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Teresa Pombo

K12 Online Conference 2008 | Classroom 2.0 "Initiating and Sustaining Conversations: As... - 0 views

  • This presentation aims to address some of the challenges associated with assessment and evaluation in Web 2.0 classrooms. Specifically, it will address how to develop strategies and tools that engage students in the assessment and evaluation process, and help them stay in control of their learning and their progress. Consequently, a strong emphasis will be placed on developing assessment and evaluation procedures and habits that not only complement but also foster the interactive and learner-centric environments afforded by the interactive tools of the read/write web. The presenter will share strategies to assess and evaluate student work on blogs, wikis, and discussion forums.
Carlos Vaz

Literacy with ICT | Resources - 0 views

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    A Continuum Model for Literacy with ICT Across the Curriculum Full Document (2.1 MB) Cover (182 KB) ISBN (39 KB) Acknowledgements (57 KB) Contents (47 KB) Purpose (54 KB) Section 1: Introducing Literacy with ICT Across the Curriculum (94 KB) Section 2: Supporting Principles (200 KB) Section 3: Reading the Developmental Continuum for Literacy with ICT (139 KB) Section 4: Assessing, Evaluating, and Reporting on Student Progress (115 KB) Section 5: Developing the Continuum (97 KB) Section 6: Implementing Literacy with ICT Across the Curriuclum (97 KB) Appendix A: The Role of School Leaders in Supporting Literacy with ICT Across the Curriculum (90 KB) Appendix B: Action Research Teams 2005-2006 (53 KB) Bibliography (49 KB)
Teresa Pombo

SLAIS CIBER home page - 0 views

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    CIBER's expertise lies in the mapping, monitoring and evaluating of digital information systems, platforms, services, roll-outs and environments, using robust, big picture and innovative research methods, especially deep log analysis.
Teresa Pombo

Administration - 0 views

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    Checklists to support Project Based Learning and evaluation
Jose Paulo Santos

Building a Learning Community - Resources - Teaching and Technology - Good Practice - C... - 0 views

  • Building a Learning Community Palloff and Pratt recommend seven basic steps for building a successful learning community. These include: clearly defining the purpose of the community, creating a distinctive gathering place for the group, promoting effective leadership from within, defining norms and a clear code of conduct, allowing for a range of member roles, allowing for and facilitating of subgroups, and allowing members to resolve their own disputes. The authors caution that it is possible to develop a community that has strong social connections between the students, but where very little learning actually takes place. Thus, it is important that the instructor be actively engaged in the process and encourages students who stray from the learning goals of the course. Specifically, the authors recommend: (1) engaging students with subject matter, (2) accounting for attendance and participation, (3) working with students who do not participate, (4) understanding the signs of when a student is in trouble, and (5) building online communities that accommodate personal interaction. Indicators of a Successful Learning Community You can tell if the learning community is working when you see: active interaction, sharing of resources among students, collaborative learning evidenced by comments directed primarily student to student rather than student to instructor, socially constructed meaning evidenced by agreement or questioning, with the intent to achieve agreement on issues of meaning, and expressions of support and encouragement exchanged between students, as well as willingness to critically evaluate the work of others. Finally, they suggest that the keys to successful learning communities are honesty, responsiveness, relevance, respect, openness, and empowerment. Palloff, R.M. & Pratt, K. (1999). Building Learning Communities in Cyberspace: Effective Strategies for the Online Classroom. San Francisco: Jossey-Bass Publishers.
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    Construir uma comunidade de aprendizagem. Palloff e Pratt propõem 7 passos básicos para construir uma comunidade de aprendizagem com sucesso.
António Teixeira

Creating a Tech-Infused Culture, Harry Grover Tuttle - 2 views

  • 3. Display student work.
    • António Teixeira
       
      Faz-se na rede de alunos.
  • 4. Use morning news.
  • 5. E-mail research.
  • ...35 more annotations...
  • send science teachers an article about using computerized probes to analyze motion.
  • 6. Share a monthly digital newsletter.
  • Ask team, grade-level, or subject-area teachers to contribute a report on technology projects for a specific month
  • 7. Build a digital resource "book" or online site showing how tech projects support standards.
  • 8. Sponsor library teas and pizza breaks.
  • 9. Provide bimonthly how-tos.
  • 20-minute Common Technology sessions for teachers in the school lab and teach the most commonly used features of various technologies such as whiteboards or digital cameras.
  • 10. Target technophobes.
  • 11. Suggest integration
    • António Teixeira
       
      Muito interessante! Por exemplo: colocar as diversas escolas de um Agrupamento a realizar um projecto comum com o auxílio de ferramentas Web 2.0.
  • Encourage team interdisciplinary projects to have a strong technology component.
  • 12. Volunteer to evaluate.
  • 13. Assist teachers in meeting standards.
    • António Teixeira
       
      As Google Forms podem dar uma grande ajuda...
  • 14. Ask for electronic reports on students.
    • António Teixeira
       
      Melhor do que isto: levar os professores de uma turma a utilizar colaborativamente uma folha de cálculo online para troca de informação sobre os alunos da turma.
  • 15. Comment during observations about the use or absence of technology.
  • improve student learning by using higher-level thinking activities based on technology.
  • 16. Review lessons.
  • lesson plans that integrate technology.
  • 17. Work with the district curriculum council.
  • 18. Spur Spur planning
  • 19. Budget for conferences.
  • 20. Facilitate mentoring.
    • António Teixeira
       
      Muito interessante!!
    • António Teixeira
       
      Por exemplo: o "clube multimédia" da escola é um conjunto de aluno qualificados em diversas áreas e que podem apoiar os professores na utilização das ferramentas.
  • Develop a technology mentor program so that students can provide technical assistance to their teachers as the instructors develop technology-infused learning.
  • 21. Educate the community.
  • 22. Participate actively in professional development.
  • This learning fair fair is very effective in helping the public understand how students learn with technology.
  • by showcasing student projects.
  • posters, digital pictures, PowerPoint presentations, and digital movies
  • 1. Dedicate staff time.
  • 10 minutes during each faculty meeting
  • Focus the school Web site on technology-infused learning in various subject areas.
  • 2. Publish activity photos
  • take digital pictures of student learning that involves technology.
  • Show technology-generated student work at the school entrance.
  • Here are numerous practical strategies for achieving a culture in which students can be more engaged in their learning, have multiple means of accessing accessing and demonstrating that learning, and have varied assessments through technology.
  • Here are numerous practical strategies for achieving a culture in which students can be more engaged in their learning, have multiple means of accessing and demonstrating that learning, and have varied assessments through technology.
António Teixeira

Creating Computer Games Teaches Critical Skills - 1 views

    • António Teixeira
       
      Quem me indica bons programas para a criação de jogos?...
  • creating computer games, rather than just playing them, could boost students' critical and creative thinking skills
  • The team adds that teaching people how to use off-the-shelf tools to quickly build a computer game might allow anyone to learn new thinking and computing skills. After all, they explain, the process involves storytelling, developing characters, evaluating plots, and working with digital images and music.
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    Mais do que jogar, a criação de jogos permite desenvolver inúmeras capacidades.
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