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Chris McEnroe

Technology a Top Priority in District 196 Schools - Rosemount, MN Patch - 0 views

  • hopefully
  • engagement
  • engaged
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  • y more engaged,” said Heier. “The engagement itself, hopefully, will increase student performance.” Funding for these undertakings comes from a variety of sources, said Jeff Solomon, director of finance and operations for the district. Until recently, one source was a financial pool provided to schools nationwide by the Microsoft corporation as the result of a lawsuit served as a revenue source. However, those funds are now drying up after several years of use. The district also receives $1.4 million per year from the capital projects levy, all of which is intended for technology-related purchases. The 10-year levy was voted into effect in 2004. Capital funds are another source of technology funding. These monies, which are issued annually, are provided by state aid and by local property taxes. The total capital funds budget is $10 million per year. However, only $140,000 is designated for administrative technology; another $1.2 million is also allocated to specific schools, where the revenue is often used to fund technology. Currently, the district’s primary technological priority is building a stronger, more consistent wireless connection, said Heier. This project is still in the early stages. The district is working with a consulting firm to design a network that will allow for further expansion. Heier said that in the future, the district would like to create an environment where students can bring their own devices to school, and where schools provide students with devices, such as laptops and tablets. The district will begin building the network in either summer or fall of 2012. Heier was unable to estimate an end date for the project, but said the district hopes to establish the network within two years. The wireless project is estimated to cost between $500,000 and $750,000, according to Heier. Funding for the network is currently being sourced from the capital project levy. At present, levy funds will not be available until after 2014-2015. However, the levy may be renewed through a community vote in 2014. Either way, it appears that high-tech efforts will continue to be a priority for District 196 in the foreseeable future. “It’s our world now,” said Berenz. “We don’t have the choice to not incorporate technology.” Related Topics: Capital Funds Project, Capital Revenue, District 196, Education, Jeff solomon, Rosemount-Apple Valley- Eagan School District, Superintendent Jane Berenz, Technology in classes, and classroom technology What do you think of technology in classrooms? Tell us in the comments. Email me updates about this story. [["validates_email_format_of",{"message":"Enter a valid email address e.g. janedoe@aol.com."}]] Website: Thanks. We'll email you the next time we update this story.  Email  Print Follow comments  Submit tip   Comment Leave a comment [["validates_presence_of",{"message":"Hey, you forgot to let us know how you feel \u2014 please enter a comment."}],["validates_length_of",{"too_long":"Easy there, Tolstoy. Your comment cannot exceed 1500 characters.","maximum":1500,"allow_blank":true}]]comm
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    Spending money with the hope that learning comes from assumed engagement.
Chris McEnroe

Study touts benefits of a 'wired' classroom - 1 views

  •  Concordia University researchers set out to answer a "big picture" question: Does computer technology have a positive overall effect on learning in the classroom? File photo.Photograph by: CHARLES PLATIAU , ReutersMONTREAL — Concordia University researchers set out to answer a "big picture" question: Does computer technology have a positive overall effect on learning in the classroom?"There have been lots of arguments, both pro and con, regarding this issue, (such as) is it worth the investment?" said professor Richard Schmid, chairman of the education department at the Montreal-based Concordia.Their literature review involved looking at thousands of studies and comparing achievement in classrooms that used computer technology with those that used little or none.The 40-year retrospective study, published in the Review of Educational Research journal, concluded that classrooms where computer technology was used to support teaching had a "small to moderate positive" effect on learning and attitude.If an administrator must make a decision "should we invest in this? The answer is yes," said Schmid, the study's co-author.The literature shows that more recent, sophisticated applications of the technology produce greater positive gains than older
  • f an administrator must make a decision "should we invest in this? The answer is yes," said Schmid, the study's co-author.The literature shows that more recent, sophisticated applications of the technology produce greater positive gains than older applications, he sai
  • under what circumstances positive effects are observed
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  • he technology is used solely as a content provider — for example, if iPads are used as alternatives to books — then there won't be any positive change,
  • Where technology does have a positive impact is when it actively engages students, when it's used as a communication tool, when it's used for things like simulations or games that enable students to actively manipulate the environment
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    Report on a study whose findings support not just technology in the classroom as a wise investment, but support it only if used in particular ways.
Leslie Lieman

Redefining Instruction With Technology: Five Essential Steps - 1 views

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    How a teacher started to use iPads as a supplement to instruction (thinking "these devices would help me to create a magical, collaborative learning environment that met all my students' individual needs"), but realized that to really revolutionize teaching and learning, she needed a "technology-based redefinition of [her] practice."
Jackie Iger

