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Classroom Technology 'Woefully Inadequate,' Study Finds : June 2008 : THE Journal - 0 views

  • Educators are, in large part, bullish on the role technology can play in improving student outcomes. But too large a percentage of them aren't receiving adequate training in the areas that matter most: instructional software, technology integration, learning outcomes management, and designing individual lesson plans. This according to a study released last week by the National Education Association and the American Federation of Teachers, which also described access to classroom technology as "woefully inadequate" in most schools.
  • Educators are, in large part, bullish on the role technology can play in improving student outcomes. But too large a percentage of them aren't receiving adequate training in the areas that matter most: instructional software, technology integration, learning outcomes management, and designing individual lesson plans.
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    Educators are, in large part, bullish on the role technology can play in improving student outcomes. But too large a percentage of them aren't receiving adequate training in the areas that matter most: instructional software, technology integration, learning outcomes management, and designing individual lesson plans.
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Professional Development - K12 Guide to going Google - 0 views

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    Professional Development plan Follow this 5 step guide to plan and develop a training strategy for users at your school
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Homework and Practice - Web 2.0 That Works: Marzano & Web 2.0 - 0 views

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    A wiki to support "Using Technology with Classroom Instruction that Works" book...excellent resource of web 2.0 tools and how to use them in the classroom
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Scribblar - simple, effective, online collaboration - 0 views

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    Features include Real-time multi-user whiteboard -- Image upload and sharing Userlist and text chat -- Live audio communications -- No downloads required, no user limits
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Youth and social networks: 10 articles that have influenced my thinking | Tim's Blog - 0 views

  • The works below may not explicitly address young people and social networking directly, but they all offer useful context and insights. I can't promise that I've managed to adequately take account of them all in my writing (indeed, I'm quite aware that I haven't - for that I'd need to be working on this full time rather than having the day or so a week I have right now) - but I hope that offering a summary of them here helps others in following these trains of thought....
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Ed/ITLib Digital Library → Learning through Design and Construction in Multi-... - 0 views

  • Cram, A., Hedberg, J., Lumkin, K. & Eade, J. (2010). Learning through Design and Construction in Multi-User Virtual Environments: Opportunities, Challenges and an Emerging Project. In Proceedings of Global Learn Asia Pacific 2010 (pp. 1185-1194). AACE.Retrieved from http://www.editlib.org/p/34325.
  • Andrew Cram, John Hedberg, Macquarie University, Australia; Katy Lumkin, Jan Eade, NSW Department of Education and Training, Australia
  • There are now several implementations of multi-user virtual environments (MUVEs) that have produced evidence of their educational validity. These implementations, however, do not make full use of the educational possibilities offered by MUVEs – namely the potential for students to learn through design and construct of artefacts within the virtual environment. This paper outlines a design-based research project that aims to implement and evaluate a MUVE that focuses on student design and construction of in-world artefacts. The discussion covers theoretical groundings, the challenges of construction and outlines a progression of activities that meet these challenges. An initial pilot study is described and reported.
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    Cram, A., Hedberg, J., Lumkin, K. & Eade, J. (2010). Learning through Design and Construction in Multi-User Virtual Environments: Opportunities, Challenges and an Emerging Project. In Proceedings of Global Learn Asia Pacific 2010 (pp. 1185-1194). AACE. Retrieved from http://www.editlib.org/p/34325.
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