Employment: The borrower must be employed full-time in a
public service job for each of the 120 monthly payments. Public
service jobs include, among other positions, emergency management,
government (excluding time served as a member of Congress), military
service, public safety and law enforcement (police and fire), public
health (including nurses, nurse practitioners, nurses in a clinical
setting, and full-time professionals engaged in health care
practitioner occupations and health care support occupations), public
education, early childhood education (including licensed or regulated
childcare, Head Start, and State-funded prekindergarten), social work
in a public child or family service agency, public services for
individuals with disabilities or the elderly, public interest legal
services (including prosecutors, public defenders and legal advocacy
on behalf of low-income communities at a nonprofit organization),
public librarians, school librarians and other school-based services,
and employees of tax exempt 501(c)(3) organizations. Full-time faculty
at tribal colleges and universities, as well as faculty teaching in
high-need subject areas and shortage areas (including nurse faculty,
foreign language faculty, and part-time faculty at community
colleges), also qualify.
Early course delivery via the web had started by 1994, soon followed by a more structured approach using the new category of course management systems.1 Since that time, online education has slowly but steadily grown in popularity, to the point that in the fall of 2010, almost one-third of U.S. postsecondary students were taking at least one course online.
"Throughout the world, children experience and manage risk as a part of their everyday lives. But growing up poor may be a particular source of vulnerability and disadvantage for children, especially where they are confronted with gross inequalities. The global challenge is huge. By 2015, it is estimated that nearly one-third of the world's population will be under the age of 14. At the same time, children are disproportionately represented among the world's poor. More than 30 per cent of children in developing countries - about 600 million - live on less than US $1 a day (UNICEF, 2008). In this special issue of Children & Society, we present eight papers focusing on children's everyday experiences of poverty and risk in developing country contexts.
gClassFolders is a tool that allows for management of all the files that students share with teachers and allows for sharing easily with students. The setup is straight forward and sets up three folders for students for a class - Edit, Preview(Read Only) and Dropbox to turn work in. If your school can't afford Hapara or you don't want to spend lots of time setting up folders, this may be the tool for you.
A grade book, planner, diary, schedule and resource manager all in one app.
Its spreadsheet engine will calculate averages as you input your assessment data.
You can insert and edit any kind of information for a class, student and semester visually, no more boring spreadsheets.
Scroll, expand, filter, export, import and view your information at any time. No internet connection is required.
iDoceo will work with any kind of grading system, you can even create your own. You will not miss you old paper grade book again.
marketed by Ameritech Library Services, a subsidiary of the Ameritech
Corporation, one of the world's largest communication companies
new system Horizon was built on the Marquis, Dynix library system, and is being
developed by Ameritech Library Service in collaboration with the University of
Chicago and Indiana University. It was first introduced in the USA in 1991
Horizon is a fully integrated client/server library management system,
providing a graphical user interface for the library, and offering the
functionality and standards required for an open system, including Web access,
Z39.50 standard for information exchange, the TCP/IP communication standard,
UNIX and Windows NT for portability. Horizon uses the SQL database management
system, available from Sybase or Microsoft.
the main hardware is a SUN computer Sparc Server 1000 with a UNIX Solaris 2.5
operating system
the centre of any library system is the cataloguing module.
Cataloguing and Authority Control contain the bibliographic database used by all
Horizon modules
project will contain four stages of activity. Three of them include:
the preparation of standardised cataloguing rules and their implementation
working out subject classification
exchange of records among different systems
preparation of legal and financial responsibilities
collecting money for buying software and technical equipment etc. (we have
already received $705,000 from the Mellon Foundation)
implementation of system
testing of the National Catalogue module
schedule preparation for creation of databases
users' training
Generally speaking, the main points of plan in Nicholas Copernicus University
Library have been successfully realised. The progress is visible. Since
September 1998 new modules have been implemented and tested. In the opinion of
our users they work quite well. Of course, problems arise from time to time, and
sometimes they are quite troublesome, but they are solved on a daily basis.
"For innovative training professionals, one of the biggest challenges can be finding inspiration. Even the most experienced training manager can run out of ideas at times. So here's a monster list of online learning resources where we can learn from our peers and draw some inspiration."
