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Blair Peterson

Career Couch - Staying Professional in Virtual Meetings - Interview - NYTimes.com - 0 views

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    Article on virtual meeting etiquette. 
Shabbi Luthra

SIGGS Webinar: EcoMUVE - 0 views

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    Great webinar on virtual worlds and ecosystems
Blair Peterson

YouTube - MindShift: Chris Dede on Cyberlearning and Games - 1 views

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    Chris Dede talks about virtual learning projects from Harvard's Graduate School of Education.
smenegh Meneghini

EduCon 2.5 - 0 views

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    EduCon is both a conversation and a conference. It is an innovation conference where we can come together, both in person and virtually, to discuss the future of schools. Every session will be an opportunity to discuss and debate ideas - from the very practical to the big dreams
smenegh Meneghini

Teaching History with Technology - 1 views

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    This is a "resource created to help K-12 history and social studies teachers incorporate technology effectively into their courses. Find resources for history and social studies lesson plans, activities, projects, games, and quizzes that use technology. Explore inquiry-based lessons, activities, and projects. Learn about web technologies such as blogs, podcasts, wikis, social networks, Google Docs, ebooks, online maps, virtual field trips, screencasts, online posters, and more. Explore innnovative ways of integrating these tools into the curriculum, watch instructional video tutorials, and learn how others are using technology in the classroom!"
Shabbi Luthra

8 Ways Technology Is Improving Education - 1 views

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    Highlights 8 technologies that are redefining education - simulation/models, global learning, virtual manipulatives, probes & sensors, more efficient assessment, digital storytelling, ebooks, games
Shabbi Luthra

Manifesto for 21st century school librarians - 1 views

  • You market, and your students share, books using social networking tools like Shelfari, Good Reads, or LibraryThing.
  • Your students blog or tweet or network in some way about what they are reading
  • You review and promote books in your own blogs and wikis and other websites. (Also Reading2.0 and BookLeads Wiki for book promotion ideas)
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  • You know that searching various areas of the Web requires a variety of search tools. You are the information expert in your building. You are the search expert in your building. You share an every growing and shifting array of search tools that reach into blogs and wikis and Twitter and images and media and scholarly content.
  • You open your students to evolving strategies for collecting and evaluating information. You teach about tags, and hashtags, and feeds, and real-time searches and sources, as well as the traditional database approaches you learned way back in library school.
  • You work with learners to exploit push information technologies like RSS feeds and tags and saved databases and search engine searches relevant to their information needs.
  • You know that communication is the end-product of research and you teach learners how to communicate and participate creatively and engagingly. You consider new interactive and engaging communication tools for student projects. ● Include and collaborate with your learners. You let them in. You fill your physical and virtual space with student work, student contributions—their video productions, their original music, their art.
  • Know and celebrate that students can now publish their written work digitally. (See these pathfinders: Digital Publishing, Digital Storytelling)
  • Your collection–on- and offline–includes student work. You use digital publishing tools to help students share and celebrate their written and artistic work.
  • You welcome and host telecommunications events and group gathering for planning and research and social networking.
  • You realize you will often have to partner and teach in classroom teachers’ classrooms. One-to-one classrooms change your teaching logistics. You teach virtually. You are available across the school via email and chat.
Blair Peterson

YouTube - MindShift: Tanya Katovich's Students Experiment with Cell Phone Radiation - 1 views

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    Online chemistry. Exciting opportunities for students to conduct virtual experiments.
Blair Peterson

Learning in Virtual Worlds - not a Child's Play | Disrupt Education | Big Think - 0 views

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    Second life and English language learning.
Blair Peterson

