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djplaner

The nine elements - 0 views

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    The National Schools Framework defines 9 elements of a safe and supportive learning community. This page provides access to a range of different resources (interviews, activities, strategies, videos etc) that expand upon and support each of the elements.
leehillas

What you know and how you will learn: Elements of reflection - 2 views

  • The following draws on the five elements of reflection identified by Ullmann et al (2012), these five are: Description of an experience. Personal experience. Critical analysis. Taking perspectives into account. An outcome of reflection. In short, when you are reflecting on your blog, aim to ensure that all five elements are present.
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    elements of reflection
djplaner

TED-Ed and Periodic Videos - 0 views

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    AN interactive Periodic table produced be a TED project. Click on the element in the table and access a video. Dig a little deeper and there's a "lesson" for each element
djplaner

Nine Elements of Digital Citizenship - 0 views

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    One perspective of the elements of digital citizenship. Part of a website that goes into more detail about the topic and how it can be taught.
staceymkruse

ISTE | Essential elements of digital citizenship - 0 views

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    Article on 9 elements of digital citizenship. Interesting read after the Connect.ed modules.
Faeza ms

The 8 Elements Project-Based Learning Must Have - Edudemic - 0 views

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    If you're contemplating using Project-Based Learning or are already trying out the latest craze to hit the modern classroom, you should know about this checklist. It details if you're actually doing it correctly. For example, does your project focus on significant content, develop 21st century skills, and engage students in in-depth inquirty (just to name a few)?
djplaner

EdTechSandyK: How to Decode a Tweet - 1 views

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    A blog post breaking down the elements of a Tweet and explaining them.
sandra2812

Lessons & Instructional Materials | The Elements of Art - 3 views

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    This flipchart consists of definitions for the art techniques
greg_halliday

Sharing, reflecting, and connecting: Elements of reflection - 3 views

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    how to write good reflections on blog
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    what to include in blogs
rosborough

Pedagogical Content Knowledge - 8 views

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    "several key elements of pedagogical content knowledge"
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    Shulman further defines this concept.
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    This is a helpful article on the professional learning and development of teachers and the professional learning, specifically english, to assist in becoming a more competent teacher.
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    What Matters Most in the Professional Learning of Content Teachers in Classrooms with Diverse Student Populations
Melinda Chandler

Book Report Alternative: Examining Story Elements Using Story Map Comic Strips - ReadWr... - 0 views

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    Using comic strips to teach narratives. Idea for struggling readers and ESL students.
Noel Kibai

Nine Elements - 0 views

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    Nine Themes of Digital Citizenship Digital citizenship can be defined as the norms of appropriate, responsible behavior with regard to technology use. 1. Digital Access: full electronic participation in society. Technology users need to be aware that not everyone has the same opportunities when it comes to technology.
Michelle Thompson

Free Technology for Teachers: Coggle - A Simple Mind-Mapping Tool - 2 views

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    Richard Byrne's blog. "Coggle is a new, collaborative mind-mapping service that is very easy to use. To create a Coggle mind map just sign-in with your Google account and click the "+" icon to start your mind map. After entering the main idea of your mind map you can add branches by clicking the "+" icons that appear next to everything you type. To re-arrange elements just click on them and drag them around your screen. "
jwalker81

Information and Communication Technology (ICT) capability - Investigating with ICT - Th... - 2 views

  • locate, generate and access data and information select and evaluate data and information
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    Reference for using Google docs to amplify and transform learning.
djplaner

The Electronic Digital Computer - How It Started, How It Works and What It Does - NYTim... - 7 views

  • Whether it is solving a differential equation on the motion of charged particles or keeping track of a nuts-and-bolts inventory, the digital computer functions fundamentally as a numerical transformer of coded information. It takes sets of numbers, processes them as directed and provides another number or set of numbers as a result
  • Among the characteristics that make it different are the flexibility with which it can be adapted generally to logical operations, the blinding speed with which it can execute instructions that are stored within its memory, and its built-in capacity to carry out these instructions in sequence automatically and to alter them according to a prescribed plan.
  • Despite its size and complexity, a computer achieves its results by doing a relatively few basic things. It can add two numbers, multiply them, subtract one from the other or divide one by the other. It also can move or rearrange numbers and, among other things, compare two values and then take some pre-determined action in accordance with what it finds.
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  • For all its transistor chips, magnetic cores, printed circuits, wires, lights and buttons, the computer must be told what to do and how
    • djplaner
       
      Increasingly there are algorithms that mean that the computer doesn't need to be told what to do. It is capable of learning. For example, in the past computers couldn't drive cars on the road. To do this the computer would have to be told how to do everything - accelerate, turn, how far to turn etc. The new algorithms are such that a computer (actually probably many computers) can drive a car without being told what to do (not a perfect analogy, but hopefully useful)
  • If the data put into the machine are wrong, the machine will give the wrong answer
  • Developing the software is a very expensive enterprise and frequently more troublesome than designing the actual "hardware
  • o specify 60,000 instructions
    • djplaner
       
      Facebook reportedly has at least 62 million lines of code (instructions) to make all of its features work.
  • This requires an input facility that converts any symbols used outside the machine (numerical, alphabetical or otherwise) into the proper internal code used by the machine to represent those symbols. Generally, the internal machine code is based on the two numerical elements 0 and 1
    • djplaner
       
      This applies to any data that an ICT uses - pictures, sound etc. It has to be converted into 0s and 1s (binary digits) that software can then manipulate
  • The 0's and 1's of binary notation represent the information processed by the computer, but they do not appear to the machine in that form. They are embodied in the ups and downs of electrical pulses and the settings of electronic switches inside the machine
  • The computational requirements are handled by the computer’s arithmetic-logic unit. Its physical parts include various registers, comparators, adders, and other "logic circuits."
    • djplaner
       
      This is the bit of the ICT that does the manipulation. Everything you do to manipulate data (e.g. apply Instagram filters) is reduced down to operations that an arithmetic-logic unit (ALU) - or similar - can perform
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    An "ancient" (1967) explanation of how a digital computer works - including some history.
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.
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  • 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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