ElectroCity is a new online computer game that lets players manage their own virtual towns and cities. It's great fun to play and also teaches players all about energy, sustainability and environmental management in New Zealand.
Australian teachers can add content from edna into their own websites by using RSS services.
This free service, enables edna's shared information to be accessible directly to a school's own website or teachers personal computer via a free RSS reader.
Imagine being able to easily create and share a game that is able to be played on any platform, be it a Computer, Console or Handheld.
That's platform neutral gaming and that's what Mokoi Gaming delivers for free.
Simplistic thinking is often applied to educational technology. Either it’s the greatest approach to education ever invented or it’s a waste of money.
weak arguments, such as “students are digital natives, so we should use more technology,”
Digital technology provides a powerful toolkit, offering unique advantages (such as bridging time and distance, democratizing access to information and services, and leveraging exponential increases in computer power) that have helped transform other organizations, especially those based on information and knowledge
Making schools more engaging and relevant (thereby helping reduce the disastrous high school dropout rates in many districts);
• Providing high-quality schooling for all students (including English-language learners and students with disabilities);
• Attracting, preparing, and retaining high-quality teachers;
• Increasing support for children from parents and the community; and
• Requiring accountability for results (including providing more information about schools to policymakers and the public).
Educators need to consider how digital tools are used to help achieve each of these goals, because transforming schools requires attention to all six, not only one.
Because these changes happened so quickly, it is a challenge to think clearly about schools’ uses of digital tools.
By using computers, the Internet, and other digital technologies in smart ways, schools are beginning to be transformed into the more modern, effective, responsive institutions that society needs.
these modifications are not yet widely known or understood.
How many of the 20th century's greatest engineering achievements will you use today? A car? Computer? Telephone? Explore our list of the top 20 achievements and learn how engineering shaped a century and changed the world.
We've been waiting nearly half a century for computer-based information technologies to revolutionize education. While some in authority (including vendors) may supply glowing eports on the progress we've made, visionaries and pioneers like Doug Engelbart and Alan Kay insist we're not only "not there yet," but that we haven't yet fully grasped what "there" might mean.
These pages contain brief videos that demonstrate how to perform specific tasks on your computer: podcasting, windows movie maker, google earth, GIS using AEJEE, Photo sharing with Flickr, wikis and creating interactive experiences with an iPod
Australian online safety site CyberNetrix offers computer-based activities that have been designed for secondary students from years seven to nine as a cross-curricula, cross-year level resource. There is a teacher guide and 11 downloadable student activities.
we do a lot of school to students, instead of telling them and explaining to
them, what is our vision? Why are we giving them laptops? It's not because they
deserve them. It's because we expect something to change in education. Why
aren't we telling them these things? Why aren't we sharing our vision with them,
because they can help?
get kids communicating with one another outside their own circle of friends
create challenges on the web for kids to collaborate, that lead to more social
interaction rather than less.
challenges for them is, how do they create learning opportunities that are
beyond for example, a worksheet, or beyond that listening to the teacher and
doing what the teacher says, and they've really worked very hard to develop
those skills.
exploring what other people are doing around the world.
they have to learn about copyright, and they need to learn about cyber safety.
they perhaps don't understand the consequences of what they might put up there.
'If games are the answer, what's the question?'
having kids make their own games
Are you going to sit passively and wait for the information to come to you, or
are you going to go out and find it and if you can't find it, you make it.
What impact is digital interactive technology having on education? And what will the classroom of the future look like? These are just some of the questions that were raised at the 2010 Australian Council for Computer Education conference.
"Scratch is often cited as one of the best introductory languages for teaching kids - or anyone, really - to code. So it's no surprise that a Rutgers University honors class called "Programming for the Masses" would utilize Scratch as part of its goal of making programming a more accessible, everyday skill. What is unique - and if I may say so, pretty fun - is the direction that a research project, an outgrowth of the class, has taken since.
The project is called Scratchable Devices, and with it, computer science Professor Michael Littman and some of his students are working to make it easy for anyone to program their household devices by using Scratch."