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Tonya Thomas

Future Work Skills 2020 - 3 views

  • Transdisciplinarity: literacy in and ability to understand concepts across multiple disciplines. More about transdisciplinarity.Virtual collaboration: ability to work productively, drive engagement, and demonstrate presence as a member of a virtual team. More about virtual collaboration.Sense-making: ability to determine the deeper meaning or significance of what is being expressed. More about sense-making.Social intelligence: ability to connect to others in a deep and direct way, to sense and stimulate reactions and desired interactions. More about social intelligence.Cross-cultural competency: ability to operate in different cultural settings. More about cross-cultural competency.Cognitive load management: ability to discriminate and filter information for importance, and to understand how to maximize cognitive functioning using a variety of tools and techniques. More about cognitive load management.Novel and adaptive thinking: proficiency at thinking and coming up with solutions and responses beyond that which is rote or rule-based. More about novel and adaptive thinking.Computational thinking: ability to translate vast amounts of data into abstract concepts and to understand data-based reasoning. More about computational thinking.New media literacy: ability to critically assess and develop content that uses new media forms, and to leverage these media for persuasive communication. More about new media literacy. More about new media literacy.Design mindset: ability to represent and develop tasks and work processes for desired outcomes. More about design mindset.
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    "Transdisciplinarity: literacy in and ability to understand concepts across multiple disciplines. More about transdisciplinarity. Virtual collaboration: ability to work productively, drive engagement, and demonstrate presence as a member of a virtual team. More about virtual collaboration. Sense-making: ability to determine the deeper meaning or significance of what is being expressed. More about sense-making. Social intelligence: ability to connect to others in a deep and direct way, to sense and stimulate reactions and desired interactions. More about social intelligence. Cross-cultural competency: ability to operate in different cultural settings. More about cross-cultural competency. Cognitive load management: ability to discriminate and filter information for importance, and to understand how to maximize cognitive functioning using a variety of tools and techniques. More about cognitive load management. Novel and adaptive thinking: proficiency at thinking and coming up with solutions and responses beyond that which is rote or rule-based. More about novel and adaptive thinking. Computational thinking: ability to translate vast amounts of data into abstract concepts and to understand data-based reasoning. More about computational thinking. New media literacy: ability to critically assess and develop content that uses new media forms, and to leverage these media for persuasive communication. More about new media literacy. More about new media literacy. Design mindset: ability to represent and develop tasks and work processes for desired outcomes. More about design mindset."
Laura Doto

Final Report: Friendship | DIGITAL YOUTH RESEARCH - 1 views

  • Social relations—not simply physical space—structure the social worlds of youth.
    • Laura Doto
       
