HelloSlide transforms your slides into a rich audiovisual format, recreating the experience of a live lecture. Simply upload your presentation, type the speech for each slide, and HelloSlide automagically generates the audio.
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.
"Students at Het 4e Gymnasium Amsterdam have had their history class infused into their digital lives...The students have built Facebook Timelines for four history subjects:..Historical events were represented by uploading a variety of media including audio, video, photos, maps, and historic documents."
"Google does let you opt out, and every Gmail user will get an email from the company notifying them and pointing them to the privacy settings when the feature goes live. Here's what those privacy settings look like:"
"Quandary is a free, online game that engages your students in ethical decision-making and develops skills that will help them recognize ethical issues and deal with challenging situations in their own lives.
This page brings together all the information you need to successfully implement Quandary as part of your teaching, including a handy teacher guide, classroom implementation video, lesson plan and worksheet. We've also mapped the game to the Common Core standards. And don't forget to head over to the teachers' forum to share your own ideas and discuss tips and techniques from other educators."
"Would any of my students turn down a 1:1 MacBook Pro? Of course not. Still, I believe there is great value in the limitations of resources. When we engage in Device Wars on twitter and the blogosphere, we all seem to exercise significant bias in equating the best classroom tool with the one that we find most productive in our personal or professional lives (I touched upon that in disagreeing with folks who contend that the iPad is not a creation tool). Do I have a vision of what technology I'd like in my class in the perfect scenario? Sure I do. Do my students and I really need that state of shiny utopia, especially when it is (in my view) impossible to achieve in an equitable fashion? I don't think so."
"Good stories do more than explain the what, they show the why. They answer the question: "Why is this important to me and my life?" In a noisy world of bland advertisements and pitches, we want to tell the best stories about things that are making a difference in people's lives."
"Google's new Wi-Fi dongle streams music, video and games to the television, but it's part of a wider battle to control entertainment in the living room"
"Dealing with trolls is one of the costs of participating in social media. These are the folks who combine a strong opinion with a lack of knowledge. A handful of inflammatory and negative comments can neutralize dozens of positive ones. Here are the top twelve signs that you're dealing with someone who lives under a bridge."
"The internet is awash with exciting and innovative tools, and your students have grown up immersed in this world - get in on the act. The digital revolution has given us instant communication and easy global connectedness, with mobile technology in particular growing at warp speed: in 2013, there are almost as many mobile phone contracts as there are people in the world. This digital transformation has produced some extraordinary online tools for flexible education, which enhance students' learning and promise innovative pedagogy for teachers. However, they can also be daunting and challenging for educators.
It is clear that teachers cannot ignore these tools, which go far beyond just Facebook and Twitter. Educators are now dealing with Generation Z - students born after 1995 who have hardly known a world without social media and have always lived a life measured in bits and bytes. Most have access to iPads and smartphones as well as textbooks and, therefore, the massive resource of the internet."
"I went to the homepage of EdcampHome and saw four amazing educators: David Theriault, Karl Lindgren-Streicher, Kelly Kermode, and Shawn White troubleshooting, discussing and working diligently to put this together via a Google Hangout being streamed live through YouTube and simultaneously embedded on the front page of the website. Tweets were flying and being used to communicate issues, compliments, and questions from educators all over the world who have never met face-to-face. It felt as if I was getting the opportunity to be behind the scenes at NASA during a space launch! I hope you take the time to watch even a few minutes of the amazing collaboration between them. The lengthy video is still on the homepage for viewing for now."
Introducing Sphero 2.0. Choose from over 25 apps and launch a whole new world of mobile gameplay. Drive circles around your friends with Sphero's new engine, turn your living room into a video game with augmented reality apps like The Rolling Dead, and upgrade family game night with multiplayer apps like ColorGrab. You can even get a crash course in programming Sphero with MacroLab.
Sphero rolls 7 feet per second and pairs to your device via Bluetooth. Powered by induction charging and an internal smart robot, Sphero also glows in millions of colors and is pet proof, waterproof, and ready for any adventure.
"This would not be the first time. For example, when Sir Francis Bacon said that knowledge of the world should be grounded in carefully verified facts about the world, he wasn't just giving us a new method to achieve old-fashioned knowledge. He was redefining knowledge as theories that are grounded in facts. The Age of the Net is bringing about a redefinition at the same scale. Scientific knowledge is taking on properties of its new medium, becoming like the network in which it lives."
"While technology has an increasing impact on our daily lives from social relationships to politics, female computer scientists actively influencing these developments are still in short supply. Barely 13 percent of bachelor degrees in computer sciences were earned by women in the US last year. Stanford students Ayna Agarwal and Ellora Israni founded She++, an annual conference and initiative to inspire more women to pursue and explore computer sciences."
Waterlife is an interactive story about the water cycle in the Great Lakes. Waterlife is a twenty part story through which students can learn about the role of water in our lives. Through the story students learn about things like fishing, pollution, invasive species, wetlands, and the politics of water conservation. When students select a part of the Waterlife story they will be able to hear narration, see visuals, and read the text of the story. Some parts of the story also contain links to external resources that student can explore.
ideacity is a three-day gathering of minds held each June in Toronto. It's produced and presented by the Canadian media innovator and pioneer, Moses Znaimer. IDEAS features highlights from the conference. This episode deals with the deluge of digital data in our lives with: Don Tapscott, Canadian cyber guru, on generational change;