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anonymous

Screencastify - 0 views

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    Free screen recorder extension for Chrome. Capture, edit and share screencasts. No software download required. Works on Mac, Windows and Chromebooks.
joshgiudicelli

Google Sheets 101: The Beginner's Guide to Online Spreadsheets - The Ultimate Guide... - 1 views

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    Spreadsheet software offers users a wide variety of tools and features. From organizing data and creating charts to computing complex math formulas, the possibilities are endless. Knowing where to begin and how to make sense of it all can be a daunting task. This resource serves as a beginners guide for those wanting to learn how to operate Google sheets.
joshgiudicelli

Instagram - 0 views

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    Instagram is a social media service that lets users share photos and videos. This app can be used as a way for students to share ideas and work with each other through the use of hashtags. Students can also share their images with the Instagram community and receive additional feedback. This app also doubles as a video and image editing software.
peterjhayes

Screen capture and video editing - 1 views

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    Camtasia gives you the tools you need to record on-screen activity, edit and enhance your content, and share in high-quality to viewers anywhere.
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    Camtasia gives you the tools you need to record on-screen activity, edit and enhance your content, and share in high-quality to viewers anywhere.
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    Camtasia gives you the tools you need to record on-screen activity, edit and enhance your content, and share in high-quality to viewers anywhere.
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    Premium video editing software by TechSmith.
peterjhayes

PowerPoint for 365 - 0 views

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    Premium presentation software using slides.
naddleman

New Sims - PhET Simulations - 5 views

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    This is a simulation software that I use mostly with my physics students. We don't utilize all of these, but when the topic perfectly aligns with one I create a simulation lab in order for them to utilize the technology and not be bored in a typical lab setting.
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    Great science, math, STEM resource. Interactive simulations along with other helpful teacher resources for engaging lessons.
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    This website is a resource that I like to use for my 7th grade Physical Science class. The students enjoy the simulations and I can use it for things that I either don't have the resources for or that they can't be trusted to use. #EdTechSN
kcastello

Personal Learning Environments: Challenging the dominant design of educational systems - 4 views

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    The article opens with explaining multiple examples of dominant design and then leads into how the shift should move towards personal learning environments. The first thing it explains with this is how the learner can use a variety of technologies instead of just one software. The writer then states that it should be built to support the user's goals. After this it goes into explain how it can be used not only on a personal scale but global scale as well by the use of social media, knowledge bases, learning contexts, etc. The rest of the article discusses how the world is moving towards a personal learning environment and how therefore the other types may become a "less attractive option."
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    This article discusses personal learning networks, specifically in how they challenge the current design of educational systems. It argues that the current education system follows a dominant design which pushes following a typical design that focuses on the integration of tools, draws a very obvious line of who the teacher is and who the learner is, restricts content and connections, along with others. They should instead focus on creating personal learning networks which focus on the connections that are being created rather than the tools implemented, form symmetric relationships where any user can consume or contribute, provides open content, and many other reasons. It also gives possible implementation stratifies and possible challenges to this system or ideology.
tjepson

ClassFlow Desktop - 0 views

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    The new version of Promethean software has been designed to cater to a changing classroom with more diverse connectivity using BYOD and so on.
peterjhayes

SlideDog - Free Multimedia Presentation Software - 2 views

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    SlideDog is a powerful presentation tool that seamlessly switches between multimedia presentation files and makes it easy to present like a professional.
tinateacher1