With Digication, students can easily publish their work online. A Digication e-Portfolio can be created in less than 5 minutes. Instead of spending time building and managing complex websites, students (and their teachers!) can focus on learning and reflection.
Put all the pieces of your music program together. uTutti is an online program created with one overall goal in mind: save music teachers time and energy so they can get back to teaching! uTutti allows you to streamline the administrative aspects of your program so you can focus on the education of your students. Take control of your program by managing student contact info, parent communication, inventory, finances, fees, fundraisers, calendars, group email, grades, classes/groups, and more. We also work well with SmartMusic! Start making your life easier with uTutti.
Web application(networked studentcomponent)
Tool usedin test case
Student activitylevel of structure
Social bookmarking (RSS)
Delicioushttp://delicious.com/
Set up the account
Subscribe to each others accounts
Bookmark and read 10 reliable websites that reflect the content of chosen
topic
Add and read at least 3 additional sites each week.
News and blog alert (RSS)
Google Alerthttp://www.google.com/alerts
Create a Google Alert of keywords associated with selected topic
Read news and blogs on that topic that are delivered via email daily
Subscribe to appropriate blogs in reader
News and blog reader (RSS)
Google Readerhttp://reader.google.com
Search for blogs devoted to chosen topic
Subscribe to blogs to keep track of updates
Personal blog (RSS)
Bloggerhttp://www.blogger.com
Create a personal blog
Post a personal reflection each day of the content found and experiences
related to the use of personal learning environment
Students subscribe to each others blogs in reader
Internet search (information management, contacts, and synchronous
communication)
Google Scholarhttp://scholar.google.com/
Conduct searches in Google Scholar and library databases for
scholarly works.
Bookmark appropriate sites
Consider making contact with expert for video conference
Podcasts (RSS)
iTunesUhttp://www.apple.com/itunes/whatson/itunesu.html
Search iTunesU for podcasts related to topic
Subscribe to at least 2 podcasts if possible
Video conferencing (contacts and synchronous communication)
Skypehttp://www.skype.com
Identify at least one subject matter expert to invite to Skype with
the class.
Content gathering/ digital notebook
Evernotehttp://evernote.com/
Set up account
Use Evernote to take notes on all content collected via other
tools
Content synthesis
Wikispaceshttp://www.wikispaces.com
Post final project on personal page of class
wiki
The process and tools are overwhelming to students if presented all at once.
As with any instructional design, the teacher determines the pace at which the
students best assimilate each new learning tool. For this particular project, a
new tool was introduced each day over two weeks. Once the construction process
was complete, there were a number of personal web page aggregators that could
have been selected to bring everything together in one place. Options at the
time included iGoogle, PageFlakes, NetVibes, and Symbaloo. These
sites offer a means to compile or pull together content from a variety of web
applications. A web widget or gadget is a bit of code that is executed within
the personal web page to pull up external content from other sites. The students
in this case designed the personal web page using the gadgets needed in the
format that best met their learning goals. Figure 3 is an instructor example of
a personal webpage that includes the reader, email, personal blog, note taking
program, and social bookmarks on one page.
The personal learning environment can take the place of a traditional
textbook, though does not preclude the student from using a textbook or
accessing one or more numerous open source texts that may be available for the
research topic. The goal is to access content from many sources to effectively
meet the learning objectives. The next challenge is to determine whether those
objectives have been met.
Figure 3: Personal web page compiles learning tools
Table 2: Personal learning environment toolset
Web application
(networked student
component)
Tool used
in test
case
Student activity
level of
structure
Social bookmarking (RSS)
Delicious
http://delicious.com/
Set up the account
Subscribe to each others accounts
Bookmark and read 10 reliable websites that
reflect the content of chosen
topic
Add and read at least 3 additional sites each
week.
News and blog alert (RSS)
Google Alert
http://www.google.com/alerts
Create a Google Alert of keywords associated with selected topic
Read news and blogs on that topic that are
delivered via email daily
Subscribe to appropriate blogs in
reader
News and blog reader (RSS)
Google Reader
http://reader.google.com
Search for blogs devoted to chosen topic
Subscribe to blogs to keep track of
updates
Personal blog (RSS)
Blogger
http://www.blogger.com
Create a personal blog
Post a personal reflection each day of the
content found and experiences
related
to the use of personal learning environment
Students subscribe to each others blogs in
reader
Internet search (information management,
contacts, and synchronous
communication)
Google Scholar
http://scholar.google.com/
Conduct searches in Google Scholar and library databases for
scholarly
works.
