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Jeremy Brueck

The Pedagogy of Play and the Role of Technology in Learning | PBS - 3 views

  • The atmosphere of play created a sandbox where both students and faculty could explore the features of the device and apps with the spirit of curiosity and experimentation. Rather than solely being guided through this virtual landscape, they were learning how to orient and guide themselves. Within this learning model, the teacher or trainer shifts into more of a coaching role. The value of this approach extends beyond the classroom because students begin to develop a self-reliance that enjoys independent experimentation and exploration.
    • Toni Plourde
       
      Interesting concept
  • Our systems of education haven't prepared us to think and act playfully, nor do our institutions of work by and large encourage this behavior. Yet it is this kind of playful disposition that is the muse of all great thinkers, artists and innovators.
  • "I don't think education is about centralized instruction anymore; rather, it is the process establishing oneself as a node in a broad network of distributed creativity."
  • ...3 more annotations...
  • retaining childlike qualities such as idealism, experimentation and wonder is vital for innovation.
  • In times of rapid change, exploring the possible becomes an essential
  • Play is about exploring the possible.
Jeremy Brueck

Interactive eBook Apps: The Reinvention of Reading and Interactivity | UX Magazine - 4 views

  • apps are mostly native iOS or Android software
  • eBooks are documents of a particular format, such as the open standards EPUB and Mobipocket (.mobi)
  • eBooks can be further distinguished from “enhanced eBooks,” which use formats such as ePUB3 for iBooks (Apple) and Kindle Format 8 (KF8) for Kindle Fire (Amazon)
  • ...9 more annotations...
  • eBooks
  • have very limited interactivity
  • Enhanced eBooks (ePUB3) are a new digital publication standard that allows easy integration of video, audio, and interactivity.
  • Interactive eBooks is a category for apps designed specifically to utilize the powers of tablets to enable users to interact with the storyline in sight, sound, and touch.
  • On a touch device, interactivity is the ability to engage with the user interface, including the ways you move your fingers on the screen, the way you to select an app, or how you browse the Web.
  • If a book app does not use interactivity in order to enhance the reading experience, it does not belong in the interactive eBook category.
    • Jeremy Brueck
       
      I think this is an important clarification. From an educators standpoint, we want interactivity to enhance comprehension and help students understand what the story is about.
  • Although these activities through the 52 pages of the book are fun, I think they distract from the actual story.
  • It is possible for interactivity to go beyond the superficial, to add value to the book and create an experience that would be impossible in print.
  • they are about adding value through interactivity by using the full capabilities of a touch device to engage the user and enhance the learning and reading experience. These engaging experiences are what I call a true reinvention of reading.
Dean Mantz

The History 2.0 Classroom - 1 views

  •  
    This blog post does a nice job of providing insight and tips on how to use the "Subtext" app. 
J B

UDL and Mobile Apps - 2 views

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    Kathleen McClaskey's new blog is open discussion and sharing of how mobile apps can be used to create digital learning environments using the UDL framework
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