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direwolf82

Welcome to The Cornerstone by Angela Watson! - 0 views

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    I have found this website and the accompanying facebook page to be overall quite good for finding resources or just generally being pointed in the right direction. I would love to hear what people think about it.
djplaner

The Technium: Chosen, Inevitable, and Contingent - 0 views

  • until these contingencies harden into technological necessities and become nearly unchangeable in future generations. There’s an old story that is basically true: Ordinary Roman carts were constructed to match the width of Imperial Roman war chariots because it was easier to follow the ruts in the road left by the war chariots. The chariots were sized to accommodate the width of two large war horses, which translates into our English measurement as a width of 4′ 8.5″. Roads throughout the vast Roman empire were built to this spec. When the legions of Rome marched into Britain, they constructed long distance imperial roads 4′ 8.5″ wide. When the English started building tramways, they used the same width so the same horse carriages could be used. And when they started building railways with horseless carriages, naturally the rails were 4′ 8.5″ wide. Imported laborers from the British Isles built the first railways in the Americas using the same tools and jigs they were used to. Fast forward to the US Space shuttle, which is built in parts around the country and assembled in Florida. Because the two large solid fuel rocket engines on the side of the launch Shuttle were sent by railroad from Utah, and that line transversed a tunnel not much wider than the standard track, the rockets themselves could not be much wider than 4′ 8.5.”
  • “So, a major Space Shuttle design feature of what is arguably the world’s most advanced transportation system was determined over two thousand years ago by the width of two horses’ arse.” More or less, this is how technology constrains itself over time.
  • In addition to the primary drive of preordained development (force #1), and in addition to the escapable influences of technological history (force #2), there is society’s collective free will in shaping the technium (force #3).
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    Long post and not directly related to ICT and Pedagogy, but somewhat related. The highlighted section outlines one - often unseen - way in which the "way things are done" limit what can be done in the future.
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.
w0068493

Applying the RAT to a learning activity: Apply the RAT framework - 2 views

  • earning is amplified
  • use of ICTs
  • search the Internet
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  • Diigo, WebQuests and many others) to help the teacher prepared, then there's a change of some amplification
    • w0068493
       
      look at how to use webquest and diigo even consider using go animate - I guess that is on webquest
  • amplify the quantity and quality of the resources
  • there's nothing here that is transforming student learning
  • opportunity to help students develop their ICT general capabilities
  • Not something that would have been required
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    just a reminder
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