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Roland Gesthuizen

Rough Science for iPad 2 Wi-Fi, iPad 2 Wi-Fi + 3G, iPad (3rd generation), iPad Wi-Fi + ... - 1 views

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    "Presented by well known science educator, Sean M Elliott, Rough Science is a digital learning environment that explores three exciting Australian Curriculum Year 5 & 6 science topics: Layers of the Earth; Solid, Liquid & Gas; and Adaptation & Evolution. Each unit is comprised of a short video and a creative challenge. The App is accompanied by a free Rough Science Teacher Handbook, available from the iTunes store. "
Ian Guest

Digital Literacies Toolkit - 7 views

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    "The purpose of this set of learning resources is to help students: explore the educational uses of Web 2.0 tools and services; familiarise themselves with a range of useful applications for study-related purposes; highlight good practice in the use of social software and the internet, in general."
Ian Guest

Computer Science for Fun - cs4fn - 3 views

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    "Welcome to the fun side of computer science! Explore how computer science is also about people, solving puzzles, creativity, changing the future and, most of all, having fun. "
Rhondda Powling

How Minecraft could help teach chemistry - 1 views

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    "Minecraft is more than just a game and used carefully it can also be a powerful educational tool. It allows young people to create and explore places that are completely inaccessible by other means. Within the blocky world, they can roam around historical sites, delve into the geology beneath their feet or fly through the chambers of a heart, and much more besides. The rich resources of these virtual worlds, coupled with the educational version of the game, allow teachers to immerse young people in a comfortable but exciting learning environment. Minecraft has the ability to bring just about any conceivable structure to the classroom, and beyond.
Aaron Davis

Exploring Virtual Reality in Education - DML Central - 0 views

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    Jade Davis provides an investigation into VR and the ethical concerns fpr education. VR as a mass market product is still emerging. I am enjoying following the conversation and playing with the headsets that use my smartphone as a screen. Despite the risks and worries, I am still excited to see how VR evolves and what educational experience might be designed for it.
Ian Guest

ElectroCity - 2 views

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    "ElectroCity is an online computer game that simulates, in a very simplified way, energy management in New Zealand. ElectroCity allows players to create their own city and explore different approaches to energy and the environment. It is educational and fun."
John Pearce

For The Win » Blog Archive » Why gamification would rip open the classroom - 3 views

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    There is something in games based learning that seems to get missed out of much of the discussion. While it's common to think of using game-like approaches or video-games I find much of what is said revolves about how games work in terms of mechanics. Level ups, XP (experience) and badges seem to dominate the gamification dialogue. I wonder how you can gamify the workplace or the classroom without also exploring the more important aspects of why people play - how it feels to be immersed in a story that you feel a part of. Players are given badges and tokens all the time, except these don't provide that intrinsic motivation that people often associate with gamification. For the love of it. How do you get people to play for that reward?
John Pearce

Teen Mobile Device Usage Skyrockets (INFOGRAPHIC) | FunMobility Blog - 2 views

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    Teens love their cell phones. Duh! But just how often are they using their mobile phones and why? Leveraging the data provided by the recent Nielsen study, "New Mobile Obsession: U.S. Teens Triple Data Usage", FunMobility decided to explore cell phone usage patterns further. The result of our FunChat and FAADChat customer survey with over 10,000 respondents generated even more interesting data points. The survey found teens are spending more time on mobile devices than any other media device, and 40 percent are spending more than four hours per day on their mobile devices. And that's just the beginning. We turned this data into an infographic: "Generation OMG: How Teens Use Mobile Devices", that we just announced and was recently covered by ZDNet's iGeneration blog.
Ian Guest

whenintime - 8 views

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    "WhenInTime is a web application that enables its users to create, view, explore, share and contribute to interactive digital timelines on the topic of their choice" ... including timelines composed from data feeds like Twitter
John Pearce

