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Greg Relaford

IVC Playground ISTE 2011 - home - 1 views

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    Interactive Video Conferencing Welcome! Please explore the links to the left for resources that support the ISTE 2011 SIG IVC Playground.
Vicki Butler

2011-06-25 Google Workshop for Educators at ISTE - Google Workshop for Educators - 0 views

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    Google apps workshop Iste June 25 - multitude of resources
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    Here is the link to the google workshop
Greg Relaford

Global SchoolNet: Find Partners or Projects - 0 views

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    Global SchoolNet's Projects Registry (PR) is the oldest (1995) and largest online clearinghouse for teacher-conducted global learning projects. The PR contains more than 3,000 annotated listings - and is searchable by date, age level, geographic location, collaboration type, technology tools or keyword. The Project Registry is a central place for educators to find global partners and announce projects. Many projects are aligned with the 21 Century Learning Skills matrix, the ICT Literacy Maps, especially in Science, Geography and English and International Society for Technology Education (ISTE) NETS Standards for Students.
kathleen johnson

TodaysMeet - 0 views

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    Keep kids focused on the content in class by opening a backchannel chat using TodaysMeet. From Curators of Knowledge at ISTE2012
Vicki Butler

Science Games By Marjee - 1 views

shared by Vicki Butler on 29 Jun 10 - Cached
Vicki Butler

independentschools - home - 0 views

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    wiki for independent schools
Vicki Butler

Tammy's Favorite FREE Web Tools ISTE 2010 - 2 views

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    some very cool tools
Greg Relaford

ideasLAB - exploring new possibilities - 2 views

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    ideasLAB aims to challenge the way we think about learning and teaching, and find new ways to take technology into the classroom.
Greg Relaford

ARToolKit Home Page - 3 views

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    ARToolKit is a software library for building Augmented Reality (AR) applications. These are applications that involve the overlay of virtual imagery on the real world. For example, in the image to the right a three-dimensional virtual character appears standing on a real card. It can be seen by the user in the head set display they are wearing. When the user moves the card, the virtual character moves with it and appears attached to the real object.
Greg Relaford

Crowdmap - 1 views

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    Crowdmap allows you to... Collect information from cell phones, news and the web. Aggregate that information into a single platform. Visualize it on a map and timeline. Nothing to install, minimal configuration. Free
Greg Relaford

Reviews and Ratings for Family Movies, TV Shows, Websites, Video Games, Books and Music - 0 views

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    Is your kids' privacy protected online? Everything your kids do online creates an information trail. Something that happens on the spur of the moment -- a funny photo, an angry post -- can resurface years later.
Greg Relaford

Google Historical Voyages and Historical Events - 0 views

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    What historical event, explorer, voyage, or local history would you like to share with other schools? Have you studied the settlement history of your own community? Have you studied about your state or country and historical events that helped shape it? This site is dedicated to the explorers, voyages, events, and historical backgrounds of countries throughout the World. We'd like to hear about famous explorers who surveyed or traveled through your community long ago. Perhaps you'd like to tell us about historical events that shaped your locale or region. You may wish to report about a catastrophic event in your area. Or, you may want to tell us how your community was founded, its historical background, early settlers. Every community, every town, every country has a past, and we'd like to hear about yours. This project is open to schools all over the World. We invite a "global community" of schools to share this site with us. We can learn about each other's countries as we contribute to this site.
Greg Relaford

WoWinSchool / FrontPage - 0 views

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    This is a collaborative workspace for the development of instructional items for the use of the MMORPG, World of Warcraft, in a school setting. Please take a moment to explore the various sections of the site and if you would like to contribute, please email Lucas Gillispie at lucas AT edurealms.com. The original focus of this project was to develop a curriculum for an after school program or "club" for at-risk students at the middle and/or high school level. This program would use the game, World of Warcraft, as a focal point for exploring Writing/Literacy, Mathematics, Digital Citizenship, Online Safety, and would have numerous projects/lessons intended to develop 21st-Century skills. Because of the success of the first year's implementation as an after school program, the program is now being implemented as a language arts elective for middle schoolers designed to provide enrichment for students at all levels. All project materials, including a fully-developed language arts course, aligned to middle grades standards, will be made available under a creative commons license upon completion. The goal is to not only demonstrate the viability of game-based learning using commercial games, but to also provide a foundation or template upon which similar projects can be built.
Greg Relaford

edurealms.com - Where gaming and education converge. - 0 views

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    Over the past two years I've been approached by several people from around the world inquiring about our World of Warcraft in School Project. Yet, despite the numerous contacts, I'm only aware of two other schools/school systems who've started similar projects. Of course, there are many potential barriers from costs to people-barriers. Craig Lawson (@midlawsondle) and I have worked over the past year to create a full-year, standards-aligned language arts course that is based on World of Warcraft. We have several goals in doing so: 1. We want to demonstrate that there is value in considering commercial, off-the-shelf games for curricular integration. 2. We want to share our work with anyone else who might take it on, and in doing so, expand the network of educators who are exploring the potential that games like this hold for the classroom. 3. We want to create a model (using the term loosely, here) upon which similar projects, perhaps using other games might be built. 4. We hope that others will look at the work and expand on it, improve it, and share it. 5. We want to show that, "Yes! You can do this."
Greg Relaford

About the site - 0 views

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    This arcade is a portal to games and interactive activities focused on ocean and air themes. It highlights the science and the activities of the National Oceanic and Atmospheric Administration (NOAA) and other agencies and organizations promoting environmental stewardship. WaterLife: Where Rivers Meet the Sea This serious game is based on the ecosystem of a United States west coast estuary and follows a human, Valerie, as she encounters Oscar the sea otter, and the Claminator, a geoduck clam. The friends are challenged to learn about the factors that produce healthy estuaries, food webs, and why estuaries are essential to ocean life and to humans.
Greg Relaford

About | Ocean Literacy - 0 views

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    The Ocean Literacy website is here to support anyone and everyone who is interested in promoting ocean literacy. Ideas for development and evolution are welcomed. This website is maintained by the College of Exploration.  Lawrence Hall of Science and the College of Exploration are currently working together as a part of COSEE CA to develop the website.
Greg Relaford

GoodPlay | The GoodWork Project - 1 views

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    Research Profile: The GoodPlay Project With support from the MacArthur Foundation, the GoodPlay project explores the ethical character of young people's activities in the new digital media. We seek to understand how young people conceptualize their participation in virtual worlds and the ethical considerations that guide their conduct. We are exploring five themes which we believe are salient in the digital age, with implications for ethics-identity, privacy, ownership and authorship, credibility, and participation. In the first phase of our project, we studied youth ages 15-25 who participate in online games, social networking sites, and other online communities. Our methods included in-depth interviews and the posing of ethical dilemmas. Based on this research, and in collaboration with Project New Media Literacies, we developed classroom exercises to encourage high school-aged youth to reflect on the ethical implications of their online activities. In the current phase, we are studying the ethical perspectives of youth ages 10-14 and of influential adults in young people's lives. We are also studying "good participation," focusing on youth who use digital media to facilitate the achievement of civic and political goals.
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