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Roland Gesthuizen

Oldest computer ads | Top Design Magazine - Web Design and Digital Content - 0 views

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    "If you are feeling that you've seen many of those ads it means you really know the history of computers and how Apple for example was looking good since then ! Watching those ads make me wanna buy an HC or ZX-Spectrum to play with my friends some damn old games !"
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    Crikey, I can even remember sighting some of these a few decades ago.
John Pearce

QR Code Generator? The Best QR Code Generators - 4 views

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    "There are quite a few QR Code generators online. Some of them like Barcode Maker simply cosmeticize the Google Chart API while others like ZXing have full MECARD encoding. Here are the best examples:"
John Pearce

Voir QR: The History, Use & Abuse of QR Codes - 3 views

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    A great Slideshare looking at QR Codes from the marketing point of view. The presentation contains a great explanation of the makeup of a QR code as well as examples of good and not so good uses in marketing. It also looks at other types of codes that compete with QR codes.
Clay Leben

The Case for Videogames as Powerful Tools for Learning | PBS - 12 views

  • 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.
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    Article offers several examples of games designed for learning and 5 game qualities.
John Pearce

Reeder - 3 views

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    Reeder is a Google Reader client, which means you need a Google Reader account to use the app. Don't have one? No problem, you can get one here: http://google.com/reader When using Reeder, all changes will be synced with Google Reader. This means if (for example) you read an article in Reeder it will also be marked as read in Google Reader. The same is true if you read in Google Reader. When syncing the next time, Reeder will just pick up the changes.
Camilla Elliott

WHS Virtual Vietnam Project | Home - 0 views

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    This project is a good example of an authentic learning activity. Students use the names of individual service personnel from the Vietnam War commemorative wall to create a presentation honoring the individual's life and the time in which they lived. The principle could be applied to any country.
Andrew Jeppesen

Welcome | Wordnik - 0 views

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    Kind of like a dictionary but with example sentences, pronunciations and even thumbnails of flickr images tagged with the particular word you're looking for.
Andrew Jeppesen

Technology Integration Matrix - 0 views

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    Enhancing learning with technology. Matrix of levels of integration & characteristics of learning environments - with video examples.
John Pearce

YouTube - Khan Academy and the Effectiveness of Science Videos - 0 views

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    "It is a common view that "if only someone could break this down and explain it clearly enough, more students would understand." Khan Academy is a great example of this approach with its clear, concise videos on science. However it is debatable whether they really work. Research has shown that these types of videos may be positively received by students. They feel like they are learning and become more confident in their answers, but tests reveal they haven't learned anything. The apparent reason for the discrepancy is misconceptions. Students have existing ideas about scientific phenomena before viewing a video. If the video presents scientific concepts in a clear, well illustrated way, students believe they are learning but they do not engage with the media on a deep enough level to realize that what was is presented differs from their prior knowledge. There is hope, however. Presenting students' common misconceptions in a video alongside the scientific concepts has been shown to increase learning by increasing the amount of mental effort students expend while watching it."
John Pearce

Khan Academy and the Effectiveness of Science Videos | Action-Reaction - 3 views

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    "It is a common view that "if only someone could break this down and explain it clearly enough, more students would understand." Khan Academy is a great example of this approach with its clear, concise videos on science. However it is debatable whether they really work. Research has shown that these types of videos may be positively received by students. They feel like they are learning and become more confident in their answers, but tests reveal they haven't learned anything."
John Pearce

Meridian: Getting A Grip On Project-Based Learning - 4 views

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    "Project-based learning is centered on the learner and affords learners the opportunity for in-depth investigations of worthy topics. The learners are more autonomous as they construct personally-meaningful artifacts that are representations of their learning. This article examines the theoretical foundations of project-based learning, particularly constructivism and constructionism, and notes the similarities and differences among implementations, including project-based science (Blulmenfeld et al., 1991), disciplined inquiry (Levstik & Barton, 2001) and WebQuests (Dodge, 1995). In addition, an anatomy of a model case will be considered using a WebQuest example developed by the author, describing seven characteristics common among the various implementations of project-based learning. Finally, practical advice and recommendations for project-based learning are discussed, including beginning slowly with the implementation, teaching students to negotiate cooperative/collaborative groups and establishing multiple forms of performance assessments."
Ian Guest

Waterbear - 2 views

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    Waterbear is a toolkit for creating drag-and-drop programming languages, with some example languages you can play around with and learn from. The goal is to make it easy to wrap other existing languages with Waterbear blocks to create draggable, snappable syntaxes for them.
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    "Waterbear is pre-alpha software, very raw, and in constant flux right now."
Rachael Bath