Bookmark appropriate sites
Consider making contact with expert for video
conference
Podcasts (RSS)
iTunesU
http://www.apple.com/itunes/
whatson/itunesu.html
Search iTunesU for podcasts related to topic
Subscribe to at least 2 podcasts if
possible
Video conferencing (contacts and synchronous
communication)
Skype
http://www.skype.com
Identify at least one subject matter expert to invite to Skype with
the class.
Content gathering/ digital notebook
Evernote
http://evernote.com/
Set up account
Use Evernote to take notes on all content collected via other
tools
Content synthesis
Wikispaces
http://www.wikispaces.com
Post final project on personal page of
class
wiki
The process and tools are overwhelming to
students if presented all at once.
As with
any instructional design, the teacher determines the pace at which the
students best assimilate each new learning tool.
For this particular project, a
new tool
was introduced each day over two weeks. Once the construction process
was complete, there were a number of personal
web page aggregators that could
have been
selected to bring everything together in one place. Options at the
time
included iGoogle, PageFlakes, NetVibes, and Symbaloo. These
sites
offer a means to compile or pull together content from a variety of web
applications. A web widget or gadget is a bit of
code that is executed within
the
personal web page to pull up external content from other sites. The
students
in this case designed the personal web page
using the gadgets needed in the
format
that best met their learning goals. Figure 3 is an instructor example of
a
personal webpage that includes the reader, email, personal blog, note
taking
program, and social bookmarks on one
page.
The personal learning environment can take the
place of a traditional
textbook, though does not preclude the student
from using a textbook or
accessing one or more numerous open source texts
that may be available for the
research
topic. The goal is to access content from many sources to effectively
meet the learning objectives. The next challenge
is to determine whether those
objectives have been met.
AssessmentThere were four components of the assessment process for this
test case of the Networked Student Model: (1) Ongoing performance
assessment in the form of weekly assignments to facilitate the construction and
maintenance of the personal learning environment, (2) rubric-based assessment of
the personal learning environment at the end of the project, (3) written essay,
and (4) multimedia synthesis of topic content.
Points were earned for meeting the following requirements:
Identify ten reliable resources and post to social bookmarking account. At
least three new resources should be added each week.
Subscribe and respond to at least 3 new blogs each week. Follow these blogs
and news alerts using the reader.
Subscribe to and listen to at least two podcasts (if available).
Respectfully contact and request a video conference from a subject matter
expert recognised in the field.
Maintain daily notes and highlight resources as needed in digital notebook.
Post at least a one-paragraph reflection in personal blog each day.
At the end of the project, the personal learning environment was
assessed with a rubric that encompassed each of the items listed above.
The student's ability to synthesise the research was further evaluated with a
reflective essay. Writing shapes thinking (Langer & Applebee, 1987), and the
essay requirement was one more avenue through which the students demonstrated
higher order learning. The personal blog provided an opportunity for regular
reflection during the course of the project. The essay was the culmination of
the reflections along with a thoughtful synthesis of the learning experience.
Students were instructed to articulate what was learned about the selected topic
and why others should care or be concerned. The essay provided an overview of
everything learned about the contemporary issue. It was well organised,
detailed, and long enough to serve as a resource for others who wished to learn
from the work. As part of a final exam, the students were required to access the
final projects of their classmates and reflect on what they learned from this
exposure. The purpose of this activity was to give the students an additional
opportunity to share and learn from each other.
Creativity is considered a key 21st century skill (Partnership for 21st
Century Skills, 2009). A number of emerging web applications support the
academic creative process. Students in this project used web tools to combine
text, video, audio, and photographs to teach the research topics to others. The
final multimedia project was posted or embedded on the student's personal wiki
page.
Analysis and assessment of student work was facilitated by the very
technologies in use by the students. In order to follow their progress, the
teacher simply subscribed to student social bookmarking accounts, readers, and
blogs. Clicking through daily contributions was relatively quick and efficient.
