ideo files to teach a software application
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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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Very cool tool to turn images into interactive activities, webquests, etc. Link to Google Docs for collaborative interaction on the image!
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Free teacher resources, lesson plans and interactive activities - 0 views
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Where Everybody Knows Your (Screen) Name: Online Games as "Third Places" - 52 views
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"bowling alone" hypothesis (Putnam, 2000), which suggests that media are displacing crucial civic and social institutions
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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.
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A core problem on both sides of the debate is an underlying assumption that all Internet use is more or less equivalent
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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
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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.
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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.
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They are known for their peculiar combination of designed "escapist fantasy" and emergent "social realism"
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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.
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the assumption that the most fruitful advances are sometimes made when congruent findings are discovered through disparate means
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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
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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)
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brick-and-mortar "third places" in America where individuals can gather to socialize informally beyond the workplace and home
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virtual environments have the potential to function as new (albeit digitally mediated) third places similar to pubs, coffee shops, and other hangouts.
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the default assumption is that no one person is compelled to participate legally, financially, or otherwise.
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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
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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
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the relationships that play-partners have with one another offline are often "leveled" within the online world
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appeal to people in part because they represent meritocracies otherwise unavailable in a world often filled with unfairness
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"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).
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such that "one may go alone at almost any time of the day or evening with assurance that acquaintances will be there"
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accessible directly from one's home, making them even more accommodating to individual schedules and preferences
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"What attracts a regular visitor to a third place is supplied not by management but by the fellow customer,"
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"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"
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As one informant satirically commented in an interview, "You go for the experience [points], you stay for the enlightening conversation.
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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
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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.
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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.
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Oldenburg (1999) argues that seriousness is anathema to a vibrant third place; instead, frivolity, verbal word play, and wit are essential.
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The playful nature of MMOs is perhaps most apparent in what happens when individuals do bring gravity to the game.
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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
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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
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Anderson (1991), who suggests that geographic proximity itself is neither a necessary nor sufficient condition for the emergence and preservation of "community."
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Social capital (Coleman, 1988) works analogously to financial capital; it can be acquired and spent, but for social and personal gains rather than financial
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This form of social capital is marked by tentative relationships, yet what they lack in depth, they make up for in breadth.
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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.
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shows that bridging and bonding social capital are tied to different social contexts, given the network of relationships they enable.
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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.
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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:
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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.
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Despite differences in theoretical grounding and methodologies, our conclusions were remarkably similar across complementary macro- and micro-levels.
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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.
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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.
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In such cases, MMOs appear to enable a different kind of sociability, one ostensibly recognizable as a "community" nonetheless.
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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
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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).
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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.
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Moreover, despite the semantics of the term, "weak" ties have been shown to be vital in communities, relationships, and opportunities.
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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
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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.
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it seems ironic that, now of all times, we would ignore one possible solution to our increasingly vexed relationship with diversity.
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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."
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Glogster - Poster Yourself - 25 views
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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!
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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.
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Emerging Technologies Conference 2008 | Faculty of Education | University of Wollongong - 14 views
ro.uow.edu.au/etc08
conference technologies emerging ICT web2.0 web3.0 teaching&learning research journals PhD
shared by trisha_poole on 02 Mar 11
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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.
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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.
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The First Thanksgiving Student Activities for Grades PreK-12 | Scholastic.com - 21 views
www.scholastic.com/scholastic_thanksgiving
thanksgiving Pilgrims Mayflower holidays science nature animals interactive
shared by Michele Brown on 19 Nov 15
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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
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Interactive Whiteboards Enhance Classroom Instruction and Learning | NEA Member Benefits - 18 views
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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.
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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
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Education World: Are You a Techno-Constructivist? - 33 views
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not only complements instruction but redefines it.
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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.
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help children build on their own experiences, construct their own meanings, create products, and solve problems successfully.
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long-term problem-solving and product-generating tasks
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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.
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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.)
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MoMA | Teachers Online - 88 views
www.moma.org/...online
Art Museums modern art Art Games and Activities Art Museums for Kids art history Museum lessonplans resources MOMA Art Museum Museum Resources Art Education Elementary Art
shared by Melissa Enderle on 11 Jan 11
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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
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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