The Noun Project is an online catalog of free clip art that you can download and reuse for all kinds of projects.
Free Technology for Teachers: Noun Project - Free Clip Art of Universal Symbols - 16 views
Media and Technology Resources for Educators | Common Sense Media - 15 views
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gital driver's license
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with complete confidence. Our online trainings show you how. More about parent professional development Research Credentials Check out our DNA. Our programs are built on respected digital ethics research. More about parent research credentials Turn wired students into great digital citizens Get all the tools you need with our FREE Digital Literacy and Citizenship Curriculum and Parent Media Education Program. The relevant, ready-to-use instruction helps you guide students to make safe, smart, and ethical decisions in the digital world where they live, study and play. Every day, your students are tested with each post, search, chat, text message, file download, and profile update. Will they connect with like minds or spill ... read more Get started Browse our classroom lessons and parent education resources by grade level or topical area. select gradeK123456789101112 select topicCell phones & digital communicationCyberbullying & online relationshipsDigital creation, plagiarism & piracyFamily media managementGaming & online worldsInternet safetyMedia's influence on kidsOnline privacy and securityOnline research & learningSocial networking & communityViolence in media Get Started Educator Updates Common Sense announces di gital driver's license Common Sense Media announced plans to create a digital driver’s license, an interactive online game that will teach kids the basics of how to be safe and responsible in a digital world. Read more about our plans for interactive curriculum modules
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Digital citizenship curriculum targets 4th, 5th graders
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Lesson plans, articles, and tools to teach Digital Citizenship and Internet Safety
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Internet safety FREE curriculum and implementation guides. The site has admin, teacher, and student resources. Digital Passport is one of the Internet Safety programs available.
The Geniverse Lab - 44 views
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A superb science site with an online activity resource for learning about genetics. http://ictmagic.wikispaces.com/Science
An Insider's Guide to Subject Knowledge - 11 views
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"Do we regularly review our subject knowledge? Can you be a great teacher if you're not a subject expert? How much weight do school leaders give to subject knowledge in terms of CPD & budgets? This is a conversation for all, whether you're new to the profession or you've seen more exam specs and curriculum initiatives come and go than seems even viable!"
Educational building blocks: how Minecraft is used in classrooms - 85 views
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Levin actually views these negative behaviors as a positive aspect of the lesson, and will often stop the game to address these concerns. He sees it as a way to help shape the way his students behave in an online environment, showing them the importance of acting in a responsible and considerate manner.
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Class begins with the students away from the game, as Levin explains the goals for the day. Then they go to work, often in pre-built worlds created by Levin which feature specific tasks to accomplish or puzzles to solve. But they always need to work together.
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"With its open-ended nature and robust creation tools, Minecraft has been used to create some amazing things. And as one teacher learned, those very same elements that make the game so compelling also make it a great educational tool.
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Using Minecraft to solve problems as a class and learn how to work together.
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Some good learning angles with this multiplayer Hamelin. Have used it myself :-)
Activity 4: Writing comments - What you need to know | Edublogs Teacher Challenges - 88 views
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Teaching quality commenting skills
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If commenting skills are not taught and constantly reinforced, students will limit their comments to things like “I like your blog!” or “2KM is cool!”. While enthusiasm is high with these sorts of comments, students are not developing their literacy skills or having meaningful interactions with other members of the blogging community. Conversations in the comment section of a blog are such rich and meaningful learning experiences for students. Conversations begin with high quality comments.
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Check out improvements in student literacy skills through commenting here.
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Movie written by algorithm turns out to be hilarious and intense | Ars Technica - 59 views
Tech Savvy Kids - 86 views
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To the psychologists, sociologists, and generational and media experts who study them, their digital gear sets this new group (yet unnamed by any powers that be) apart, even from their tech-savvy Millennial elders. They want to be constantly connected and available in a way even their older siblings don't quite get. These differences may appear slight, but they signal an all-encompassing sensibility that some say marks the dawning of a new generation.
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PARENTING & KIDS' HEALTH NEWS: ONLY ON USA TODAYNew daditude: Today's fathers are hands-on, pressure offTV: Impairs speech | Leads to earlier sexBaby names: What's popular? Whatever's unusualMore parents share workload when mom learns to let goAre kids becoming too narcissistic? | Take the quizChemicals: What you need to know about BPA | Carcinogens found in kids' bath products | Lead poisonings persist'Momnesia,' spanking, tweens and toddlers fullCoverage='Close X Todders: Parents' fear factor? A short toddle into the danger zoneTweens: Cooler than ever, but is childhood lost?
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The difference is that these younger kids "don't remember a time without the constant connectivity to the world that these technologies bring," she says. "They're growing up with expectations of always being present in a social way — always being available to peers wherever you are."
An Introduction to 100 Important Paintings with Videos Created by Smarthistory - 49 views
Distracted Minds: 3 Ways to Get Their Attention in Class - 11 views
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Attention is reciprocal.
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The more distracted I am in my interactions with you, the less likely you are to give me your full attention.
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importance of having students share their strengths and values with you at the beginning of a semester
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DON'T REDESIGN, RETHINK. - 2 views
Music for anxiety? Meta-analysis of anxiety reduction in non-clinical samples - Yulia P... - 2 views
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Panteleeva, Y., Ceschi, G., Glowinski, D., Courvoisier, D. S., & Grandjean, D. (2018). Music for anxiety? Meta-analysis of anxiety reduction in non-clinical samples. Psychology of Music, 46(4), 473–487. https://doi.org/10.1177/0305735617712424
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Anxiety affects up to 28.8% of the population in Western countries
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nxiety disorders are the most prevalent mental illnesses worldwide
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The rise of creative youth development: Arts Education Policy Review: Vol 118, No 1 - 3 views
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The article describes creative youth development in the larger contexts of arts education and of education reform.
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Lastly, the article discusses policy, funding, and research needs and opportunities and provides questions for consideration.
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Yet these two worlds largely exist apart, failing to address the reality that youth learn and grow—or fail to reach their potential—through influences and experiences in all spheres of their lives, including home, school, and the settings where they spend time outside of schoo
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(32) (PDF) An Overview and Study on the Use of Games, Simulations, and Gamification in ... - 14 views
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"This article examines the use of both game-based learning (GBL) and gamification in tertiary education. This study focuses specifically on the use of games and/or simulations as well as familiarity with gamification strategies by communication faculty. Research questions concentrate on the rate, frequency, and usage of digital and non-digital games and/or simulations in communication courses, as well as instructor familiarity with gamification. A survey was constructed with questions emerging from the game-based learning and gamification literature. It was distributed to communication faculty at public institutions of higher education in a southern state. In this context, the author argues that while the term gamification is novel, the approach is not. Based on the results, current gamification strategies appear to be a repackaging of traditional instructional strategies."
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