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kylew77

BLOG: Why generalist teachers are ideal candidates to teach PE - ACHPER - The Australia... - 3 views

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    Australian Council for HPE and Recreation
jacintawhite

Week 4- Exercise 6 - find and share - 1 views

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    This article discusses the concept of pedagogical content knowledge (PCK) within the context of science teaching.
talithagraceking

What Is a Large Effect Size? - 1 views

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    Perhaps a little to technical for most, but does go into a little detail about the term "effect" sizes that you are likely to see at some stage in your teaching career.
talithagraceking

Research into Ideal Digital Learning Spaces - e-O'Hagan - 0 views

  • , it is daily struggle of teachers and administrators coming to me with computer programs and websites that guarantee student growth and engagement – a “Box of Magic,” if you will. Most of these products cannot provide peer-reviewed research that demonstrates the basis for the design of their products
  • e-O'Hagan onmia mutantur nos et mutamur in illis Resume
  • And yet, if your school district has an “ill” there is a vendor ready to sell you a “cure”.
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    Brief blog post talking about what is known about creating digital learnign spaces that produce student knowledge creation.
talithagraceking

Spelvetenskapliga betraktelser: Open letter to Dr. Ruben Puentedura - 0 views

  • Quite frankly I found the SAMR-model, as it was presented, to be over simplistic and even trivial.
  • The idea that technology not only affects the quality and efficiency of tasks but also changes the conditions for communication, interaction and learning,
  • There are, for instance, studies showing the decreased reading abilities among Swedish children can be tied to an increase in computer use
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    A Swedish academic writes an open letter raising some concerns about the SAMR model. A common model for understanding what ICT can be used for. Mentioned briefly in the week 3 learning path.
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.
talithagraceking

IPADS For Teachers - 0 views

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    IPADS for Teachers
tiahnesiddans

Into Film Launches Innovate Free App Storymaker - The Gruffalo Edtiion | ICT Across the... - 0 views

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    An ICT resource for iPads - Using this app, pupils can record their own dialogue, music, and sound effects for a number of selected clips, and create their own unique version of the film 'The Gruffalo'
kanelowrey

Good ICT resources - 3 views

There are some great ICT resources from this website: https://fuse.education.vic.gov.au/pages/Teacher.aspx.

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started by kanelowrey on 20 Mar 16 no follow-up yet
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.
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