      A critical conclusion to be realized that can inform our assumptions as educators.
  • When teens are involved in friendship-driven practices, online and offline are not separate worlds—they are simply different settings in which to gather with friends and peers
  • these dynamics reinforce existing friendship patterns as well as constitute new kinds of social arrangements.
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  • Homophily describes the likelihood that people connect to others who share their interests and identity.
  • One survey of Israeli teens suggests that those who develop friendships online tend toward less homogenous connections than teens who do not build such connections
  • Teens frequently use social media as additional channels of communication to get to know classmates and turn acquaintances into friendships.
  • Some teens—especially marginalized and ostracized ones—often relish the opportunity to find connections beyond their schools. Teens who are driven by specific interests that may not be supported by their schools, such as those described in the Creative Production and Gaming chapters, often build relationships with others online through shared practice.
  • there are plenty of teens who relish the opportunity to make new connections through social media, this practice is heavily stigmatized
  • the public myths about online “predators” do not reflect the actual realities of sexual solicitation and risky online behavior (Wolak et al. 2008). Not only do unfounded fears limit teenagers unnecessarily, they also obscure preventable problematic behavior
  • As she described her typical session on Photobucket, it became clear that a shared understanding of friendship and romance was being constructed by her and other Photobucket users:
  • The fact that they draw from all of these sources suggests that youth’s friendship maintenance is in tune with a discourse of love and friendship that is being widely displayed and (re)circulated.
  • “It’s like have you noticed that you may have someone in your Top 8 but you’re not in theirs and you kinda think to yourself that you’re not as important to that person as they are to you . . . and oh, to be in the coveted number-one spot!”
  • Taking someone off your Top 8 is your new passive-aggressive power play when someone pisses you off.
  • Top Friends are persistent, publicly displayed, and easily alterable. This makes it difficult for teens to avoid the issue or make excuses such as “I forgot.” When pressured to include someone, teens often oblige or attempt to ward off this interaction by listing those who list them
  • Other teens avoid this struggle by listing only bands or family members. While teens may get jealous if other peers are listed, family members are exempt from the comparative urge.
  • to avoid social drama with her friends:
  • The Top Friends feature is a good example of how structural aspects of software can force articulations that do not map well to how offline social behavior works.
  • teens have developed a variety of social norms to govern what is and is not appropriate
  • The problem with explicit ranking, however, is that it creates or accentuates hierarchies where they did not exist offline, or were deliberately and strategically ambiguous, thus forcing a new set of social-status negotiations. The give-and-take over these forms of social ranking is an example of how social norms are being negotiated in tandem with the adoption of new technologies, and how peers give ongoing feedback to one another as part of these struggles to develop new cultural standards.
  • While teen dramas are only one component of friendship, they are often made extremely visible by social media. The persistent and networked qualities of social media alter the ways that these dramas play out in teen life. For this reason, it is important to pay special attention to the role that social media play in the negotiation of teen status.
  • primarily a continuation of broader dramas.
  • social media amplify dramas because they extend social worlds beyond the school.
  • Gossip and rumors have played a role in teen struggles for status and attention since well before social media entered the scene
  • social media certainly alter the efficiency and potential scale of interactions. Because of this, there is greater potential for gossip to spread much further and at a faster pace, making social media a culprit in teen drama. While teen gossip predates the Internet, some teens blame the technologies for their roles in making gossip easier and more viral
  • That’s what happened with me and my friends. We got into a lot of drama with it and I was like, anyone can write anything. It can be fact, fiction. Most people, what they read they believe. Even if it’s not true (C.J. Pascoe, Living Digital).
  • finds the News Feed useful “because it helps you to see who’s keeping track of who and who’s talking to who.” She enjoys knowing when two people break up so that she knows why someone is upset or when she should reach out to offer support. Knowing this information also prevents awkward conversations that might reference the new ex. While she loves the ability to keep up with the lives of her peers, she also realizes that this means that “everybody knows your business.”
  • Some teens find the News Feed annoying or irrelevant. Gadil, an Indian 16-year-old from Los Angeles, thinks that it is impersonal while others think it is downright creepy. For Tara, a Vietnamese 16-year-old from Michigan, the News Feed takes what was public and makes it more public: “Facebook’s already public. I think it makes it way too like stalker-ish.” Her 18-year-old sister, Lila, concurs and points out that it gets “rumors going faster.” Kat, a white 14-year-old from Salem, Massachusetts, uses Facebook’s privacy settings to hide stories from the News Feed for the sake of appearances.
  • While gossip is fairly universal among teens, the rumors that are spread can be quite hurtful. Some of this escalates to the level of bullying. We are unable to assess whether or not bullying is on the rise because of social media. Other scholars have found that most teens do not experience Internet-driven harassment (Wolak, Mitchell, and Finkelhor 2007). Those who do may not fit the traditional profile of those who experience school-based bullying (Ybarra, Diener-West, and Leaf 2007), but harassment, both mediated and unmediated, is linked to a myriad of psychosocial issues that includes substance use and school problems (Hinduja and Patchin 2008; Ybarra et al. 2007).
