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Ariana Santiago

Library Technology Reports: Digital Storytelling - 1 views

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    A special issue of "Library Technology Reports" from 2009 focusing on digital storytelling. Storytelling in Context -- Storytelling in the Context of Modern Library Technology -- How Digital Storytelling Builds 21st Century Skills -- Digital Storytelling in Different Library Setting -- Software for Digital Storytelling -- Resources.
Beth Downing

Office of Educational Technology - 0 views

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    The Office of Educational Technology is involved in a variety of projects and initiatives that leverage technology to improve teaching and learning and create opportunities for innovation.
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    Great link to research, report, and grants through the Office of Educational Technology
Tameika Fraser

LearnZillion - 0 views

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    LearnZillion is a learning platform that combines video lessons, assessments, and progress reporting. Each lesson highlights a Common Core standard, starting with math in grades 3-9. FREE for Teachers to: Plan Common Core lessons; Assign lessons, practice, and quizzes; and Engage parents in your student's learning FREE for Parents to: Find out what your child needs to know, Assign lessons and quizzes, and Track your child's progress
Linda Braun

Full_Report_-_Dispelling_Five_Myths.pdf (application/pdf Object) - 1 views

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    Myths about technology usage in the classroom. Are you a frequent user, infrequent user, or somewhere in between? Find out in this report!
Araceli Matos

learning through sports - 0 views

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    A new educational software program being implemented this year in our schools' extended day program is Kids College. This program is through a company named Learning Through Sports. LTD helps students with literacy, math and science. It is an adaptive program that works at each students level. Teachers do not always have the time to differentiate instruction. This program adapts to the students level and works on the gaps in their knowledge. The way the program works is that it motivates the students using their competitive nature. Student chose a team and the sport they want to play. The level they are working on is independent of their contribution to the success of the team. The team succeeds as long as the student succeeds. After answering questions they move through the levels by participating in the sport of their choice. The sports they students can play are: basketball, snowboard, golf, foosball, hockey, rugby or baseball. The video games have wonderful graphics which are attractive to the players. The program is aligned with the state standards and the common core standards. It provides reports of students success for teachers, students and parents.
Yun

http://www.m-learning.org/archive/docs/The%20m-learning%20project%20-%20technology%20up... - 0 views

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    Mobile learning: Provide an update on the development of mobile phone technologies with the potential for supporting and/or delivering some elements of teaching and learning. Report briefly on the work and key findings of the m-learning research and development project.
Beth Downing

TumbleBooks - eBooks for eKids! - 0 views

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    Amazing website for elementary school teachers!!! Provides digital copies of books, lesson plans, digital and printable book reports, quizzes, and so much more! Highly recommended!!!
John Lucyk

ASSIGNMENT - 6 views

Luckytoday Hands on Activity FDOE Educator Certification ________________________________________ Certificate Lookup * Apply and Check Status The purpose of Florida educator certification is t...

started by John Lucyk on 29 Jan 16 no follow-up yet
cgobourne

Tech on the playing field - CNN.com - 0 views

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    CNN report on technology and athletes
Keith White

2011 Online Learning - 0 views

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    The Chronicle's "Online Learning:  How Effective Is the Virtual Classroom"  ($6.95 digital) reports on the issue of quality control and assessment. 
rupes23

Serious Games: Incorporating Video Games in the Classroom (EDUCAUSE Quarterly) | EDUCAUSE - 0 views

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    research report on video gaming being used in the k-12 classroom
Dawn Beard

Research & Reports | Office of Educational Technology - 0 views

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    Current research. Love the title "Promoting Grit, Tenacity, and Perseverance-Critical Factors for the Success in the 21st Century
Victoria Ahmetaj

Educational Technology - 0 views

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    This report provides national data on the availability and use of educational technology among teachers in public elementary and secondary schools during the winter and spring of 2009. The data are the results of a national teacher-level survey that is one of a set that includes district, school, and teacher surveys on educational technology.
Diana Amend

Winning Equation: How Technology Can Help Save Math Education | Edutopia - 0 views

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    National Mathematics Advisory Panel report recommends educational technology to improve student performance in mathematics.
Keith White

Sharing on the Web: How, When, Where and Why We Do It [INFOGRAPHIC] - 1 views

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    Posted to Mashable Social Media just 3 hours ago, this article reports on data from the bookmark sharing site AddThis (http://www.addthis.com/) to help explain the benefits, habits, and phenomenon of bookmark sharing.
anonymous

Technology in American Classrooms - 1 views

Article and report regarding how technology is being used in american classrooms http://www.educationworld.com/a_news/research-new-technology-finding-its-way-american-classrooms-1235412988 file:/...

eme5050

started by anonymous on 30 Jan 15 no follow-up yet
Yun

Software That Reads Kids' Emotions | Scholastic.com - 0 views

  • Some can now distinguish student emotion and attentiveness with help from animated characters or avatars. Others sense students' metacognitive learning strategies and motivation capabilities, painting a broader picture of their academic capabilities as learners.
  • for pre-unit testing,
  • as a practice tool,
  • ...6 more annotations...
  • and to assess student progress through pre- and post-testing.
  • It's made me a better teacher, more in control of what's going on and more tuned in to who needs what and when.
  • Since it breaks down math problems into steps, teachers can identify exactly where students went wrong
  • Teachers can also project a report on a whiteboard, revealing to students how well the entire class performed on a given assignment.
  • this tutor helps him pinpoint areas where students are weak or strong and can individualize instruction where students need the most help. He no longer has to give quizzes to assess their skill or understanding.
  • he hopes that online tutors can incorporate videos made by classroom teachers that focus on problem solving.
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    Today's tutoring programs are redefining learning by telling teachers what students need, when they need it. 
lpasterchik

ERIC - Using Portfolios To Promote Reflective Thinking: The UCF Experience., 1997 - 0 views

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    This report is old and I could not find the entire article, but after reading the abstract it was interesting to hear why they chose to use a portfolio of our work.
melsmithucf

ForAllRubrics - Teachers - 1 views

    • melsmithucf
       
      I like the many options this site has of tools for competency based assessment: 1. Easily create standards-aligned rubrics, checklists & badges 2. Score on your iPad or other mobile devices 3. No internet necessary in the classroom 4. Issue digital badges with evidence 5. Print rubrics for completing on paper or save and share as a PDF file 6. Access your assessment results on the ForAllRubrics secure website 7. ePortfolio tools that support capturing reflections and learning artifacts 8. Standards-based reporting with support for the Common Core
miss_esquivel

Playing and Learning: An iPad Game Development & Implementation Case Study - 1 views

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    There is a great deal of enthusiasm for the use of games in formal educational contexts; however, there is a notable and problematic lack of studies that make use of replicable study designs to empirically link games to learning (Young, et al., 2012). This paper documents the iterative design and development of an educationally focused game, Compareware in Flash and for the iPad. We also report on a corresponding pilot study of 146 Grades 1 and 2 students playing the game, a paper and pencil related activity and completing a pre- and post-test. The paper outlines preliminary findings from the play testing, which included high levels of student engagement, an approaching statistical improvement from pre- to post-test, and a discussion of the improvements that needed to be made to the game following the pilot study.
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