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Josh Flores

Is Google Making Us Stupid? - Magazine - The Atlantic - 48 views

    • donheberer85
       
      I love the picture
    • Josh Flores
       
      I think we forget to ADD our knowledge to the "great database" in the sky. Maybe our curriculum needs more of this?
  • Research that once required days in the stacks or periodical rooms of libraries can now be done in minutes
  • ...2 more annotations...
  • media are not just passive channels of information. They supply the stuff of thought, but they also shape the process of thought
  • chipping away my capacity for concentration and contemplation
    • Josh Flores
       
      Another challenge and another reason to totally re-haul the way curriculum is developed and delivered.
  •  
    ""Dave, stop. Stop, will you? Stop, Dave. Will you stop, Dave?" So the supercomputer HAL pleads with the implacable astronaut Dave Bowman in a famous and weirdly poignant scene toward the end of Stanley Kubrick's 2001: A Space Odyssey. Bowman, having nearly been sent to a deep-space death by the malfunctioning machine, is calmly, coldly disconnecting the memory circuits that control its artificial " brain. "Dave, my mind is going," HAL says, forlornly. "I can feel it. I can feel it." "
icemanmelb

FAQ - Diigo help - 44 views

shared by icemanmelb on 11 Jan 10 - Cached
sabirshakir liked it
  • effectively utilize the vast array of information that resides on the internet and who are capable of processing the information collaboratively
  • superior to traditional classroom teaching alone
    • tariqy
       
      Important quote
  • skills
    • Sheri Stahler
       
      How to write comments directly on web pages and how to use easyblogs
    • toni holmberg
       
      Is there a way to disallow students from joining other groups. My students are young and I would rather have them just interacting with me and each other.
    • Vicki Davis
       
      Toni, you should set them up in the teacher console without a full profile.
  • ...6 more annotations...
  • finding,
  • organizing
  • synthesizing
  • presenting information
  • facilitate online conversations within the context of the materials themselves. 
  • Teacher can setup separate accounts - one is for their professional / personal usage, and one to be used for instruction with their students.  That way, there is less concern of mingling these.
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    The more I work with this tool the more I love it. This tells you how to set up student accounts even if your students don't have email.
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    Diigo's page for using it in education.
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    Sounds like a requirement
Kimberly DeSandre

My Digital Portfolio Project Planning. - 53 views

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    ideas y recursos para crear un portafolio de aprendizaje
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    Over the last year, I've been working on a committee in my school district to think about the role that digital portfolios can play in helping students to document their learning. I LOVE that our district is committed to the idea of portfolios simply because they promote more reflective learners and help our schools to move from a culture of grading to a culture of feedback.
Paul Beaufait

The purpose of aggregating bookmarks for the Diigo in Education group - 143 views

As somewhat of a Johnny-come-lately to this group, since hearing of new Diigo outline functionality AND planned deprecation of Diigo lists, I believed this group would focus on the transition in Di...

aggregations Diigo education groups purposes moderation noise-to-signal signal-to-noise tools

Trevor Cunningham

60second Recap® Video Notes. Everything you need to wow your English teacher! - 111 views

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    Be sure to diigo this site! You'll love it!! It recaps all your "favorite" novels!
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    60second Recap™ wants to make the great works of literature accessible, relevant, and, frankly, irresistible to today's teens. Through 60second Recap™ video albums, we seek to help teens engage with the best books out there ... not just to help them get better grades, but to help them build better lives.
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    Recaps many novels in a high school English curriculum
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    Video generated study guide for some of the top literature reads.The 60second Recap™ makes literature accessible, relevant, and, frankly, irresistible to today's teens.
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    Jenny goes beyond the books to help you excel in class. Tips on reading, writing, and more.
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    While it certainly satisfies a new low in apathy and lethargy, eclipsing the likes of Sparks and Cliff Notes, it does present an outstanding project idea for a literature class.
Martin Burrett

Dropbox - Simplify your life - 95 views

    • Kalin Wilburn
       
      Use dropbox to keep track of files you need at home, work, and anywhere else you might be. It provides you the ability to access your files from any location, allow others to "drop" files into your dropbox, and to share any files you have placed in there. You can use it for student work or just as a personal productivity tool.
    • Kalin Wilburn
       
      It has to be downloaded on your computer so if you want to use this at school you will need your tech coordinator's permission.
    • S. Cosmo
       
      But you can use it at school with the access to the web page...
    • smithirowa24
       
      Dropbox synchs with your smart phone like an iphone, and it also synchs with tablets like the ipad.  This way I can carry my files no matter where I am.
    • Bill Shelly
       
      Try this in combination with dropitto.me. Awesome!
    • benjaminv
       
      I am not sure, but the idea of bringing referals to increase storage are awesome.
    • 玉昆 吴
       
      Great application
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    This is an amazing solution for storing, sharing, and back up your data. The ability to access files from any computer & mobile devices makes this a great solution. Up to 2GB storage free! Learn more about the public folder to share files with others, while keeping your other files private. I have it on both my Apple computers and on two PCs. This rocks!
  • ...2 more comments...
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    I love my Dropbox!! It makes life so much easier!
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    I have it too, and have used it for a couple of years now to go between my mac at school and PC at home. I recently blogged about it here: http://www.educationtechnologyblog.com/1/post/2010/08/dropbox-for-educators.html
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    @Jonathon, thanks for sharing the blog post. I'll pass that along to others. @Cathy, thanks for confirming it's been a useful tool.
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    One of the leading and best online file storage option. It works across many different devices and is great for teachers who like to travel light. Download required. Basic package is free with 'paid for' option with more storage. Easily share files with others. http://ictmagic.wikispaces.com/ICT+&+Web+Tools
Holly Barlaam

National Center for Case Study Teaching in Science - 44 views

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    case studies for use in science teaching--found while looking for anatomy & physiology resources
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    Love this site-have used many of these case studies with great success!
Ashley Pierce

Prodigy - 61 views

  • rodigy Game Files...
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    This is a fun way to get students engaged into math. All my third graders love it!!
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    It is totally cute! Thanks!
Jørgen Mortensen

Big History Project - 45 views

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    Our students have been doing BHP for over a year. We have started with our second cohort this year. The scope and support for practical days is fantastic. The students love it and so do our teachers. When staff and students finish a practical day they are so elated with their work, that nobody leaves on the bell...everyone is still evaluating the day.
Martin Burrett

Graphing Calculator - 122 views

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    A well made, relatively easy to use flash graphic calculator tool. http://ictmagic.wikispaces.com/Maths
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    This is awesome! I love the fact that you can graph in color! This is also very user friendly
Melanie Barkley

Maths Maps - A New Collaborative Project | edte.ch - 88 views

  • Some background Four years ago I created Google Earth resources for the classroom and posted them to the GE Community Forum. Two of them were called Maths in Madrid and Maths in Las Vegas. These were based on the fact that there is maths all around us, every day, everywhere we look. Google Earth (and Maps) gives us a great perspective on it all. It also provides easy access for our students to see rich visual content that depicts everyday maths. I have always loved the idea of children seeing the maths they are working on. The only issue with Google Earth is that it is restrictive in two ways. It is not browser based and it is impossible for me to create a resource for others to collaborate on.
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    Combining math with Google Earth to create exciting classroom projects. This is a collaborative Google presentation.
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    Math Maps Project Using Google Earth
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.
  • ...80 more annotations...
  • 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.
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