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NTHS Library

Glogster - Poster Yourself - 25 views

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

Interactive Learning and Reading Activities for Students in Grades PreK-12 | Scholastic.com - 26 views

  • Story StartersGrades: PreK–K, 1–2, 3–5, 6–8This interactive tool creates quick writing prompts to help young students delve into creative writing.
  • Immigration: Stories of Yesterday and TodayGrades: PreK–K, 1–2, 3–5, 6–8Take a tour of Ellis Island, explore an interactive immigration timeline, and meet young immigrants in this online activity!
  • Science ExplorationsGrades: 3–5, 6–8, 9–12With the help of audio, text, photos, and video, students thoroughly explore six science topics, from the Galapagos Islands to giant squid.Read more >
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    The Science Explorations link doesn't work.
Mark Gleeson

Build a Body - 177 views

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    Interactive flash site that allows you to build a body organ by organ
Joanne Ivarson

Math - Interactive Learning Sites for Education - 12 views

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    Math Interactive White Board Activities - other subjects available too
Sue Bailey

Tech Talk for Teachers: Triptico: Interactives for Any Board - 116 views

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    If you are lucky enough to have an interactive whiteboard in your classroom, be sure to seek out the treasure available free for the taking at http://triptico.co.uk. With a single multi-platform download, you will get a collection of more than 20 interactive resources that are versatile, customizable, inspirational . . . invaluable!
Marc Patton

PBS LearningMedia - 1 views

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    PBS LearningMedia™ is your destination for easy, instant access to tens of thousands of classroom-ready, digital resources including videos and interactives perfect for the Interactive Whiteboard, plus audio and photos, and even in-depth lesson plans.
Kim Collazo

Interactive Learning Sites for Education - Home - 11 views

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    Full of interactives by subject
Martha Hickson

inkle » inklewriter - 29 views

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    free tool designed to allow anyone to write and publish interactive stories. It's perfect for writers who want to try out interactivity, but also for teachers and students looking to mix computer skills and creative writing.
Mark Gleeson

Nik's QuickShout: Create Instant Interactive Text Based Activities - 11 views

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    Creating computer based materials can be incredibly time consuming and also very frustrating as websites and web based content can change so quickly, that's why it is always so nice to discover tools like Textivate which can enable you to create instant interactivity using almost any text you find from around the web.
Gerald Carey

Thinkmap Visual Thesaurus - An online thesaurus and dictionary of over 145,000 words that you explore using an interactive map. - 174 views

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    From the website: "Welcome to the Visual Thesaurus, an interactive tool that allows you to discover the connections between words in a visually captivating display. Word maps let you search for just the right word and then explore related concepts, revealing the way words and meanings relate to each other. It's a word-lover's delight, with more than 145,000 words and 115,000 meanings organized in an innovative and intuitive design." However, it costs $3/month and $20/year to subscribe.
Kelly Boushell

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

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

Interactive Coordinate Grid - 104 views

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    Interactive coordinate grid allow to plot points on a grid.
Lisa Reas

Worksheets Gone Interactive - 14 views

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    Think back to your grade school years…What academic experience do you remember? Most likely whatever came to your mind was not a worksheet. You probably remember something that was taught to you because it was a project, experiment, or field trip-not a lesson that came from a worksheet. What does this mean?
Christopher Lee

Why I Like Prezi - 0 views

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    Why I Like Prezi In my life, I have given a *lot* of presentations. In high school, they were presentations on group projects. In university, they were presentations on research projects. At Google, they're presentations on how to use our APIs. When I first started giving presentations, I used Powerpoint, like everyone else. But I kept thinking there must be a better way, and I experimented with other options - flash interfaces, interactive Javascript apps. Then I discovered Prezi, and it has become my presentation tool of choice. Prezi is an online tool for creating presentations - but it's not just a Powerpoint clone, like the Zoho or Google offering. When you first create a Prezi, you're greeted with a blank canvas and a small toolbox. You can write text, insert images, and draw arrows. You can draw frames (visible or hidden) around bits of content, and then you can define a path from one frame to the next frame. That path is your presentation. It's like being able to draw your thoughts on a whiteboard, and then instructing a camera where to go and what to zoom into. It's a simple idea, but I love it. Here's why: It forces me to "shape" my presentation. A slide deck is always linear in form, with no obvious structure of ideas inside of it. Each of my Prezis has a structure, and each structure is different. The structure is visual, but it supports a conceptual structure. One structure might be 3 main ideas, with rows of ideas for each one. Another might be 1 main idea, with a circular branching of subideas. Having a structure helps me to have more of a point to my presentations, and to realize the core ideas of them. It makes it easy to go from brainstorming stage to presentation stage, all in the same tool. I can write a bunch of thoughts, insert some images, and easily move them around, cluster them, re-order them, etc. I can figure out the structure of my presentation by looking at what I have laid out, and seeing how they fit together. Some people do this
anonymous

Curriculum: Understanding YouTube & Digital Citizenship - Google in Education - 187 views