Connectivism: A Learning Theory for the Digital Age - 10 views

  • The “half-life
  • of knowledge” is the time span from when knowledge is gained to when it becomes
  • obsolete.
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  • Informal learning is a significant aspect of our learning experience
  • Learning is a continual process, lasting for a lifetime.
  • These theories do not address learning that occurs outside of people
  • Learning theories are concerned with the actual process of learning, not with the value
  • of what is being learned.
  • Including technology and connection making as learning activities begins to move learning theories into a digital age.
  • Connectivism is the integration of principles explored by chaos, network, and complexity and self-organization theories.
  • Connectivism is driven by the understanding that decisions are based on rapidly altering foundations
  • Nurturing and maintaining connections is needed to facilitate continual learning.
  • Knowledge that resides in a database needs to be connected with the right people in the right context in order to be classified as learning.
  • The starting point of connectivism is the individual.
  • Personal knowledge is comprised of a network, which feeds into organizations and institutions, which in turn feed back into the network, and then continue to provide learning to individual. This cycle of knowledge development (personal to network to organization) allows learners to remain current in their field through the connections they have formed.
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    A cornerstone reference for any student of connectivism. George Siemens makes his case for a modern learning theory through the examination of the limitations of current learning theory within the digital age.
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    This article, by George Siemens, describes the learning theory of Connectivism. The article begins by discussing the need for a new learning theory for the Digital Age. The author identifies some significant trends in learning and then analyzes the limitation of prior learning theories such as behaviorism, cognitivism, and constructivism. The principles of Connectivism are described and it's implications are discussed.
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    I appreciated the perspective offered in this item. There seems to be serious discussion as to whether or not connectivism is theory in and of itself, or if it is a component of learning theories that are already well established. I loved the last line in which the author emphasized the ease of access we now have to information as a result of our connections. "When knowledge, however, is needed, but not known, the ability to plug into sources to meet the requirements becomes a vital skill. As knowledge continues to grow and evolve, access to what is needed is more important than what the learner currently possesses."
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    This article does an exceptional job of explaining traditional learning theories limitations in the modern world and highlighting the current need to understand connectivism. The article is summed up by stating that it isn't what you know today but what you are able to learn to do tomorrow. I found this article very direct and effective in understanding the current state of what's needed in the educational environment to prepare students for the work force.
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    This work looks at what Connectivism is, especially as an alternative to the learning theories of behavioralism, cognitivism, and constructivism. It holds that the advent and integration of technology has changed learning.
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    What is Connectivism? According to this article, it is a new learning theory that incorporates the constantly changing state of knowledge and the digital age. Technology is constantly updating, and they say your software is outdated within months of acquiring. According to this article, something similar can be said of knowledge acquisition. Because sources of information are changing and developing at a rapid rate, our knowledge gained has a half-life. One way to combat the "half-life of knowledge" is to stay connected (via the internet or other forms of digital networks), and view learning as a life-long process. In fact, most learning does not take place within a classroom; instead, it occurs in real-life, learner driven environments. Hence the rise of Connectivism as a viable (new) learning theory. People form connections. People use technology daily. Knowledge is constantly changing. Therefore, learning theory should also change and adapt.
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    Written by George Siemens, this article outlines the necessity of a new learning theory that addresses the impact of the Web 2.0. By explaining behaviorism, cognitivism, and constructivism, Siemens provides the argument for connectivism in the digital world. The article is a starting point for anyone who needs a working definition of connectivism or wants to compare it to other prominent learning theories. He presents the idea that "the pipe is more important than the content within the pipe."
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    What really struck me about this article was the idea that knowledge has a half-life. That is to say how long does it take before it's obsolete. According to this, knowledge now doubles every year and a half. The question becomes what do we do about that? I mentioned in the previous entry that our networks become our receptacles of knowledge. That's part of the solution that's introduced in more detail in this article. Below, you'll find a list of the principles of connectivism. It was a good refresher for me, so I included the definition plus the list: …Connectivism is driven by the understanding that decisions are based on rapidly altering foundations. New information is continually being acquired. The ability to draw distinctions between important and unimportant information is vital. The ability to recognize when new information alters the landscape based on decisions made yesterday is also critical. Principles of connectivism: ▪ Learning and knowledge rests in diversity of opinions. ▪ Learning is a process of connecting specialized nodes or information sources. ▪ Learning may reside in non-human appliances. ▪ Capacity to know more is more critical than what is currently known ▪ Nurturing and maintaining connections is needed to facilitate continual learning. ▪ Ability to see connections between fields, ideas, and concepts is a core skill. ▪ Currency (accurate, up-to-date knowledge) is the intent of all connectivist learning activities. ▪ Decision-making is itself a learning process. Choosing what to learn and the meaning of incoming information is seen through the lens of a shifting reality. While there is a right answer now, it may be wrong tomorrow due to alterations in the information climate affecting the decision.
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    An introduction to why behaviorism, cognitivism, and constructivism, though suitable theories for their time, are no longer suitable bases for learning and teaching.
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    This article refers to behaviorism, cognitivism, and constructivism, but discusses how these learning theories do not apply to the world today. The authors talk about the "half life of knowledge" which means the span to when knowledge is gained and the amount of time it takes for that knowledge to become obsolete. In the digital age, new knowledge is doubling every ten years. This means the style of teaching must change to keep up.
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    This article deals with moving learning theories into the digital age. Tha author focuses on how the connectivism theory meets the needs of people living in the digital age. An interesting quote, "Half of what is known today was not known 10 years ago. The amount of knowledge in the world has doubled in the past 10 years and is doubling every 18 months."
anonymous

Dialogue and Connectivism - 4 views

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    Suggests that understanding how members of a learning community converse is an important component of understanding connectivism. The tone of the interactions in a forum rely on the design and management of the space. Furthermore, learning depends on sharing in conversations and interactions which themselves can be meaningful activities. During communication among learners, there is a balance of what is good for each individual and the ability to move towards a common purpose.
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    I became particularly interested in Connectivism in EdTech504, and its relationship to information literacy. This article is another great resource when exploring this learning theory. Thanks for posting!
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    This 2011 article builds on the theory of connectivism to propose that a social networked environment creates a new "landscape for dialogue."
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    In this article, Andrew Ravenscroft explores a "dialogue rich view of connectivism" and how we can develop learners that can "think, reason and analyse." He takes inspiration from social constructivist theory to focus on dialogue as a vehicle for learning. Ravenscroft begins by detailing Siemens 8 principles of connectivism. He then asks 3 questions: how can we understand the dialogue processes of a networked world, what dialogue features make for quality connections and how do we design to promote quality connections. He starts to explore the questions with Socrates and the Socratic method. This method has applications for 21st century learning. He reviews Hegel's dialectic as well. Ravenscroft maps these positions to connectivism because dialectic helps refine knowledge from a diversity of opinions, supports the capacity to know more, consideration of alternative viewpoints, fosters a constant evolution of knowledge, and promotes critical and collaborative dialogue. Then he discusses dialogic processes and how they map to connectivism. Dialectic and dialogic can work, not in opposition, but together in different aspects. Dialectic focuses on the epistemic and cognitive dimensions of learning, while dialogic focuses more on emotional and interpersonal aspects. The author then details dialogue game interactions and how they can foster learning. To be successful they need to balance orchestration and openness. This article proposes that language and dialogue remain a "most powerful semiotic system."
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    What a fascinating article. Ravenscroft's discussion of a scaffolded system to build a learner's dialogic skills reminds me of research I did for my EdTech504 class on self-regulated learning. Roger Azevedo is developing and experimenting with a similar game, MetaTutor, which scaffolds student learning as well. I think self-regulation is complex and difficult to teach in the classroom, and am amazed that researchers are creating software to build self-efficacy!
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