Skip to main content

Home/ Groups/ Flat Classroom Project
1More

Monster Project - 0 views

  •  
    Welcome to the Monster Project Hosted by Anna Baralt and Ann Oro The Monster Project encourages the development of reading and writing skills while integrating technology into the classroom. Using monsters as a vehicle, students exchange written descriptions via this wiki, and then recreate their partner's monster without ever looking at the "real thing". During the project, students create, discuss, describe, interpret, analyze, organize and assess their monsters as well as the monsters of their peers.
1More

Horizon.K12 2009 - 0 views

  •  
    the Horizon Report: 2009 K-12 Edition, is the second in a new series of regional and sector-based reports, and examines emerging technologies for their potential impact on and use in teaching, learning, and creative expression within the environment of pre-college education.
1More

Cell Phones in Learning - Liz Kolb - 0 views

  •  
    Cell phones have the capability to become the "Swiss army knife" for student research and organization. First, we explore using cell phones as data collection tools: audio recorders, digital cameras, and digital camcorders. Additionally, we consider how classroom projects can be developed for cell phones: creating ring tones, text messaging, mobile WebPages, and mobile surveys. Finally, we contemplate the future features of cell phones and how those features play a role in learning.
1More

No Future Left Behind - 0 views

  •  
    This film was created as the Keynote for Net Generation Education Project: http://netgened.wikispaces.com When kids at the Suffern Middle School were asked to talk about education and their future, they gave Peggy Sheehy, the SMS media specialist, an earful. Listen and learn the bits of wisdom that can be gleaned from the students, if we only dare to ask them. Students from The Elisabeth Morrow School Tech Club contributed machinima created in Quest Atlantis. Marianne Malmstrom (aka Knowclue) worked remotely with the students of Suffern to create machinima of their avatars on Teen Second Life. Original music, "Harpsicord" was created by a former Suffern Middle School student, Larry Bordowitz. All editing was done by Peggy Sheehy and Marianne Malmstrom.
1More

Cool Cat Teacher Blog: Semantic Aware Apps Rising - 0 views

  •  
    Vicki talks about the rise of the semantic web and analyses a number of blogs using Typealyzer.
1More

YouTube - No Future Left Behind - 0 views

  •  
    This film was created as the Keynote for Net Generation Education Project: http://netgened.wikispaces.com When kids at the Suffern Middle School were asked to talk about education and their future, they gave Peggy Sheehy, the SMS media specialist, an earful. Listen and learn the bits of wisdom that can be gleaned from the students, if we only dare to ask them. Students from The Elisabeth Morrow School Tech Club contributed machinima created in Quest Atlantis.
1More

Writing in the 21st Century - 0 views

  •  
    A report from the national Council of Teachers of English (USA) A call to support 21st century writing as well as an historical perspective
1More

Flowgram - 0 views

  •  
    Create interactive guided presentations by combining web pages, photos, PPT and more with your voice, notes and highlights.
1More

FreshBrain - 1 views

  •  
    At the core of FreshBrain is an open and free web site freshbrain.org that provides teens with the opportunity to explore, engage, and create through activities and projects. FreshBrain takes advantage of the latest technologies, such as web conferencing and social networking, to provide a very progressive environment where teens can complete activities and work together on projects. This experience is enhanced with Advisors, available to support and mentor teens who are working on projects, with the intention of increasing the likelihood of success. In addition, FreshBrain provides teens with tools and training in the latest technologies to complete these projects. Providing the latest tools in technology, and a social interactive networking environment, has enabled teens to explore, create, and share with others. A result of pulling these two key online arenas together into one solution has enabled FreshBrain to attract teens comfortable with technology and communicating online. Creations from FreshBrain users range from music videos to logo designs.
1More

edu 2.0: welcome to the future of education - 3 views

  •  
    A free Web 2.0 resource and educational network that boasts over 34,000 members.
1More

YouTube - Elizabeth Gilbert: A new way to think about creativity - 0 views

  •  
    Eat, Pray, Love" Author Elizabeth Gilbert muses on the impossible things we expect from artists and geniuses -- and shares the radical idea that, instead of the rare person "being" a genius, all of us "have" a genius. It's a funny, personal and surprisingly moving talk.
1More

Pew Internet & American Life Project Presentation: Teens and the internet - 0 views

  •  
    This presentation pulls together the latest Pew Internet data about how teens use the internet, their cell phones, and other technology. It explores how the world of digital natives is different from their predecessors.
1More

Pew Internet & American Life Project Presentation: Baby Boomers and the internet - 0 views

  •  
    This presentation contains data about how Baby Boomers use the internet. It charts the rise of broadband, wireless connections, and a variety of internet activities, including e-commerce.
1More

7 Things You Should Know About Alternate Reality Games | EDUCAUSE CONNECT - 0 views

  •  
    Alternate reality games (ARGs) weave together real-world artifacts with clues and puzzles hidden virtually any place, such as websites, libraries, museums, stores, signs, recorded telephone messages, movies, television programs, or printed materials. ARGs are not computer or video games, but electronic devices are frequently used to access clues. Players can meet and talk with characters in the narrative and use resources like postal mail, e-mail, the web, or the public library to find hints, clues, and various pieces of the puzzle. ARGs open doors into the future of students' professional lives, where they will be expected to solve complex problems by taking necessary raw materials from multiple resources, thinking critically and analytically, and putting their individual skills, interests, and abilities at the disposal of a group dedicated to a common goal.
1More

Confronting the challenges of participatory culture - 0 views

  •  
    Media education for the 21st century Jenkins White paper McArthur Foundation
« First ‹ Previous 1821 - 1840 of 2045 Next › Last »
Showing 20 items per page