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Virginia Meadow

eChalk: Teaching resources for interactive whiteboards and data projectors - 2 views

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    Powerful interactive resources designed for whole-class teaching. Online educational games, classroom resources and lesson activities for interactive whiteboards and data projectors. Put some fun into your lessons with our exceptional science, maths, English language, literature, history, music physical education and modern foreign languages software." />/css/resourceList.css
Trevor Cunningham

Make Your Images Interactive - ThingLink - 163 views

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    Thanks for the link....I wonder if my students couldn't use this on their class blog page to link images to resource pages.
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    Make your images come alive with music, video, text, images, shops and more!
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    another presentation tool for students to use....easy to learn
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    Create interactive, embeddable images online. Very cool
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    Good for annotation art or photos
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    Very cool tool to turn images into interactive activities, webquests, etc. Link to Google Docs for collaborative interaction on the image!
Virginia Meadow

Free teacher resources, lesson plans and interactive activities - 0 views

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    Thinkfinity offers free teacher resources, teacher lesson plans based on national education standards, interactive activities, and a teacher professional development program for educators who want to develop their 21st century skills.
nycliteracy

Interactive Whiteboards - 94 views

    • nycliteracy
       
      Great list to use as a starting point for potential uses!!
  • ideo files to teach a software application
    • nycliteracy
       
      I have the membership to Atomic Learning!
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  • Interactive Whiteboard Tutorials and Templates
  • Software to Download (Software to use as a class on an interactive whiteboard)
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    Interactive Whiteboards in the Classroom: Tutorials, software to download, activities, links
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.
Kelly Boushell

Thanksgiving Interactive: You are the Historian | Plymoth Plantation - 85 views

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    "What really happened at the First Thanksgiving? Become a history detective and find out! In this fun, award-winning activity, kids take on the role of "history detectives" to investigate what really happened at the famous 1621 celebration. (Hint: It was a lot more than just a feast!) Along the way, they'll read a letter written by an eyewitness to the event, learn about Wampanoag traditions of giving thanks, and visit Pilgrim Mary Allerton's home. As a final activity, kids can design and print their own Thanksgiving exhibit panel."
anorred79

Learn Genetics - 73 views

    • anorred79
       
      Cloning section has two great interactive sites for students - mouse cloning activity is the best!
    • anorred79
       
      Cloning section has two great interactive sites for students - mouse cloning activity is the best!
    • anorred79
       
      Genetics and the brain has a great lab on neurons.
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    Very cool site with interactive animations that show very complex scientific concepts in an easy to understand format.
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    Great resources for genetics-Science of addiction lesson
NTHS Library

Glogster - Poster Yourself - 25 views

shared by NTHS Library on 19 Aug 09 - Cached
Gayle Cole liked it
    • Kalin Wilburn
       
      Make sure you are on Glogster EDU. You will need to sign up for an account. It is FREE and easy to use. Your students can utilize this resource to create engaging and interactive posters for various classroom projects!
    • Dana Dyczko
       
      How are people using this in classrooms and what grade levels? I am jsut getting started!
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    Glogster.com - Poster yourself - Make your interactive poster easily and share it with friends. It is fantastic!
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    Description: Glogs are online, interactive posters. "A valuable teaching tool that integrates diverse core subjects including math, science, history, art, photography, music and more for individual learner portfolios, unique alternative assessments, and differentiated instructional activities." From Glogster EDU
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    Description: Glogs are online, interactive posters. "A valuable teaching tool that integrates diverse core subjects including math, science, history, art, photography, music and more for individual learner portfolios, unique alternative assessments, and differentiated instructional activities." From Glogster EDU
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    Really is a powerful tool in the classroom, with so many ways to implement it for any subject. Also, teachers can set up student accounts and monitor activity.
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    Glogster EDU Premium is a collaborative online learning platform for teachers and students to express their creativity, knowledge, ideas and skills in the classroom.
trisha_poole

Emerging Technologies Conference 2008 | Faculty of Education | University of Wollongong - 14 views

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    Learning and teaching in higher education is experiencing rapid change, in part, as a result of the influences of emerging technologies. These proceedings are the refereed papers of the 2nd Annual Conference on Emerging Technologies conducted by the University of Wollongong's Centre for Educational Development and Interactive Resources (CEDIR) and the Faculty of Education's Research Centre for Interactive Learning Environments (RILE) between 18 - 20 June 2008. The conference provided a showcase for research into these technologies and an insight into the way they can be used to promote meaningful learning in the higher education sector. Papers have undergone a double blind peer refereeing process to Department of Education, Science and Training (DEST) standards. The papers have been assessed as providing information that increases the stock of knowledge and the use of this knowledge to devise new applications; they are original and have the potential to produce results; they represent substantial scholarly activity; and they have validity through a peer validation process. Further details of refereeing are included in the Conference Program available below.
Cristina Runkles