  • Measuring “cyberbullying” or Internet harassment is difficult, in part because both scholars and teens struggle to define it. The teens we interviewed spoke regularly of “drama” or “gossip” or “rumors,” but few used the language of “bullying” or “harassment” unless we introduced these terms. When Sasha, a white 16-year-old from Michigan, was asked specifically about whether or not rumors were bullying, she said: I don’t know, people at school, they don’t realize when they are bullying a lot of the time nowadays because it’s not so much physical anymore. It’s more like you think you’re joking around with someone in school but it’s really hurting them. Like you think it’s a funny inside joke between you two, but it’s really hurtful to them, and you can’t realize it anymore. Sasha, like many of the teens we interviewed, saw rumors as hurtful, but she was not sure if they were bullying. Some teens saw bullying as being about physical harm; others saw it as premeditated, intentionally malicious, and sustained in nature. While all acknowledged that it could take place online, the teens we interviewed thought that most bullying took place offline, even if they talked about how drama was happening online.
  • it did not matter whether it was online or offline; the result was still the same. In handling this, she did not get offline, but she did switch schools and friend groups.
  • Technology provides more channels through which youth can potentially bully one another. That said, most teens we interviewed who discussed being bullied did not focus on the use of technology and did not believe that technology is a significant factor in bullying.
  • They did, though, see rumors, drama, and gossip as pervasive. The distinction may be more connected with language and conception than with practice. Bianca, a white 16-year-old from Michigan, sees drama as being fueled by her peers’ desire to get attention and have something to talk about. She thinks the reason that people create drama is boredom. While drama can be hurtful, many teens see it simply as a part of everyday social life.
  • Although some drama may start out of boredom or entertainment, it is situated in a context where negotiating social relations and school hierarchies is part of everyday life. Teens are dealing daily with sociability and related tensions.
  • Tara thinks that it emerges because some teens do not know how to best negotiate their feelings and the feelings of others.
  • Teens can use the ability to publicly validate one another on social network sites to reaffirm a friendship.
  • So, while drama is common, teens actually spend much more time and effort trying to preserve harmony, reassure friends, and reaffirm relationships. This spirit of reciprocity is common across a wide range of peer-based learning environments we have observed.
  • From this perspective, commenting is not as much about being nice as it is about relying on reciprocity for self-gain
  • That makes them feel like they’re popular, that they’re getting comments all the time by different people, even people that they don’t know. So it makes them feel popular in a way (Rural and Urban Youth).
  • Gossip, drama, bullying, and posing are unavoidable side effects of teens’ everyday negotiations over friendship and peer status. What takes place in this realm resembles much of what took place even before the Internet, but certain features of social media alter the dynamics around these processes. The public, persistent, searchable, and spreadable nature of mediated information affects the way rumors flow and how dramas play out. The explicitness surrounding the display of relationships and online communication can heighten the social stakes and intensity of status negotiation. The scale of this varies, but those who experience mediated harassment are certainly scarred by the process. Further, the ethic of reciprocity embedded in networked publics supports the development of friendships and shared norms, but it also plays into pressures toward conformity and participation in local, school-based peer networks. While there is a dark side to what takes place, teens still relish the friendship opportunities that social media provide.
  • While social warfare and drama do exist, the value of social media rests in their ability to strengthen connections. Teens leverage social media for a variety of practices that are familiar elements of teen life: gossiping, flirting, joking around, and hanging out. Although the underlying practices are quite familiar, the networked, public nature of online communication does inflect these practices in new ways.
  • Adults’ efforts to regulate youth access to MySpace are the latest example of how adults are working to hold on to authority over teen socialization in the face of a gradual erosion of parental influence during the teen years.
  • learning how to manage the unique affordances of networked sociality can help teens navigate future collegiate and professional spheres where mediated interactions are assumed.
  • articulating those friendships online means that they become subject to public scrutiny in new ways;
  • This makes lessons about social life (both the failures and successes) more consequential and persistent
  • make these dynamics visible in a more persistent and accessible public arena.
  • co-constructing new sets of social norms together with their peers and the efforts of technology developers. The dynamics of social reciprocity and negotiations over popularity and status are all being supported by participation in publics of the networked variety as formative influences in teen life. While we see no indication that social media are changing the fundamental nature of these friendship practices, we do see differences in the intensity of engagement among peers, and conversely, in the relative alienation of parents and teachers from these social worlds.
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    MacArthur Foundation Study - Friendship chapter
Donna Baumbach

