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debgran

Challenges in intergrating ICT's in education - 1 views

It is I believe important to match the technology to the task as well as the learner.By providing a variety of tools and strategies students can explore and use a range of technologies, learning ab...

EDC3100

Alison Alison

leading and learning: Guy Claxton's Magnificent Eight - 0 views

  • Guy Claxton believes that teachers need to focus on how they relate to students in their classrooms. What is important , he writes, are the values embodied in how they talk, what they notice, the activities they design, the environments they create, and the examples they set day after day. These represent the culture of the class.
  • They say, 'lets try'...and, 'what if?'
  • are curious.
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  • can be demanding and skeptical of what they're told.
  • have courage
  • They are willing to take risks and try new things.
  • good at exploration and investigation
  • good at 'sifting' ideas and trust their ability to tell 'good evidence'.
  • requires experimentation.
  • Every lesson invites students to use certain habits of mind, and to shelve others.
  • have imagination.
  • let idea come to them, finding links and connections
  • imagination needs to yoked to discipline
  • ood at creating explanations, making plans, crafting ideas, and making predictions based on their evidence.
  • know the virtue of sociability.
  • They are able to both give their views, receive feedback, and listen respectfully to others.
  • are reflective.
  • Good learners are self aware, able to contemplate their actions to continually 'grow their learning power'.
anonymous

Stories, games and animations - 2 views

shared by anonymous on 07 Mar 13 - Cached
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    A program where you can 'create and share your own interactive stories, games, music, and art'.
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    The first week at uni we started to use a program called Scratch. This program can be used for teachers and students at any level. It is also has free membership. The first activity that we were required to do was to use the motion button to create simple commands to move the script (the cat). The next part of the activity was to make a sequence of commands. This included the moving the script 10 step and then having the script turn around in a clockwise direction at 15 degrees. The number of steps and the degrees can be changed to suit the way you want the script to move. The next activity was to use the simple commands and have them repeat the commands over and over until you stop the command. We also learnt how to have the script change colour while the command sequence was going. The next activity was to draw regular polygons. The first polygon that was drawn was a square. The next challenge was to create other polygons. This program is great to work with. I had some time just to play, adding backgrounds, pictures and sounds. The goal for using this scratch program at uni is to explore options for introducing digital technologies and related concepts in the primary school classroom, as the Technology curriculum is being introduced sometime this year (2013). This program would fall under the Digital Technologies strand in the Australian curriculum: Technologies. This is where students will engage in the components of digital systems: software, hardware and networks.
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    Great site for children to create stories, games and animations.
Kathryn Yarrow

Making music is 'Child's Play' ! - 4 views

Introducing 'Child's Play Music' http://childsplaymusic.com.au This website and blog is interesting for early childhood educators as Alec Duncan shares photos, videos and stories of how to easily...

edc3100 teachers earlychildhood

started by Kathryn Yarrow on 07 Aug 14 no follow-up yet
angelajhayes

21st Centyru Learing and ICTs - 3 views

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    I read a very interesting article written by Joke Voogt (the Netherlands), Chris Dede (USA).Ola Erstad (Norway), which discusses the importance of ICTs in 21t century learning. They reiterated on the topic that "rapid development of information and communication technologies (ICT) are continuously transforming the way in which we live, work and learn." They explored they skills that are required for living and working in the 21st century: collaboration, communication, digital literacy, citizenship, problem solving, critical thinking, creativity, productivity. I agree with Voogt and Dede when they say that "an important change has taken place in the way new digital tools and collaborative environments have enhanced learning, from an emphasis on reproducing information and content to content creation and sharing in virtual environments, which some describe as a remixing culture. There are 3 main literacies that we need to develop: Technological literacy (to be aware of the interplay between technology and society), ICT literacy (the skills needed to make effective and efficient use of ICT) and Information literacy (the capacity to access information efficiently and effectively) (Voogt and Dede, 2011). I think the biggest statement that they make is "using ICT to shift our educational structures from industrial era schools to new types of 21st century formal educational models is important" (Voogt & Dede, 2011). I believe schools are now on the edge of this shift, but some educators are reluctant. I mean to make that shift, to evaluate how I use ICTs in the classroom and how I use them to transform learning, not just to use them as 'add-ons'.
Renae Little

Browser Meme - 2 views

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    So David said I should share this with you guys. I found it funny! Enjoy!
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    Just to reinforce the point that at the moment, it appears that using Internet Explorer as your browser is likely to cause more problems than it's worth.
Tim Fisher

How Are Progressive Teachers Using Technology? - 11 views

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    Great use of a variety of ICTs here
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    Nice work, you certainly have a handle on some effective ICTs to engage and connect with your students :-)
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    I think the idea of flipped classrooms is something to explore for those working with older students who can take some more responsibility of their learning
djplaner

Learning effectiveness of applying automated music composition software in the high gra... - 0 views

  • The paper is mainly to explore the automated music composition experiences for the students in the high grades of elementary school who are unfamiliar with the professional music theory. The proposed Automated Composition for Music Education (ACME) software was developed to help the students to compose the rhythm and melody themselves, while chord configuration and arrangement are automatically generated.
  • Finally the students in the experimental group using the ACME teaching materials showed a better learning effectiveness at both reaction level and learning level, than those of the students in the comparison group
djplaner

The Wrath Against Khan: Why Some Educators Are Questioning Khan Academy - 0 views

  • But that's the crux of the problem right there: lecture-demonstrations. Although there's a tech component here that makes this appear innovative, that's really a matter of form, not content, that's new. There's actually very little in the videos that distinguishes Khan from "traditional" teaching. A teacher talks. Students listen. And that's "learning." Repeat over and over again (Pause, rewind, replay in this case). And that's "drilling."
    • djplaner
       
