this sense, memorization is inextricably linked to navigation, retrieval, and analysis. The more you remember at any given point, the more space you have left in your “working memory” to perform complex cognitive processes.
Sandy Dewey

Blogs and Online Social Networks as User Centric Service Tools in Academic Libraries: A... - 0 views

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    Abstract: Modern academic libraries cater the information needs of a more demanding and tech-savvy new generation user group that prefers to reside in an open, self-generated online environment largely supported by Web 2.0 technologies. To reach the users where they are, the libraries should revamp their service strategies by incorporating tools like blogs and online social networks. Blog is a handy technology for library professionals which can be reshaped as an information and publicity tool, as a feedback instrument, as an interactive and collaborative learning medium and as a facility for library promotion. Online social networks connect like minded people who share information, ideas and feelings. The unparalleled growth of user bases of these networks presents an opportunity before academic libraries that may be harnessed by making the library an active member of these communities. The experience of an academic library in India shows that reaching the user at their own time and space is more easy and productive when we adapt new web technologies.
MisterD

6 Ingredients for the 21st Century Classroom -- Campus Technology - 206 views

    • MisterD
       
      These suggestions are all great starting points for a discussion about designing 21st Century learning spaces.
William Barnett

Build Tools - Second Life - 31 views

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    Knowledge base article on building tools in SecondLife. Generally, the same principles apply in OpenSim implementations.
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    SecondLife provides a fairly straightforward way to develop 3D learning spaces at a minimal cost.
Heidi Ames

Web 2.0 That Works - home - 5 views

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    "Diigo -- highlight and comment on student blogs Wikis or Google Sites -- http://wikispaces.com or http://sites.google.com/ Voicethread-- http://voicethread.com - example: http://voicethread.com/?#q.b1240008.i667294 -- create space to display or share student work across classrooms, across school/district, and/or with larger school community Create interactive "Bulletin Boards" that highlight levels of work/performance Interactive work gallery/critiques Gallery of VoiceThread in education projects - http://voicethread.com/about/library/"
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    Twitter Hashtag: #W2TW12 Full Session Description This Classroom Instruction That Works "Cool Tools" session focuses on how we can integrate Web 2.0 tools with research-based effective instructional practices identified by Marzano's meta-research. Come explore tools that support effective instruction while making learning fun and engaging for all students.
Tony Baldasaro

NetGen Teachers? | Not So Distant Future - 0 views

  • they expect to choose where and when they work; they use technology to escape traditional office space and hours; and they integrate their home and social lives with work life. 
  • want to be able to work in places other than an office
  • I wonder if we are losing the “creative set” of teachers from the classroom, as young Net Geners, (or older ones of us) who thrive on this sort of play, creativity, flexibility–but are still intensely committed employees–seek other opportunities.
  • ...3 more annotations...
  • we are seeing Net Gen employees in our new(and sometimes in our experienced) staff as well.
    • Tony Baldasaro
       
      One of my frustrations with education is that it doesn't necessarily allow for flexibility in where we work. Because the kids come to school, we are still tied to a location. Hopefully, virtual schools and extended learning opportunities will allow this to change.
  • It’s something we should be thinking about–because not only are we teaching Net Gen students, who crave this kind of flexible, playful, time shifting environment in our schools/classrooms, but we are employing Net Geners who crave these same things.  And don’t we want them to stay?
  • It’s something we should be thinking about–because not only are we teaching Net Gen students, who crave this kind of flexible, playful, time shifting environment in our schools/classrooms, but we are employing Net Geners who crave these same things.  And don’t we want them to stay?
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    I've been thinking a lot about Tapscott's comments about this particular expectation of Net Gen workers, because I believe that not only are we seeing Net Gen students in our classrooms and libraries, we are seeing Net Gen employees in our new(and sometimes in our experienced) staff as well.
Ed Bowen

Museum 2.0: Educational Uses of Back Channels for Conferences, Museums, and Informal Le... - 0 views

  • A talkback board. We gave everyone post-its in their registration packets and encouraged them to post their questions and comments, especially on the “gaps” in the conference, to the board. The board was directly outside the main conference room.
  • If you don't engage in multiple back channels, you may not see multiple use cases. Different tools are best for different types of interaction. Just because post-it notes didn't work at WebWise doesn't mean they don't work in galleries... as we know from the success of many talkback boards.If you ask visitors/participants to try a new tool, make sure it has as low a barrier to entry as possible. I have yet to see a museum set something up that is as simple to use as Today'sMeet.If discussion is the goal, you don't need user profiles - you just need a way to talk. If building up a personal profile/relationship with the institution is a goal, people need to uniquely identify themselves.Think about the possibility for asynchronous back channels that allow visitors (and staff) to share deep content with each other over time. Consider, for example, the rich conversation on Flickr about this image from the Chicago World's Fair. You could imagine a comparable conversation available to visitors onsite alongside exhibits or artifacts in the galleries.If possible, find ways to show the real-time location of people who are engaging in the back channel. The Mattress Factory's new SCREENtxt application uses a location-based system so that visitors can identify whether other participants are onsite at the museum or not.Make allowance for emergent back channels that visitors/users "bring with them" to the experience. These tools are particularly valuable for the "portal to the world" back channel use case. Every time I see a kid take a cellphone photo in an exhibit, I know that photo will immediately travel to Facebook, Flickr, Twitter, etc. How can your system capture that activity?
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