Hanging Out, Messing Around, and Geeking Out: Kids Living and Learning with New Media (... - 32 views

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    "Hanging Out, Messing Around, and Geeking Out fills this gap, reporting on an ambitious three-year ethnographic investigation into how young people are living and learning with new media in varied settings-at home, in after school programs, and in online spaces. By focusing on media practices in the everyday contexts of family and peer interaction, the book views the relationship of youth and new media not simply in terms of technology trends but situated within the broader structural conditions of childhood and the negotiations with adults that frame the experience of youth in the United States. Integrating twenty-three different case studies-which include Harry Potter podcasting, video-game playing, music-sharing, and online romantic breakups-in a unique collaborative authorship style, Hanging Out, Messing Around, and Geeking Out is distinctive for its combination of in-depth description of specific group dynamics with conceptual analysis."
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.
SJCNY Trainers

Why Teachers Need Social Media Training, Not Just Rules | Spotlight on Digital Media an... - 6 views

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    Under a new set of social media guidelines (pdf) issued by the New York City Department of Education, teachers are required to obtain a supervisor's approval before creating a "professional social media presence," which is broadly defined as "any form of online publication or presence that allows interactive communication, including, but not limited to, social networks, blogs,  internet websites,  internet forums, and wikis." 
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    Great insight into educating teachers about the use of social media within their schools so that they can help students navigate these waters as well.
Roland Gesthuizen

Is the Internet hurting children? - CNN.com - 61 views

  • The explosive growth of social media, smartphones and digital devices is transforming our kids' lives, in school and at home. Research tells us that even the youngest of our children are migrating online, using tablets and smartphones, downloading apps.
  • All adults know that the teen years are a critical time for identity exploration and experimentation. Yet this important developmental phase can be dramatically twisted when that identity experimentation, however personal and private, appears permanently on one's digital record for all to see.
  • Howard Gardner, a professor and researcher at the Harvard Graduate School of Education who developed the concept of multiple intelligences, calls kids' use of digital media and technology "epochal change." He compares the revolution in digital media to the invention of the printing press because of its extraordinary impact on the way we communicate, share information and interact with one another. As a society, we have no choice but to engage with this new reality and work to ensure that it affects our kids in healthy, responsible ways.
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    'Amid the buzz over the Facebook IPO, the ever-evolving theories about how Twitter is reshaping our communications and speculation about where the next social media-enabled protest or revolution will occur, there is an important question we've largely ignored. What are the real effects of all this on the huge segment of the population most affected by social media themselves: our children and our teens?'
anonymous

Who Needs the News Media? Make Your Own News! | text2cloud - 49 views

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    What happens when young people start taking their cameras into places of business and filming their interactions with the desk help? What will the future be like when the news is defined by these acts? It's happening now--does education have a role to play in this?
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
Emily Mann

The Wilderness Downtown - 47 views

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     Chrome Experiments of fun with html5 are meant to show off the clean and fast beauty of the new code.  Of  course Google wants you to see it in Chrome for full effect, and I would encourage that as Chrome is an easy and responsive browser, you try it out.  The Wilderness Downtown is a great example of an interactive and connected multimedia experience that mashes together Google Maps and Earth with a driving tune to blast you to your past.  Go in and enter your old address and feel the nostalgia of swooping over your childhood home with a soundtrack and pacing just for you. Students are making digital stories.  They may not be writing html5 apps, but they are accessing, or can access, many sources of media to deepen their message.  A showing of a story like what you help create with The Wilderness Downtown experiment can inspire students to consider how they can use everyday tools like Google Earth to connect with an audience. Just go to http://www.thewildernessdowntown.com/ and type in your address. 
Debra Gottsleben

SlimeKids - School Library Media Kids - 15 views

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    School library media Kids, an innovative new site packed with games and book trailers, is designed to provide a fun, interactive learning experience to get students motivated to learn on their own! They can choose from exceptional literacy-related resources such as author and book review websites as well as superb educational tools including reference works and search engines.
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    check out this site! A good one to add to your libguide!
Peter Beens

Get your free 13-page Twitter Guide for Teachers | Powerful Learning Practice - 5 views

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    We've created the Twitter Handbook for Teachers, a brand new, interactive, 13-page guide to Twitter. This guide is for educators who are new to Twitter, or veterans to the social media platform who want to bring Twitter into their classrooms or grow their network. Is that you?
Rich Robles

The Imagined Space of the Web 2.0 Classroom -- Campus Technology - 65 views

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    "Web 2.0 and new media have influenced the design of physical classroom spaces, just as they have offered new virtual spaces for interaction."
Beth Panitz

Learner.org - 103 views

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    Great videos to further understanding of subjects across the curriculum.
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    Annenberg Media has a new name. Free teacher professional development videos. Student interactives and resources across the curriculum. 
Randolph Hollingsworth

Call for Submissions - US Dept of Labor Employment and Training Administration - 27 views

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    See also statement by Labor Dept (http://www.dol.gov/opa/media/press/eta/eta20101436.htm) and White House (http://www.whitehouse.gov/blog/2011/01/20/new-job-training-and-education-grants-program-launched) and Chronicle article at http://chronicle.com/blogs/wiredcampus/2-billion-federal-program-could-be-windfall-for-open-online-learning/29167 $2-Billion Federal Program Could Be 'Windfall' for Open Online Learning January 22, 2011, 9:49 am By Marc Parry "The Obama administration is encouraging the development of high-quality immersive online-learning environments. It suggests courses with simulations, with constant feedback, and with interactive software that can tailor instruction and tutoring to individual students. It likes courses that students can use to teach themselves. And it demands open access to everything: "All online and technology-enabled courses must permit free public use and distribution, including the ability to re-use course modules, via an online repository for learning materials to be established by the federal government.... That's because the government is requiring that all work supported by the grants be made available under what's known as a "Creative Commons Attribution 3.0 License," which Mr. Green described as 'one of the most open content licenses that exists.'"
AnnMarie Furbur