Scholarly and important but also practical. Scroll down for an incredible chart of ideas that challenges older students to take charge of their own learning.
Feed readers
are probably the most important digital tool for today's learner because they
make sifting through the amazing amount of content added to the Internet
easy. Also known as aggregators, feed readers are free tools that can
automatically check nearly any website for new content dozens of times a
day---saving ridiculous amounts of time and customizing learning experiences for
anyone.
Imagine
never having to go hunting for new information from your favorite sources
again. Learning goes from a frustrating search through thousands of
marginal links written by questionable characters to quickly browsing the
thoughts of writers that you trust, respect and enjoy.
Feed readers can
quickly and easily support blogging in the classroom, allowing teachers to
provide students with ready access to age-appropriate sites of interest that are
connected to the curriculum. By collecting sites in advance and organizing
them with a feed reader, teachers can make accessing information manageable for
their students.
Here are several
examples of feed readers in action:
Used specifically as
a part of one classroom project, this feed list contains information related to
global warming that students can use as a starting point for individual
research.
While there are literally dozens of different feed reader
programs to choose from (Bloglines andGoogle Reader are two
biggies), Pageflakes is a favorite of
many educators because it has a visual layout that is easy to read and
interesting to look at. It is also free and web-based. That
means that users can check accounts from any computer with an Internet
connection. Finally, Pageflakes makes it quick and easy to add new
websites to a growing feed list—and to get rid of any websites that users are no
longer interested in.
What's even
better: Pageflakes has been developinga teacher version of their tooljust for us that includes an online grade tracker,
a task list and a built in writing tutor. As Pageflakes works to perfect
its teacher product, this might become one of the first kid-friendly feed
readers on the market. Teacher Pageflakes users can actually blog and create a
discussion forum directly in their feed reader---making an all-in-one digital
home for students.
For more
information about the teacher version of Pageflakes, check out this
review:
From site: "Welcome to the BEN portal, the National Science Digital Library (NSDL) Pathway for biological sciences education. The BEN Portal provides access to education resources from BEN Collaborators and is managed by the American Association for the Advancement of Science (AAAS). Over 15,319 reviewed resources covering 77 biological sciences topics are available. BEN resources can help you engage student interest, shorten lesson preparation time, provide concept updates, and develop curricula that are in line with national standards for content, use of animals and humans, and student safety."
Google Apps Education Edition is a broad IT solution that schools can use to bring communication and collaboration tools to the entire academic community for free. Google manages all the technology details, so you can focus your time, energy and budgets on teaching your kids.
Students, teachers and staff can share ideas more quickly and get things done more effectively when they have access to the same powerful communication and sharing tools. Google Apps Education Edition lets tech administrators provide email, sharable online calendars, instant messaging tools and even a dedicated website to faculty, students and staff for free. There's no hardware or software to install or maintain, since everything is delivered through a standard web browser -- anytime, from anyplace.
The study concludes that test scores
increase as school librarians spend more time collaborating with and providing
training to teachers, providing input into curricula, and managing information
technology for the school
Collaboration is based on shared goals, a shared vision, and a climate
of trust and respect
leadership,
resources, risk, and control are shared;
and the working relationship extends
over a relatively long period of time
Additional benefit
include more effective use of both resources and
teaching time,
integration of educational technologies, and a reduced teacher/student
ratio
team planning is encouraged
by the principal
Administrators who ask how teachers are using the
resources of the media center and the expertise of the library media specialist
create an atmosphere where collaboration is more likely to occur
Library media specialists
are often viewed as storytellers and providers of resources
rather
co-teachers who share common goals
change this
by serving
on curriculum committees, attending planning meetings, and sharing ideas
for integrating the media center into the curriculum
initiative, confidence,
communication skills, leadership qualities,
"We are currently deep in the middle of exam season here in the UK, but the end is in sight. But what do you and your pupils do with this strange time after exams when so much of your time effort (blood and sweat). Do you revel in the limbo and become demob happy, or full throttle to the end of the year? In this session of #UKEdChat we discuss your plans and opinions to 'life after exams'."
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
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
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)
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
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.