  • We have devised an interactive curriculum aimed to support teachers of secondary students (approximately ages 13-17). The curriculum helps educate students on topics like: YouTube’s policies How to report content on YouTube How to protect their privacy online How to be responsible YouTube community members How to be responsible digital citizens We hope that students and educators gain useful skills and a holistic understanding about responsible digital citizenship, not only on YouTube, but in all online activity.
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    Series of digital-age citizenship videos produced by Google on Youtube.
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    Google has devised an interactive curriculum of 10 lessons aimed to support teachers of secondary students (approximately ages 13-17). The curriculum helps educate students on topics like: YouTube's policies How to report content on YouTube How to protect their privacy online How to be responsible YouTube community members How to be responsible digital citizens
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    We have devised an interactive curriculum aimed to support teachers of secondary students (approximately ages 13-17).
Mark Gleeson

Egyptian Number system - 5 views

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    Interactive tool to explore number system of Ancient Egypt. Interesting to compare to our system 
Cara Whitehead

Early Elementary Science Curriculum - K-2 Interactive Science Program - 54 views

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    Online, interactive, standards-based science curriculum www.science4us.com
Randolph Hollingsworth

Executive Summary of Serious Games: Improving Public Policy Through Game-based Learning and Simulation - 17 views

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    Ben Sawyer is the cofounder of Digitalmill, where he is in charge of strategy, technology, and business development. Located in Portland, Maine, Digitalmill is a technology development firm with clients worldwide. It has worked on a wide variety of projects dealing with interactive game development, including support for The Sloan Foundation's Virtual U game project. The company has produced two books on game development, numerous articles about developing games, and several market research reports on the gaming industry. Currently Digitalmill is working on Virtual U 2.0, and consulting on other projects that integrate gaming, education, and training. Sawyer has authored or co-authored more than 10 computer trade books as well as numerous articles on a wide range of technology areas including e-commerce, interactive game development, software marketing, and computer graphics. Publications include The Ultimate Game Developer's Sourcebook, published in 1996 by Coriolis Group Books. To find out more about the author, please visit: www.dmill.com Contact the author: bsawyer@dmill.com
Martin Burrett

Interactive Ear - 3 views

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    Use this interactive online ear diagram to examine the workings of how we hear sound. You can embed the ear on to your website (much better that embedding a website in to your ear!) Found via @WengersToyBus http://ictmagic.wikispaces.com/Science
Mark Swartz

Role and Function of Theory in Online Education Development and Delivery - 3 views