IMSA's PBLNetwork - 1 views

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    To advance the mission of the Illinois Mathematics and Science Academy (www.imsa.edu) , the Academy established the PBLNetwork in 1992. IMSA's PBLNetwork engages in PBL professional development, research, information exchange, curriculum development and networking in K-16 educational settings. The goals of IMSA's PBLNetwork are: To mentor educators in all disciplines as they design and develop effective problem-based learning (PBL) materials and become skillful coaches in K-16 classrooms and other educational settings. To explore problem-based learning (PBL) strategies as the context in which knowledge is acquired, ethical decision-making is nurtured, and problem-solving skills are developed with learners of all abilities. To connect problem-based learning (PBL) educators through numerous networking options designed to meet a variety of needs.
Russell Ogden

http://www.joanganzcooneycenter.org/images/presentation/jgcc_teacher_survey.pdf - 2 views

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    A research study exploring teachers' views on game-based learning.
Russell Ogden

Movie-Tom.Com - 3 views

shared by Russell Ogden on 25 Mar 12 - Cached
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    Movie Tom.Com explores the limits of short movie-making for the classroom. The medium should serve the message. Digital methods now allow educators to quickly create custom sequences to suit their curriculum.
Tony Richards

BrowserQuest - a massively multiplayer HTML5 (WebSocket + Canvas) game experi... - 2 views

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    Darrel - check this game out - HTML5 bet you wet your pants over it :-) Looks good and the source code is available to look at, explore and change.
Clay Leben

Usable Knowledge from Harvard Graduate School of Education - Research for Education Lea... - 1 views

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    Plenty of research and opinion articles about education to explore on this site. I enjoyed reading about neuroscience research impact on education in the Learning and Development.
Ian Guest

Twitter: How to archive event hashtags and create an interactive visualization of the c... - 3 views

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    "Using a combination of Google Spreadsheets as a data source and a simple web interface to add interactivity it's possible to let users explorer your entire event hashtag and replay any of conversations."
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    Followed the instructions and BOOM! An interactive visualisation of the relationships within a Twitter chat e.g. http://bit.ly/HhvBGo
Ian Guest

DNA Learning Center - 6 views

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    "Laboratory experiments, computer explorations, and an interactive exhibition for students, educators, and the public."
John Pearce

Viewing mobile learning from a pedagogical perspective | Kearney | Research in Learning... - 3 views

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    Mobile learning is a relatively new phenomenon and the theoretical basis is currently under development. The paper presents a pedagogical perspective of mobile learning which highlights three central features of mobile learning: authenticity, collaboration and personalisation, embedded in the unique time-space contexts of mobile learning. A pedagogical framework was developed and tested through activities in two mobile learning projects located in teacher education communities: Mobagogy, a project in which faculty staff in an Australian university developed understanding of mobile learning; and The Bird in the Hand Project, which explored the use of smartphones by student teachers and their mentors in the United Kingdom. The framework is used to critique the pedagogy in a selection of reported mobile learning scenarios, enabling an assessment of mobile activities and pedagogical approaches, and consideration of their contributions to learning from a socio-cultural perspective.
Shelly Terrell

Google Maps For Android Now Lets You Explore The Great Indoors (And Find The Nearest Re... - 0 views

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    Google Maps for Android is fantastic. Between its free GPS Navigation feature, speedy downloads thanks to vector-based maps, and offline caching, the app is leagues ahead of the Maps app on iOS. Today, Maps for Android is getting upgraded to version 6.0, and it includes a long-anticipated feature that presents a huge technical challenge: indoor maps. Yes, you'll now be able to fire up Maps in some malls, airports, and department stores to get your bearings, complete with that 'little blue dot' that shows you where you are. 
John Pearce

Graduating with Technology | LearnStuff - 6 views

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    "At the start of the 21st century only half of all school classrooms had Internet access, compared to 98% today. The proliferation and sheer breadth of accessibility that the Internet offers has in many ways redefined the process of "growing up" - this graphic explores this redefinition and provides insight into not just how we learn stuff, but also what we learn from a young age now that we have computers."
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