Education Week: Building a District Culture to Foster Innovation - 0 views

  • Observers say that Albemarle County stands out as a district that thrives on change and innovation, with a willingness to challenge the status quo to build a new type of learning environment for students.
  • In most school districts around the country, they say, innovation is happening at a painfully slow pace and often only in pockets such as individual classrooms, rarely if ever making the jump to a real, systemwide shift.
  • Those factors include strong leadership, empowered teachers and students, an infusion of technology districtwide, the creation of an organization with continuous learning at its core, and the freedom to experiment.
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  • Although much attention has been paid to the laptop computers that have been provided to students in the district, Mr. Edwards insists that the conversion isn’t about devices.
  • The digital conversion happening in Mooresville has required everyone in the district—including students—to “aggressively embrace continuous learning,” said Mr. Edwards. For instance, educators should continually be working toward their own professional goals and expanding their instructional knowledge, just as students are expected to add continually to their knowledge base.
  • “You have to clearly send signals that mistakes, bumps, and turbulence are part of the landscape. It happens, and it’s OK, and if things don’t go right, that’s normal,” said Mr. Edwards.
  • “If you don’t know what you’re going to measure, and carefully collect data along the way, you will not have that story to tell six or 18 months later,” said Ms. Cator, a former director of the office educational technology for the U.S. Department of Education.
  • In Albemarle County, for instance, students sit on the district’s tech advisory committee, participate in surveys about the district’s strategic goals, and provide feedback about budget initiatives, virtual learning, and other strategies through a county student advisory committee, said Ms. Moran.
  • Building a Culture of Innovation School leadership experts outline several ways districts should work to create an atmosphere in which good ideas can flourish, including: • Develop strong leaders who encourage informed risk-taking and experimentation rather than protection of the status quo. • Establish an expectation of continuous learning and improvement from every person at every level of the organization. • Craft a clearly defined and articulated vision for the district, and make sure everyone understands it and adheres to it. • Foster an environment in which people have the power to change course quickly if a project or initiative isn't working. • Empower everyone in the district, from students to teachers and administrators, to take on leadership roles. • Ensure a seamless infusion of technology throughout every sector of the district to produce efficiencies and collect meaningful data. SOURCE: Education Week
Blair Peterson

A 'Stealth Assessment' Turns to Video Games to Measure Thinking Skills - Technology - T... - 0 views

  • new methods to measure skills like critical thinking, creativity, and persistence.
  • "A lot of important stuff happens when playing games," Ms. Shute said. "You're just doing. You're in the process."
  • "Wouldn't it be lovely to actually pass along the log files of what students did in order to look at their scientific-inquiry skills?"
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  • She looks first to the core competencies—critical thinking, empathy, persistence—that she wants to test, then breaks them down into smaller goals
  • student's grasp of systems thinking—understanding the complex relationships among parts of a whole—might ask players to complete tasks that show information gathering, developing hypotheses, and tracing causal relationships.
  • If instructors know where students need the most help, they can quickly tweak their courses—and their games
  • Taiga Park requires players to look for the cause of a widespread fish die-off in a virtual river by "interviewing" park rangers, environmental scientists, and the owners of a logging company. While students learn about pH levels and runoff, they also come away with lessons on data analysis, complex cause-and-effect relationships, and communication.
  • found that she could use routine assignments—like peer reviews and summaries of research material—to analyze her students' higher-order thinking skills. All assignments can be linked back to a larger skill, she says. "Evidence is everywhere."
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    Using video games for learning and assessing student learning.
Blair Peterson

YouTube - Virtual DNA Fingerprinting Lab (free) - 0 views

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    What do you think about this activity in a 1:1 laptop environment?
smenegh Meneghini

The Knowledge Building Paradigm - 6 views

  • Computers and the attendant technology can no longer be considered desirable adjuncts to education. Instead, they have to be regarded as essential—as thinking prosthetics (Johnson 2001) or mind tools (Jonassen 1996). But, like any other tool, thinking prosthetics must be used properly to be effective
  • The sociocultural perspective focuses on the manner in which human intelligence is augmented by artifacts designed to facilitate cognition. Our intelligence is distributed over the tools we use (diSessa 2000; Hutchins 1995). The old saying, "To a man with a hammer, every problem looks like a nail" is very true
    • smenegh Meneghini
       
      This is a quite interesting perspective.
    • Derrel Fincher
       
      It's similar to activity theory, which arose from the idea that artifacts help mediate our interactions (activity) with our surroundings.
  • Pierre Lévy (1998) notes that one of the principal characteristics of the knowledge age, in which the Net Generation is growing up, is virtualization, a process in which "[an] event is detached from a specific time and place, becomes public, undergoes heterogenesis"
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  • many businesses are now finding that the pace of change demanded by the global economy and facilitated by various technologies is requiring them to rethink how they are organized. Many are restructuring themselves as learning organizations—organizations in which new learning and innovation are the engines that drive the company.
    • smenegh Meneghini
       
