iPads in Schools - 10 views
The Case for Videogames as Powerful Tools for Learning | PBS - 12 views
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1. Just-in-time learning. Videogames give you just enough information that you can usefully apply. You are not given information you'll need for level 8 at level 1, which can often be the case with schools that download files of information that are never applied. Videogames provide doable challenges that are constantly pushing the edge of a player's competence. This is similar to Russian psychologist Lev Vygotsky's Zone of Proximal Development. Lev Vygotsky 2. Critical thinking. When you play videogames you're entering a virtual world with only the vaguest idea of what you are supposed to do. As a result, you need to explore the physics of the game and generate a hypothesis of how to navigate it. And then test it. Because games are complex, you are continually reformulating and retesting your hypothesis -- the hallmark of critical thinking. 3. Increased memory retention. Cognitive science has recently discovered that memory is a residue of thought. So what you think about is what you remember. As videogames make you think, they also hold the potential to increase memory retention. 4. Emotional interest. Videogames are emotionally engaging. Brain research has revealed that emotional interest helps humans learn. Basically, we don't pay attention to boring things. The amygdala is the emotional center of the brain and also the gateway to learning. 5. We learn best through images. Vision is our most dominant sense, taking up half of our brain's resources. The more visual input, the more likely it is to be recognized and recalled. Videogames meet this learning principle in spades as interactive visual simulations.
Digital Citizenship Resources - 9 views
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This binder is an attempt to collect and organize Digital Citizenship resources by age (grade level). Often when we think of Digital Citizenship, we only think about the safety aspects of it but being a digital citizen is much more than just being safe. The nine elements of Digital Citizenship as outlined in the book Digital Citizenship in Schools by Mike Ribble and Gerald Bailey are: Digital Etiquette Digital Communication Digital Literacy Digital Access Digital Commerce Digital Law Digital Rights & Responsibilities Digital Health & Wellness Digital Security (self-protection) Source: http://www.digitalcitizenship.net/Nine_Elements.html If you would like to collaborate on this binder, please send the email address that you used when signing up with Live Binders to stmcomputers@gmail.com.
App Store - App Incubator - 5 views
Breakthrough - - 1 views
App Store - Blogger - 1 views
Inkling for iPad on the iTunes App Store - 8 views
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"Inkling is a platform for interactive textbooks, built from the ground up for iPad. It turns paper-based textbooks books into engaging, interactive learning experiences while staying compatible with the print book for classroom use."
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Nice interactive app that schools with iPads should consider exploring as a replacement for traditional textbooks.
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Platform for interactive books. Conversion of books to iPad. Add video and QA to content. Purchase chapters or textbook. McGraw Hill platform.
Assessment for Learning: Home | Assessment for Learning - 10 views
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"Welcome to the Assessment for Learning website. This site has been developed by Curriculum Corporation on behalf of the education departments of the States, Territories and Commonwealth of Australia." "There are 32 assessment tasks, covering the learning areas of English, Science, Studies of Society and Environment and Health and Physical Education, Languages Other Than English, Technology, The Arts and Mathematics - or their State and Territory equivalents.
HappySteve: Interactive White Boards - considered from a broader perspective. - 2 views
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