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Candace Merriman

Secondarymentoring - HPE - 1 views

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    online HPE mentor/teacher (actually from a local Toowoomba school), in which you can ask questions regarding HPE and ICT integration into lesson and multiple other questions that are concerning you
djplaner

On Not Banning Laptops in the Classroom - Techist: Teaching, Technology, History, & Inn... - 0 views

  • Those studies about the wonders of handwriting all suffer from the same set of flaws, namely, a) that they don’t actually work with students who have been taught to use their laptops or devices for taking notes. That is, they all hand students devices and tell them to take notes in the same way they would in written form. In some cases those devices don’t have keyboards; in some cases they don’t provide software tools to use (there are some great ones, but doing it in say, Word, isn’t going to maximize the options digital spaces allow), in some cases the devices are not ones the students use themselves and with which they are comfortable. And b) the studies are almost always focused on learning in large lecture classes or classes in which the assessment of success is performance on a standardized (typically multiple-choice) test, not in the ways that many, many classes operate, and not a measure that many of us use in our own classes. And c) they don’t actually attempt to integrate the devices into the classes in question,
  • I have plenty of conversations with students about how to take notes already. Most of the time their problem isn’t which device (pencil, laptop, phone, quill) they use to take those notes, but how to take them and how to use them to learn based on their own experiences, learning styles, and discipline
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    While the post is focused on Universities, there are a number of interesting points. Perhaps of most interest is the explanation why much of the research claiming that taking notes by hand writing is better than using a laptop/table.
djplaner

Rules and Guidelines for my Class Blog | Integrating Technology in the Primary Classroom - 2 views

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    One Victorian teacher's rules and guidelines for her primary school class blog.
Karlie Marks

Laptop Use in Classrooms - 1 views

shared by Karlie Marks on 21 Mar 12 - No Cached
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    In my last professional experience, laptops (and direct internet access) were used as subsitutes for textbooks. This was a highly effective as students remain engaged throughout the entire lesson and it was a great experience to be able to integrate technology into every lesson.
Joe Wright

Interesting Ways to integrate ICTs in your classroom - 3 views

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    Looking for some ideas for your upcoming unit plan assignment?
Shari Kath

Topic of Interest - ICTs and HPE - 3 views

Share the results of your exploration. At the very least, write one blog post per topic of interest outlining your: * explorations, and It was interesting to learn more about Health and Physical ...

edc3100 technology resources

started by Shari Kath on 07 Jun 13 no follow-up yet
Rachel Frohloff

Week 10: Using ICTs in assessment or HPE context. - 11 views

Hello, I have attached a link to my blog posts that illustrates the resources I found that can be utilised to integrate ICTs in HPE context or for assessment. Assessment: http://rachelfrohloff.e...

ICTs in HPE for assessment EDC3100 education technology

started by Rachel Frohloff on 01 May 13 no follow-up yet
kerryu1062001

ICT tools for the classroom - 3 views

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    This link displays ideas and strategies on how to use ICT in classroom and in the general schooling environment. And also shows how materials provide approaches to ICT curriculum integration with practical, step-by-step examples of technology use across a range of areas and year levels and more. Take a look.
talithagraceking

Games and Virtual Worlds | - 0 views

  • Computer-based games and virtual worlds provide opportunities for learners to be immersed in situations in which they can experience and get close to phenomena and processes
  • This immersion helps them develop tacit/implicit understanding and intuitions about such phenomena and processes as they think about choices, take action, and see the impact of their decisions in a meaningful context.
  • It is difficult to get the integration of games and learning right.
  • ...7 more annotations...
  • Some of the best results in recent years have emerged from virtual worlds through thoughtful design of the learning environment that leveraged what we know about how children learn, especially in collaborative, technology-mediated spaces.
  • In the design perspective with the longest history, games have been viewed as conduits or vehicles for the delivery of curricular content
  • The research literature suggests three different perspectives on designing games for learning
  • Second, with the growing sophistication of game play and its rise in the general population, educators have looked for game elements or “game mechanics” that can be borrowed and transferred to educational settings to improve engagement
  • A third perspective on the role of games and virtual worlds in education is organic: looking for and exploiting curricular topics inherent in popular games
  • Virtual worlds are typically more focused on exploration than a specific game mechanic and they open up other possibilities for learning
  • Research on science learning in these multi-user immersive virtual environments (Barab, et al., 2010; Dede, 2009; Neulight et al., 2007) suggests that authentic designs and contextual narratives around science phenomena are not only engaging but also help learners acquire deep science inquiry skills and conceptual knowledge
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    Article describing games and virtual worlds and their application to learning and teaching.
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