      So is this "replacement", "amplification" or "transformation"? At a base level it's amplification in that the learner can pause, rewind and replay. Not something they can do in typical lecture demonstrations.
  • They point to studies that find while students receive these sorts of videos positively, they are actually learning very little or learning very superficially
  • Physics teacher Frank Noschese, for example, contrasts the video of Khan's explanation of force with a video documenting his students' exploration of force through hands-on experimentation.
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  • But as some people have found, this sort of reward system on Khan Academy may encourage completion of material for the sake of badges, rather than for the sake of learning itself.
    • djplaner
       
      The ramifications of changes wrought by ICT can lead to unexpected consequences. Yes, students may be completing all of the Khan Academy activities, but are they learning? How long do they retain that learning?
  • Khan Academy has expanded from just creating videos to include a whole platform through which students can move through the content, including analytics for teachers and parents to track them
    • djplaner
       
      Replacement, amplification or transformation? Teachers should always have been tracking student progress. Khan Academy makes it much, much easier - so amplification. But Khan Academy also makes it easy for the parent's to track - amplification or transformation?
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    Another article looking at the argument between those who see Khan Academy as "the bees-knees" and those who see some problems. There's a point about "lecture-demonstrations" (the model used by Khan) that is particularly relevant to this cause and the idea of the RAT framework.
millie69

Teacher's blog + Secondary schools - 0 views

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    Mental illnesses don't make you dangerous and teenagers' moods might not just be their hormones - journalist Matthew Jenkin explores common misconceptions about young people and mental health
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.
karen419

25 awesome apps for teachers, recommended by teachers - 12 views

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    Found this and thought it was an amazing list. Has helped a lot with prac. What are the best apps for teachers? We asked TED-Ed Innovative Educators and the TED-Ed community. Below, 25 awesome apps recommended for teachers, by teachers. TED-Ed More than 250,000 teachers use TED education tools to spark student curiosity and explore presentation literacy skills. "TED-Ed is an outstanding resource in my classroom," says TED-Ed Innovative Educator Jennifer Hesseltine.
djplaner

Mr Robbo - The P.E Geek | Bridging the gap between Physical Education & ICT…Y... - 8 views

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    One for the HPE folk.  A Victorian PE teacher who labels himself "The PE Geek".
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    The key word here is 'Physical' education. I can only condone activities that are of physical nature. If the ICT is restricted to hands controlling a remote then I would not execute them in my PE classroom. I can see how some of these games add excitement to teaching and learning but are they still teaching the kids the fundamentals? You cannot expect a child with no experience in the water to swim proficiently or with confidence no matter how much swimming gamification practise they've had. It is unrealistic and dangerous. Gamification has the ability to help correct techniques in elite athletes and create visuals for young children but is it really helping them with their stamina? Are they giving a 100% or just doing it half-heartedly, more for the fun? Physical education is just that ... physical. It helps your lungs develop and makes you stronger, fitter and healthier. I don't know whether I am for or against ICT in P.E.
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    I didn't look very far in his blog, but it does appear that only the first post is talking about gamification. There are other post where he is exploring a range of resources associated with both the health theory side and also the physical movement. The rationale for sharing this was for the entire blog. To see a HPE teacher that is engaging with a whole range of ICTs, including some you may have problems with.
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    He does discuss other reasons why ICTs should be used in classes, but unfortunately doesn't give enough practical examples. The gamification he talks about most specifically is a dance game on the wii. Now of course the students are taking part in a game, but their bodies are moving just like they would be if they were dancing without the use of the game, so it is definitely physical. Using these types of games in your teaching shouldn't outweigh the the students taking part in physical activity or sports and training, but it should supplement it. I think using ICTs in HPE will help to improve motivation and interest in students who are uninterested in sport, which is a big focus that teachers face, particularly with junior high school girls. Using these games to get them interested is better than forcing them to take part in an activity where they aren't going to put in much effort anyway. ICTs are also immensely beneficial to students studying PE in senior, as a lot more of the focus is on technique and improvement, so using videos to view performance and receive feedback is great for these students. Especially the apps and programs you can get nowadays that let you pause and rewind video, play in slow motion, and draw on the screen (to check if your body is creating the right angles in the movement etc). In primary they wouldn't be so concerned with technique improvement like this, but ICTs can be used to expose students to sports that they wouldn't normally see or experience. Primary students could research and create their own games and sports using the internet and computers. (It is harder for me to think about the primary context, because I haven't had much to do with it). I am sure there are many ways ICTs can be incorporated in the Primary HPE setting, you just need to think outside the box.
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    Oops, I think I got PE Geek confused with a PE blog I was reading recently. After looking at the actual link, this PE geek offers so much more! It is actually great, the apps he talks about are great for primary and secondary.
allchallenge1

Popplet - 2 views

shared by allchallenge1 on 15 May 17 - Cached
tt3100 liked it
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    I came across a fantastic app for students called 'Popplet' which is a tool for students to make graphic organizers to visually represent their ideas and thoughts on a particular topic. This app can be used for sharing and collaborating and is an effective pedagogical tool to use in all learning areas.
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    I used Popplet the first time last week during class and I must say, it is a fantastic app. The students enjoyed brainstorming ideas through the use of this digital tool and were probably the most quiet they'd been all week. I will definitely be exploring this app in greater depth and using it in the classroom whenever the opportunity arises. Thankyou for sharing.
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