James Gee: What Do Video Games Have to Do with Project-Based Learning? | Edutopia - 0 views

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    Gee comments on video games and project-based learning.
Leslie Lieman

Badge-Based Learning Competition Names Winners - Wired Campus - The Chronicle of Higher... - 1 views

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    The growing badge-based-learning movement, which provides students with digital credentials that challenge traditional measures of achievement like college degrees, got a boost yesterday. Winners of the Badges for Lifelong Learning Competition, which began in September, were announced at the Digital Media and Learning Conference, in San Francisco.
Chris Dede

Chicago Quest: School based on video gaming technology and theory coming to Chicago - c... - 1 views

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    A chicago school based on the games-centered school in nyc
Uche Amaechi

Project Natal Needs 4m of Free Space - Project natal 4m - Gizmodo - 0 views

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    More about project Natal which is based on the technology that Mordechai talked about in class
Kim Frumin

MOOCs, sensors, apps and games: The revolution in education innovation - 0 views

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    Vivek Wadhwa provides an overview of emerging educational technologies, including sensor-based technology, which "detect the interest, learning, and emotion of the student".
Chris McEnroe

Schools Chief Finalist: Technology Can Engage Students, Not Cut Costs - Barrington, RI ... - 0 views

  • “Technology should be used as a tool to engage students,” O’Brien said. “Not as a tool to cut teacher costs. It doesn’t replace teachers.”
  • project-based learning.
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    A very interesting profile of a candidate for a Superintendent position.
Uche Amaechi

How to Invest in Game Based Learning - Forbes - 1 views

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    Great Game from Muzzy Lane--the folks who'll be speaking next week
Chris Dede

Mario Kart in the classroom: the rise of games-based learning - Telegraph - 0 views

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    Thoughts on the value of videogaming in education
Jackie Iger

Impact of Now-Defunct U.S. Ed-Tech Program Noted - Digital Education - Education Week - 0 views

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    Shares 28 case studies of innovative tech-based education initiatives supported by EETT.
Stephanie Fitzgerald

How Schools Can Teach Innovation - WSJ.com - 1 views

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    This talks about the practices at some programs that are known for educating innovators:  "The culture of learning in programs that excel at educating for innovation emphasize what I call the three P's-play, passion and purpose. The play is discovery-based learning that leads young people to find and pursue a passion, which evolves, over time, into a deeper sense of purpose."
Chris Mosier

The Ups and Downs of Game-Based Learning - 1 views

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    This blog post describes the successes and failures of one school to integrate games into their latin language instruction. Teachers found the game compelling because it forced students to engage and prepare in a way that students do not in traditional classrooms.
Jerald Cole

Practomimetic pedagogy - 0 views

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    The Pericles Group "saving the world one practomime at a time." Roger Travis at UConn uses a game-based approach to teaching classics.
Leslie Lieman

Speak Up Reports - 0 views

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    The second part of Project Tomorrow's Speak Up 2011 report (based on a national survey of teachers, librarians and administrators), was just released. This part focuses on how "today's educators are personalizing the learning process for students," and how they are personalizing the classroom experience with online, socially-networked media and digital content.
Leslie Lieman

Science Simulations Show Student Skills - 0 views

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    States use simulations to assess science skills and students seemed to "enjoy playing with the computers and took quickly to the assessment." A costly option, but goals to have all students complete computer-based tasks as part of Common Core assessments by 2014. NOTE: This article just scratches the surface of actual results, but for more commentary about this year's results take a look at: "NAEP Reveals Shallow Grasp of Science" http://www.edweek.org/ew/articles/2012/06/19/36naep.h31.html?tkn=VLPFYOoO%2Fh6K0gBMoWRnkBNKB%2B3NDBvfmvWl&cmp=ENL-EU-NEWS1 It will be important to watch if/how computer simulations help students explain or justify their responses and apply concrete knowledge to real-life scientific scenarios.
Ryan Brown

Stanford develops new tool for teaching doctors to treat sepsis - 0 views

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    This article describes how Stanford University Medical Center is using a web-based medical game called "Septris" to train its physicians on sepsis.
Xavier Rozas

Faster Maintenance with Augmented Reality - 0 views

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    Article discusses a MIT/Columbia project currently underway that uses AR systems to assist Marines during difficult repairs to weapons systems and vehicles. The test found that mechanics could perform the repairs in half the time when using AR assistance versus the more traditional text-based repair manual. I would be very interested in seeing how more AR in classroom seetings in physics and math might accelerate learning.
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