ThinkB4U - 13 views

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    Google and Common Sense Team Up We're excited to announce our collaboration with Google, Inc., on a new digital literacy portal, ThinkB4U. ThinkB4U is a "choose your own adventure" style interactive learning site designed to get everyone -- from parents to students to teachers -- thinking about how to use the Internet safely and responsibly.
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    ThinkB4U is a "choose your own adventure" style interactive learning site designed to get everyone -- from parents to students to teachers -- thinking about how to use the Internet safely and responsibly.
Stacy Olson

MapMaker Interactive - National Geographic Education - 20 views

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    Great new mapping tool from National Goegraphic. It's in BETA, but already very good tool. 
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    Customize maps and download, share by email, print, share through url or social media.
Phil Taylor

Education 2.0 - Edmodo - Free Private Microblogging For Education - 28 views

  • strong and growing. Thank you!

    Mrs. Smokorowski

    Middle School Teacher
    Andover, Kansas

     
    • Kalin Wilburn
       
      If you are fearful of Facebook and MySpace then you need to create an Edmodo account. Edmodo was designed specifically for educational purposes. You must be a teacher, student, or parent to gain access. It allows you all the amenities of those other social networking sites but with a lot more security/privacy.
    • Maryalice Kilbourne
       
      You are so right. I already love edmodo!
    • Denise Krefting
       
      Is it COPPA Compliant?
    • Luv2ride
       
      I've used Edmodo for 3 years now. It has revolutionized my teaching to the degree that I don't know what I'll do if I ever have to stop using it.
    • Herb Schulte
       
      That is great question. And do you need parent permission for students to use it?
    • Jordan Moody
       
      Is it free?
    • Gil Anspacher
       
      Yes, it is free and you can manage student accounts. It is only open to those you invite in and only educators may obtain an account. You may monitor and moderate all conversations, administer quizes, embed media, etc. The groups feature is very effective and you may grant access to your group to other classes. We just had 700+ students interacting in a global collaboration project, Digiteen. Students do not need an email address to use Edmodo, so under 13 is OK for CIPA. It looks much like Facebook, so kids love it and parents need some education on it as they fear it at first. Parents can get monitoring access so they may monitor their child's activity. It is a great tool to show parents how social media is used in education.
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    Social networking for teachers & students. Send homework, links, videos, participate in discussions, share ideas.
Kent Gerber

Can I have your half-attention, please? : Macleans OnCampus - 0 views

  • While some professors seek to exclude the devices from the classroom, others are creating multimedia-rich curricula in which students can draw on online resources and interact with each other. Banning laptops is just plain wrong, according to Don Krug, associate professor at UBC’s department of curriculum studies. He says students are adults, and the best a professor can hope for is a “respectful learning environment,” where students limit their own behaviour. “If they really want to learn the information, they will. They’re paying a lot of money,” he says. “We’re better off teaching them how to be responsible learners.”
    • Kent Gerber
       
      Shows two polar solutions to laptop problems: total ban & adapting curricula to include multi-media interaction. Also presents respectful learning environment as best course for students who are adults.
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    Article that mentions teacher's frustrations with laptops and various coping strategies.
Trevor Cunningham

Connect your classroom to the world | Skype in the classroom - 86 views

  • connect with classes from around the world
    • Nancy White
       
      Exciting new way to find teachers and classrooms to connect with!
    • Joan Sentís
       
      Let's see next year!
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    Social Network for teachers looking to connect with classrooms around the globe.
  • ...1 more comment...
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    "Skype in the classroom is a free community to help teachers everywhere use Skype to help their students learn. It's a place for teachers to connect with each other, find partner classes and share inspiration. This is a global initiative that was created in response to the growing number of teachers using Skype in their classrooms."
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    Social Network for teachers looking to connect with classrooms around the globe.
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    Digital citizenship reinforcement: Use live synchronous video interaction rather than hiding behind text.
Deborah Baillesderr

Scratch - Imagine, Program, Share - 51 views

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    this program enables users to create interactive stories, animations, games, music, and art-- and share them online.
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    A great site to help students learn how to code easily
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