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Free, online CAD software with a blocks-based design familiar to Scratch users. Simple idea, yet mastery requires students (or adults) to understand and apply some serious math and engineering concepts.
"With the Hour of Code coming up (December 9-15), here is a great infographic from Kodable explaining why coding is such a useful skill for kids (and adults) to learn."
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Interactive game to teach students about cyberbullying:
"A cyberbullying "epidemic" has hit our shores and threatens to contaminate our children through emails, chatrooms, blogs, mobile phones and social networking sites. The Bullies are nasty, highly contagious viruses that lurk in cyberspace, infecting young cyber citizens with unacceptable online behaviours.
And unfortunately, something seemingly innocent such as forwarding an unpleasant email to someone can cause instant contamination.
But help is at hand.
SchoolAid, in partnership with the Vodafone Foundation, has launched a national campaign that identifies and personifies the different types of cyberbullying behaviours, and in particular, bystander behaviour, to raise awareness of this crucial issue, while encouraging open discussion among children and adults alike."
Small Basic is a project that's aimed at bringing "fun" back to programming. By providing a small and easy to learn programming language in a friendly and inviting development environment, Small Basic makes programming a breeze. Ideal for kids and adults alike, Small Basic helps beginners take the first step into the wonderful world of programming.
"New media allow for a degree of freedom and autonomy for youth that is less apparent in classroom setting. Youth respect one another's authority online, and they are often more motivated to learn from peers than from adults. Their efforts are also largely self-directed, and the outcome emerges through exploration, in contrast to classroom learning that is oriented toward set, predefined goals."
Key points:
-There is a generation gap in how youth and adults view the value of online activity.
-Youth are navigating complex social and technical worlds by participating online.
-Young people are motivated to learn from their peers online. (this is a key finding in the study and very relevant to educators)
-Most youth are not taking full advantage of the learning opportunities of the Internet. (another finding that could impact the way teachers engage students in online learning)
"The research demonstrates that, although many young people are developing a broad range of sophisticated new literacy and technical skills, they are also facing new challenges in how to manage their visibility and social relationships online."
Created though a partnership among the Media Education Lab at Temple University, the Center for Social Media at American University (AU), and AU's Washington College of Law, with funding from the MacArthur Foundation, the code identifies five principles of consensus about acceptable practices for the fair use of copyrighted materials, wherever and however it occurs: in K-12 schools, higher-education institutions, nonprofit groups that offer media-education programs for children and youth, and adult-education programs.
1. Employing copyrighted material in media-literacy lessons
2. Employing copyrighted material in preparing curriculum materials
3. Sharing media-literacy curriculum materials
4. Student use of copyrighted materials in their own academic and creative work
5. Developing audiences for student work
Celebrity wardrobe malfunctions can be devastating. There isn't an adult in the world who hasn't had a bad hair day, or put on an ugly outfit they later regretted. Even celebrities are victims of poor outfit choices. Sometimes they don't take the added time to look in the mirror and make sure things are fitted well.
As children, we ask "Why?" a lot. It is a part of childhood, that special time when the many forces acting upon our cognitive development converge around a singular desire to ask "Why". It becomes the central focus of our conversational style, an incessant exclamation into the void which tests the patience of any nearby adult. But asking "Why" offers so much more.
Adults love to ask "What if...?" questions too. It is a model that can be a catalyst for change when used in the right way and when combined with some other questions.
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Play is a vital tool for learning. It should be vital part of every child's learning; the norm rather than the exception and we leave it behind as we become adults to our own peril.
The difficulty with creativity is it is not easy and perhaps thanks to our experience of schooling not a natural attribute of many adults. What creativity needs is a process and/or a structure that allows us to bring our intellect to the development of creative solutions.
Only 76% of my current students have internet access at home via laptop or PC
U.S. students may learn something about evaluating sources in research paper assignments and learn to recognize propaganda in social studies, but that's often the extent of their media literacy instruction.
We have more than 1400 students at my middle school; we share two carts of laptops with 30 laptops each among more than 400 sixth graders--very limited amount of access time.
spurred by students' access to unlimited information on the Internet.
Can students learn to recognize bias, track down sources, and cross-check information?
One of the most basic strands of media literacy emphasizes the skills and knowledge students need to locate and critically assess online content.
digital media literacy skills are vastly underrepresented in the curriculum for all but the most advanced students (as, indeed, are offline critical-thinking and reading-comprehension skills).
Choosing appropriate search engines, following relevant links, and judging the validity of information are difficult challenges, not only for students of all ages, but also for most adults, including many teachers.
Although based on offline rather than online media literacy, the study found that explicit media literacy instruction increased both traditional literacy skills, such as reading comprehension and writing, and more specific media-related skills, including identification of techniques various media use to influence audiences.
From video games to social networks, incorporating what students are doing online into the school curriculum holds great, and perhaps the only, promise for keeping students engaged in learning