      How do you think that should impact formal education?
  • Knowledge Forum is, of course, not the only online learning environment available. Others of note include FirstClass, WebCT, and Blackboard. Palloff and Pratt (2001) note that, whatever online environment is used, "attention needs to be paid to developing a sense of community in the group of participants in order for the learning process to be successful"
    • smenegh Meneghini
       
      How can we develop a sense of community in those knowledge-building groups?
  • How does it work? In practice, the teacher presents students with a problem of understanding relevant to the real world. It could be a question such as What is the nature of light? or What makes a society a civilization? The focus here is to make student ideas, rather than predetermined activities or units of knowledge, the center of the classroom work. The next step is to get the students to generate ideas about the topic and write notes about their ideas in the Knowledge Forum (KF) database, an online environment with metacognitive enhancements to support the growth of the knowledge-building process. In generating these ideas, the students form work groups around similar interests and topics they wish to explore. These groups are  self-organized and dynamic; the teacher does not select the members, and members can join or leave as they choose. Idea generation can take place during these group sessions, during which all students are given the chance to express their ideas, or in individual notes posted directly to the KF database. While in a typical classroom setting ideas or comments generated in discussion are usually lost, the KF database preserves these ephemeral resources so that students can return to them for comment and reflection. Students are then encouraged to read the notes of other students and soon find that there are differing schools of opinion about the problem. The teacher's job is to ensure that students remain on task and work towards the solution of the problem under study by reading each other's notes and contributing new information or theories to the database
    • smenegh Meneghini
       
      What types of teacher moderation strategies this type of collaborative group work requires?
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    A couple of key quotes: * The statement that the computer is "part of my brain" should resonate with everyone involved in education today. * How does it work? In practice, the teacher presents students with a problem of understanding relevant to the real world. It could be a question such as What is the nature of light? or What makes a society a civilization? The focus here is to make student ideas, rather than predetermined activities or units of knowledge, the center of the classroom work.
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    Thanks for your comments Derrel .. almost real time ...
Blair Peterson

Education Week: Digital Gaming Goes Academic - 1 views

  • Digital games for learning academic skills change depending on each student’s ability and course of action. Such games provide personalized feedback in real time—something a traditional classroom often doesn’t offer.
  • “The technology and the research have evolved to the point where we can actually have a sense of the impact games are having on learning,”
  • “One of the things we can do for these kids,” he says, “is to give them exposure to different contexts that they would never otherwise encounter.”
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  • The authenticity of the role-play is the key thing.”
  • Crystal Island, which targets 8th grade science students, begins as the students virtually arrive on the island with their research teams. Soon after their arrival, people on the island begin to fall sick, and it is up to the student to determine the origin of the outbreak.
  • Each 6th grader takes a digital-media class for an introduction to the concepts and can continue to a more specialized digital-based class in 7th and 8th grades.
  • art of the challenge of designing games for K-12 students, Tarr says, is figuring out how to measure achievement against learning objectives. Figuring out that piece is essential to designing an effective educational game, he says.
  • “The current way that we run schools is not well suited to learner-centered approaches,” he says.
  • It’s a misconception among some people that games will do the whole job. If you ask students to play a game, they will play a game, but they won’t try to learn from it,” he says. “The teacher very much needs to know what objectives they want from the game.”
  • “All games have to have some kind of assessment; otherwise, you don’t know whether you won or not,”
Blair Peterson

30 years ago, MTV rewired our brains for learning | SignOnSanDiego.com - 0 views

  • With online games, users hear and see the virtual world around them, but also directly control the narrative. They are able to see the outcome of their actions in real time. If they make a mistake, they reflect on other approaches and try again. The reward center of the brain fires when they achieve the micro-goal, encouraging them to tackle the next challenge.
  • Gaming technology offers many other advantages over traditional methods, including the ability to compress time, augment reality, pace yourself, collaborate with others and obtain instant feedback. Because the environment is served from a computer, we can track every choice the individual makes, both correct and incorrect. Remediation is immediately available.
Blair Peterson

Virtual and Artificial, but 58,000 Want Course - NYTimes.com - 1 views

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    58,000 students sign up for this free course.
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