Freezeray - 162 views

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    This site offers a growing bank of imaginative, highly visual teaching-aids developed for use with interactive whiteboards. The resources are designed to be used as rich sources of visually stimulating material, making use of both animations and drag and drop interactivity. One example: Try Biology. There are some drag and drop labeling activities for the IWB.
Michele Brown

The First Thanksgiving Student Activities for Grades PreK-12 | Scholastic.com - 21 views

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    A resource with many activities and interactive content for grades K-5. Virtual tours, videos, etc.
Chris Friberg

SAS® Curriculum Pathways® Home Page - 37 views

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    This resource is your online partner for teaching the core curriculum: English, history, science, mathematics, Spanish Learner-centered tools, lessons, and resources with measurable outcomes Interactive components that foster higher-order thinking skills Twenty-first century skills integrated into content
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    Lots of lessons, videos, interactive activities for high school major subjects
Katie Nettles

Interactive Whiteboards Enhance Classroom Instruction and Learning | NEA Member Benefits - 18 views

  • A teacher can create engaging lessons that focus on one task such as a matching activity where students use either their fingers or a pen to match items. Another teacher might integrate multiple items into a lesson plan such as websites, photos, and music that students can interact with, respond to verbally or even write comments on the board itself.
    • Katie Nettles
       
      Key-words… ENGAGING and INTERACT!  It's more than just a projector! 
  • Interactive whiteboards facilitate multisensory learning
Martin Burrett

PO-MOtion - 118 views

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    A great idea and a good resource which uses a projector and a webcam to make an interactive wall or floor display. The webcam 'watches' what the children are doing to the display and the animations react. There are a limited number of activities in the free version. http://ictmagic.wikispaces.com/ICT+%26+Web+Tools
oconnortammy

Education World: Are You a Techno-Constructivist? - 33 views

  • not only complements instruction but redefines it.
    • missboess
       
      This statement encompasses what I am trying to achieve in this resource design assessment. It also clearly links to the SMAR model of best ICT use in education, by implementing learning experience with technology that 'redefines' the activity. Meaning the activity is something that could not be done without the technology used.
  • help children build on their own experiences, construct their own meanings, create products, and solve problems successfully.
    • missboess
       
      Encompasses the constructivist theory I am using in the resource design and furthermore links to the method of inquiry.
  • long-term problem-solving and product-generating tasks
    • missboess
       
      In my resource design students will take part in a long term water sustainability project. A website will assist them in attaining access to multiple resources, communication with the outerworld (blogging) and creating products such as videos, visuals etc.
    • oconnortammy
       
      How are you helping your students to connect to the outside world? Are they having dialogues with others?
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  • See The Webquest Page or WebQuest.org for endless materials.)
    • missboess
       
      Webquest was used as an inspiration for my resource design, as it provides a useful platform for inquiry units to be created. There are endless examples on there. I really recommend you have a look at them. I decided to create my own website on weebly, as it provided more options and interactivity.
Melissa Enderle

MoMA | Teachers Online - 88 views

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    Series of lesson plans, collections of art for students, an art game for young (5-8 years old) students, interactive activities for older students, and podcasts about art and artists. Can be searched by theme, artist, medium, or subject.
Tim Cooper

School Yourself - Free online math lessons - 46 views

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    math interactive activities and flipped resources
James Shockley

Web 2.0 Smack Down - 149 views

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    Digital Edition mag Top Stories Benjamin Franklin: An Extraordinary United States Global Change Research National World War II Museum Mayan Math Activity Product Review: StudySync FORUMS How did you choose an SIS? Are schools ready for open source? Can you Google-proof a question using Bloom's Taxonomy? Does online training work? top tech resources LCD or DLP? More.. Subscribe| Customer Service|Contact Us|About Us|eNewsletters|Advertising New Articles From the Classroom Leadership Professional Development Tech/Media Coordinators Tech Talk Studies in Ed Tech Ideas and Opinions How To EdTech Ticker TL Advisor Blog Leader of the Year Awards of Excellence Portraits of Learning Other Contests Upcoming Webinars Data Management Security eLearning Copyright Funding Mobile & Wireless Assessment & Testing Curriculum News & Trends Products Features Editor's Desk Issues Current Issue Newsletters eBooks White Papers Grants Columns Podcasts Web Tours Buyers Guide News Site of the Day QuickFlicks IT Guy Interactive Whiteboards Student Information Systems
Sandra Mihalko

Historical and Cultural Contexts - 3 views

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    variety of interactive sites
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    Many interactive activities on numerous subjects: Math, English, History, Science and more.
Martin Burrett

ABC Teach - 111 views

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    A vast resources site with lots of printables, IWB activities and even create your own worksheets. http://ictmagic.wikispaces.com/Cross+Curricular
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