  • According to Bonk and Reynolds (1997), to promote higher-order thinking on the Web, online learning must create challenging activities that enable learners to link new information to old, acquire meaningful knowledge, and use their metacognitive abilities; hence, it is the instructional strategy and not the technology tha
  • According to Bonk and Reynolds (1997), to promote higher-order thinking on the Web, online learning must create challenging activities that enable learners to link new information to old, acquire meaningful knowledge, and use their metacognitive abilities; hence, it is the instructional strategy and not the technology that influences the quality of learning.
  • However, it is not the computer per se that makes students learn, but the design of the real-life models and simulations, and the students' interaction with those models and simulations. The computer is merely the vehicle that provides the processing capability and delivers the instruction to learners (Clark, 2001).
  • ...35 more annotations...
  • Online learning allows for flexibility of access, from anywhere and usually at anytime—essentially, it allows participants to collapse time and space (Cole, 2000)—however, the learning materials must be designed properly to engage the learner and promote learning.
  • Cognitive psychology claims that learning involves the use of memory, motivation, and thinking, and that reflection plays an important part in learning.
  • The development of effective online learning materials should be based on proven and sound learning theories.
  • Early computer learning systems were designed based on a behaviorist approach to learning. The behaviorist school of thought, influenced by Thorndike (1913), Pavlov (1927), and Skinner (1974), postulates that learning is a change in observable behavior caused by external stimuli in the environment (Skinner, 1974).
  • Therefore, before any learning materials are developed, educators must, tacitly or explicitly, know the principles of learning and how students learn.
  • Constructivist theorists claim that learners interpret information and the world according to their personal reality, and that they learn by observation, processing, and interpretation, and then personalize the information into personal knowledge (Cooper, 1993; Wilson, 1997).
  • The design of online learning materials can include principles from all three. According to Ertmer and Newby (1993), the three schools of thought can in fact be used as a taxonomy for learning. Behaviorists' strategies can be used to teach the “what” (facts), cognitive strategies can be used to teach the “how” (processes and principles), and constructivist strategies can be used to teach the “why” (higher level thinking that promotes personal meaning and situated and contextual learning).
  • The behaviorist school sees the mind as a “black box,” in the sense that a response to a stimulus can be observed quantitatively, totally ignoring the effect of thought processes occurring in the mind.
  • Learners should be told the explicit outcomes of the learning so that they can set expectations and can judge for themselves whether or not they have achieved the outcome of the online lesson. 2.  Learners must be tested to determine whether or not they have achieved the learning outcome. Online testing or other forms of testing and assessment should be integrated into the learning sequence to check the learner's achievement level and to provide appropriate feedback. 3.  Learning materials must be sequenced appropriately to promote learning. The sequencing could take the form of simple to complex, known to unknown, and knowledge to application. 4.  Learners must be provided with feedback so that they can monitor how they are doing and take corrective action if required.
  • Cognitivists see learning as an internal process that involves memory, thinking, reflection, abstraction, motivation, and meta-cognition.
  • Online instruction must use strategies to allow learners to attend to the learning materials so that they can be transferred from the senses to the sensory store and then to working memory.
  • Online learning strategies must present the materials and use strategies to enable students to process the materials efficiently.
  • information should be organized or chunked in pieces of appropriate size to facilitate processing.
  • Use advance organizers to activate an existing cognitive structure or to provide the information to incorporate the details of the lesson (Ausubel, 1960).
  • Use pre-instructional questions to set expectations and to activate the learners' existing knowledge structure.
  • Use prerequisite test questions to activate the prerequisite knowledge structure required for learning the new materials.
  • To facilitate deep processing, learners should be asked to generate the information maps during the learning process or as a summary activity after the lesson (Bonk & Reynolds, 1997).
  • The cognitive school recognizes the importance of individual differences, and of including a variety of learning strategies in online instruction to accommodate those differences
  • The Kolb Learning Style Inventory (LSI) (Kolb, 1984) looks at how learners perceive and process information, whereas the Myers-Briggs Type Indicator (Myers, 1978) uses dichotomous scales to measure extroversion versus introversion, sensing versus intuition, thinking versus feeling, and judging versus perception. In the following discussion, we consider the Kolb Learning Style Inventory.
  • Attention: Capture the learners' attention at the start of the lesson and maintain it throughout the lesson. The online learning materials must include an activity at the start of the learning session to connect with the learners. Relevance: Inform learners of the importance of the lesson and how taking the lesson could benefit them. Strategies could include describing how learners will benefit from taking the lesson, and how they can use what they learn in real-life situations. This strategy helps to contextualize the learning and make it more meaningful, thereby maintaining interest throughout the learning session. Confidence: Use strategies such as designing for success and informing learners of the lesson expectations. Design for success by sequencing from simple to complex, or known to unknown, and use a competency-based approach where learners are given the opportunity to use different strategies to complete the lesson. Inform learners of the lesson outcome and provide ongoing encouragement to complete the lesson. Satisfaction: Provide feedback on performance and allow learners to apply what they learn in real-life situations. Learners like to know how they are doing, and they like to contextualize what they are learning by applying the information in real life.
  • Online strategies that facilitate the transfer of learning should be used to encourage application in different and real-life situations.
  • Constructivists see learners as being active rather than passive.
  • it is the individual learner's interpretation and processing of what is received through the senses that creates knowledge.
  • “the process of using a prior interpretation to construe a new or revised interpretation of the meaning of one's experience in order to guide future action” (p. 12).
  • Learning should be an active process. Keeping learners active doing meaningful activities results in high-level processing, which facilitates the creation of personalized meaning. Asking learners to apply the information in a practical situation is an active process, and facilitates personal interpretation and relevance.
  • Learners should construct their own knowledge rather than accepting that given by the instructor.
  • Collaborative and cooperative learning should be encouraged to facilitate constructivist learning (H
  • When assigning learners for group work, membership should be based on the expertise level and learning style of individual group members, so that individual team members can benefit from one another's strengths.
  •   Learners should be given control of the learning process
  • Learners should be given time and opportunity to reflect.
  • Learning should be made meaningful for learners. The learning materials should include examples that relate to students, so that they can make sense of the information.
  • Learning should be interactive to promote higher-level learning and social presence, and to help develop personal meaning. According to Heinich et al. (2002), learning is the development of new knowledge, skills, and attitudes as the learner interacts with information and the environment. Interaction is also critical to creating a sense of presence and a sense of community for online learners, and to promoting transformational learning (Murphy & Cifuentes, 2001). Learners receive the learning materials through the technology, process the information, and then personalize and contextualize the information.
  • Figure 1-6. Components of effective online learning.
  • Behaviorist strategies can be used to teach the facts (what); cognitivist strategies to teach the principles and processes (how); and constructivist strategies to teach the real-life and personal applications and contextual learning. There is a shift toward constructive learning, in which learners are given the opportunity to construct their own meaning from the information presented during the online sessions. The use of learning objects to promote flexibility and reuse of online materials to meet the needs of individual learners will become more common in the future. Online learning materials will be designed in small coherent segments, so that they can be redesigned for different learners and different contexts. Finally, online learning will be increasingly diverse to respond to different learning cultures, styles, and motivations.
  • Online instruction occurs when learners use the Web to go through the sequence of instruction, to complete the learning activities, and to achieve learning outcomes and objectives (Ally, 2002; Ritchie & Hoffman, 1997).
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    From:  FOUNDATIONS OF EDUCATIONAL THEORY FOR ONLINE LEARNING
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