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Hugo Domingos

How the iPhone Could Reboot Education | Gadget Lab | Wired.com - 0 views

  • How do you educate a generation of students eternally distracted by the internet, cellphones and video games? Easy. You enable them by handing out free iPhones — and then integrating the gadget into your curriculum.
  • That’s the idea Abilene Christian University has to refresh classroom learning. Located in Texas, the private university just finished its first year of a pilot program, in which 1,000 freshman students had the choice between a free iPhone or an iPod Touch.
  • Think web apps to turn in homework, look up campus maps, watch lecture podcasts and check class schedules and grades. For classroom participation, there’s even polling software for Abilene students to digitally raise their hand.
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  • The iPhone is aiding Abilene in giving students the information they need — when they want it, wherever they want it, said Bill Rankin, a professor of medieval studies who helped plan the initiative.
  • Conversely, the problem with the internet is there’s too much information, and it’s difficult to determine which data is valuable.
  • nstead of standing in front of a classroom and talking for an hour, Rankin instructs his students to use their iPhones to look up relevant information on the fly. Then, the students can discuss the information they’ve found, and Rankin leads the dialogue by helping assess which sources are accurate and useful.
  • “Polling opens up new realms for people for discussion,” said Tyler Sutphen, an ACU sophomore who has participated in the iPhone initiative for a year. “It’s a lot more interactive for those who aren’t as willing to jump up and throw out their answer in class. Instead, you push a button on the iPhone.”
António Teixeira

CSI: The Experience - Web Adventures - 0 views

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    Utilização da série CSI num jogo online para aprendizagem de ciência.
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.
Carlos Portela

freshney.org :: Periodic Table Explorer - 0 views

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    Em breve teremos versão portuguesa traduzida pela Casa das Ciências
António Teixeira

Homepage - TimeToKnow - 0 views

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    Projecto de integração das ferramentas digitais no processo de ensino-aprendizagem recorrendo à computação 1:1.
António Teixeira

learningscience.org - 0 views

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    Site com uma lista grande de recursos para o ensino das ciências.
Teresa Pombo

Eight Interactive Whiteboard Tips - 0 views

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    "Eight Interactive Whiteboard Tips "
António Teixeira

iPad, iPod, iPude - Nuno Crato - 1 views

  • fazer semanalmente online curtos testes (“quizzes”), para revisão frequente da matéria e avaliação dos alunos. Fazer testes curtos e frequentes é uma técnica antiga — pretende-se que os estudantes vão acompanhando a matéria e percebam onde estão a falhar. A inovação consiste em automatizar esses testes, de forma a que os alunos possam obter imediatamente a correcção das respostas e a sua classificação.
    • António Teixeira
       
      Olha a grande novidade!...
  • Os tais “bons resultados” referiam-se apenas ao entusiasmo dos alunos. Não a uma melhoria da sua aprendizagem.
    • António Teixeira
       
      Esta é típica dos cientistas da educação...
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    Texto do Nuno Crato sobre aprendizagem mediada pela tecnologia.
António Teixeira

BBC - A History of the World - Object Gallery - 1 views

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    Uma timeline sobre a história dos objectos.
António Teixeira

Israel's Time To Know Aims To Revolutionize The Classroom - 0 views

  • Time To Know believes there are three main reasons why today’s classroom is ineffective
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  • a management application that allows the teacher to review each student’s progress, view trends in the class’ performance, as well as plan for the next day’s lessons. It also allows teachers to customize learning sequences, assign assessments to students, and create reports of student progress.
  • assessmentassessment
  • Contrary to partial solutions such as computerized tutorials, or digital whiteboards, Time To Know set out to create a holistic solution designed to migrate from instructional to Constructivist Learning in which learning and knowledge are experience driven.
  • Time To Know designs and produces what it calls ‘full digital curriculum coverage,’ which is a complete year’s worth of lesson plans, learning activities, and homework assignments.
  • Time To Know employees a team of 350 consisting of 120 pedagogy and instructional designers (aka teachers), 60 graphics artists, illustrators and animators and 80 technologists.
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    Projecto integrado que visa explorar todas as potencialidades do uso do computador em sala de aula.
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