How Our Brains Stop Us From Achieving Our Goals (and How to Fight Back) - 2 views

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    "How Our Brains Stop Us From Achieving Our Goals (and How to Fight Back)" This is a great explanation of how the brain works. These examples are not related to education, but we can easily reflect upon how what we do in the classroom could have negative effects on students. There are also suggestions about how you can make mental changes to ensure success.
Ian Guest

Spring 2013 Vol.6 No.2 - Teaching and Learning in the Digital World: Possibilities and ... - 1 views

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    This issue addresses the impact of the digital world on teaching and learning by sharing particular examples and critical discussions from a wide range of learning contexts."
Shelly Terrell

10 Ways to Show Your iPad on a Projector Screen - 4 views

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    "September 27, 2014 Projecting your iPad on a large screen is great for demonstrations, simulations, explanations, and showing examples. There are several ways this can be done in the classroom.  VGA or HDMI Adapter Connect directly from your device to a projector's video cable. Click to find out which of the four possible adapters is the one you need. Document Camera Put your device under a camera connected to a projector. Glare may be a problem. Your audience can see your fingers.. Search Amazon for document cameras. Apple TV Connect an Apple TV to your projector and use your device's AirPlay feature to mirror the screen. Apple TV is available from Amazon.com. AirServer Install software on your projector-connected computer and use device's AirPlay feature to mirror the screen. Get AirServer at airserver.com. Annotate.net Install software on your projector-connected computer and use device's AirPlay feature to mirror the screen. Download the Annotate Mirror Client.  Mirroring360 Install software on your projector-connected computer and use device's AirPlay feature to mirror the screen. Download Mirroring360. Reflector Install software on your projector-connected computer and use device's AirPlay feature to mirror the screen. Get Reflector at reflectorapp.com. X-Mirage Install software on your projector-connected computer and use device's AirPlay feature to mirror the screen. Get X-Mirage. iTools Install software on your projector-connected computer and attach device using its USB cable and choose Live Desktop. Macs can wirelessly mirror to iTools. It's beta software with no documentation and can be buggy. English version currently not available. OS X 10.10 Yosemite Update to OS X Yosemite on your projector-connected Mac and attach device using its Lightning cable. Open QuckTime & choose iPad as the camera source.  If you don't mind keeping your iPad in one spot, then a VGA adapter (for 30-pin Dock connector or for the new Lightning
Ian Guest

Google Sites for Teacher Web Pages and Student Projects - 8 views

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    Everything you might need to get started; from examples to instructions to resources.
John Pearce

These Are a Few of My Favorite Forms: DIfferentiated Forms - 4 views

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    "I talked about Google Forms in general, and gave an example of how you can create a differentiated Google Form using the "Go To Page Based on Answer" option. Many people were interested in this particular Form, so I decided to create a tutorial. Here is the video tutorial I created! Let me know how you plan to use these kinds of Forms in your own class!"
John Pearce

Student Learning with Diigo - 1 views

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    This is a fabulous introduction to using Diigo in schools. "Welcome to Student Learning with Diigo. This site was completed in partial fulfillment of the requirements of of ISLT 9440, Learning with the Internet, a graduate class, during the Fall 2010 from the University of Missouri. Educators, worldwide, have enjoyed the use of this social bookmarking site. Diigo is a great web-based tool for teachers to utilize, to motivate, and to engage students of all ages in the learning process. We invite you to explore the various features of Diigo. Become educated and informed on the powerful use of Diigo for student learning. Learn how this research tool can enhance classroom instruction and promote higher levels of student collaboration. As you navigate through our site you will see examples of valuable lessons and resources, all displayed for your use. Set up your account now. This research tool is every educator's dream."
John Pearce

PL and P&D: An interactive guide | Australian Institute for Teaching and School Leadership - 5 views

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    "The interactive guide looks at the 50 examples of innovative approaches to professional learning and performance and development profiled in the Global Trends in Professional Learning and Performance and Development report."
Ian Guest

Every Noise at Once - 1 views

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    "This is an ongoing attempt at an algorithmically-generated, readability-adjusted scatter-plot of the musical genre-space, based on data tracked and analyzed for 1536 genres by Spotify. The calibration is fuzzy, but in general down is more organic, up is more mechanical and electric; left is denser and more atmospheric, right is spikier and bouncier.   Click anything to hear an example of what it sounds like."
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    Totally cool share, showing it to my data visualizations students.
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