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John Pearce

: PBS LearningMedia - 0 views

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    PBS LearningMedia™ is your destination for easy, instant access to tens of thousands of classroom-ready, digital resources including videos and interactives perfect for the Interactive Whiteboard, plus audio and photos, and even in-depth lesson plans. You can search, save, and share with ease. Best of all, PBS LearningMedia™ is free for educators. Register today!
John Pearce

Full Show | Digital Media - New Learners Of The 21st Century | PBS Video - 10 views

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    From PBS This is the first program in a series "Program: Digital Media - New Learners Of The 21st Century Episode: Full Show Featuring the foremost thought leaders, innovators and practitioners in the field, Digital Media is a startling preview of a 21st Century education revolution."
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

Will 3D Printing Change the World? | Off Book | PBS - YouTube - 3 views

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    "Much attention has been paid to 3D Printing lately, with new companies developing cheaper and more efficient consumer models that have wowed the tech community. They herald 3D Printing as a revolutionary and disruptive technology, but how will these printers truly affect our society? Beyond an initial novelty, 3D Printing could have a game-changing impact on consumer culture, copyright and patent law, and even the very concept of scarcity on which our economy is based. From at-home repairs to new businesses, from medical to ecological developments, 3D Printing has an undeniably wide range of possibilities which could profoundly change our world."
John Pearce

Two Guys and Some iPads: 6 Platforms to Create Augmented Reality - 3 views

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    "When most people first try augmented reality(AR) in education, they start with applications that have the AR content already built into the app. Apps like AR Flashcards, PBS Kids CyberChase Shape Quest, and ColAR Mix have this, and are a great way to get your feet wet. As educators, we know the power of creation. Hopefully one of the following 6 platforms will help you and your students dive in to creating your own augmented reality!"
Camilla Elliott

eSchool News - Teachers' digital media use on the rise - 1 views

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    Interesting article commenting on the results of the annual "PBS Digitally Inclined" report indicating '76 percent of K-12 educators said they use digital media in the classroom, up from 69 percent in 2008. Of those teachers, 80 percent are frequent or regular users'. This type of data is of value to teacher librarians when reviewing their role within schools. If you don't have a focus on multimedia, here is proof that it's time to have a closer look.
John Pearce

MediaShift . The Literacy of Gaming: What Kids Learn From Playing | PBS - 5 views

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    ""When people learn to play videogames," according to James Paul Gee, "they are learning a new literacy." This is one of the reason kids love playing them: They are learning a new interactive language that grants them access to virtual worlds that are filled with intrigue, engagement and meaningful challenges. And one that feels more congruent with the nature and trajectory of today's world. "
Tony Richards

FRONTLINE: digital nation: your digital nation | PBS - 0 views

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    This site follows up the promo video - jump in and have a look.
Roland Gesthuizen

Budget 2014-15 Tables and Data - Datasets - data.gov.au - 0 views

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    "The 2014 15 Budget is officially available at budget.gov.au as the authoritative source of Budget Papers (BPs) and Portfolio Budget Statement (PBS) documents. This dataset is a collection of data sources from the 2014 15 Budget"
Clay Leben

WGBH Open Content | WGBH Lab - 5 views

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    Make your video with CC freely reusable video clips from WGBH. Grouped into categories. Download for your project.
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    Make your video with CC freely reusable video clips from WGBH. Grouped into categories. Download absolutely beautiful b-roll for your project. WGBH Labs also has Open Calls for user-made videos that might be selected to air in their PBS shows or web sites.
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