Skip to main content

Home/ OZ/NZ educators/ Group items tagged games Interactive

Rss Feed Group items tagged

Rhondda Powling

Moments in Time - 4 views

  •  
    Great resource from ABCSplash. This interactive timeline was jointly developed by the ABC, ESA, HTAV (History Teachers Association of Victoria) and Design Royale. It ''gives an accessible entry point to the complex period covered in Overviews for the Australian Curriculum: History at Years 8 and 9"
Rhondda Powling

Jigsaw Planet - Online Jigsaw Puzzle Games - 5 views

  •  
    Jigsaw Planet a tool that will allow you to upload your own photo, then choose to make it into between a 4 and 200 piece puzzle. You can select the shape of the pieces too, and there's a very simple shape suitable for toddlers. Once you click create, you're presented with a screen that shows your puzzle pieces scattered. Rearranging is a simple matter of clicking with your mouse and dragging them where you want them
Chris Betcher

Is the Internet hurting children? - CNN.com - 2 views

  • By the time they're 2 years old, more than 90% of all American children have an online history. At 5, more than 50% regularly interact with a computer or tablet device, and by 7 or 8, many kids regularly play video games. Teenagers text an average of 3,400 times a month.
  • The impact of heavy media and technology use on kids' social, emotional and cognitive development is only beginning to be studied, and the emergent results are serious. While the research is still in its early stages, it suggests that the Internet may actually be changing how our brains work.
  • From PCs in school to online schooling Should you bet on Mark Zuckerberg? It goes without saying that digital media have also altered our fundamental notions of and respect for privacy. Young people now routinely post and share private, personal information and opinions on social media platforms without fully considering the potential consequences.
  • ...2 more annotations...
  • We are at, arguably, an even more important crossroads when it comes to digital media and technology.
  • Movies today -- even G-rated ones -- contain significantly more sex and violence, on average, than movies with the same rating 10 or 20 years ago.
  •  
    The explosive growth of social media, smartphones and digital devices is transforming our kids' lives, in school and at home. Research tells us that even the youngest of our children are migrating online, using tablets and smartphones, downloading apps. 
Tony Searl

SocialTech: Online Educa Berlin 2010 Keynote: Building Networked Learning Environments - 2 views

  • what constitutes digital literacy or digital literacies, should, in symmetry with the subject itself, not be perceived as a problem we aim to solve, or a thing we aim to determine once and for all.
  • At some point, we need to agree actions.
  • What I’m interested in is supporting the skills and critical thinking about educational engagement in networked environments, and particularly in how educators and learners can use these to support and transfigure existing practice.
  • ...8 more annotations...
  • Supporting or learners and staff to use collaborative digital environments and tools in safe, critical and innovative ways should be on the top of all our digital literacy wish lists and informing local and national policy and practice.
  • We need to be mindful that a great deal of current research highlights correlations between socio economic status and access.
  • But supporting all of our children and young people’s ability to have meaningful, useful and safe online interactions means that we don’t further disadvantage some of our most vulnerable populations.
  • It turns out what people most want to know about their friends isn't how they imagine themselves to be, but what it is they are actually getting up to and thinking about
  • Recent research has clearly underlined the need to address children’s and young people’s use of the internet, mobile and games technologies in the context of digital literacy.
  • The report points up young people’s largely pedestrian use of technology, and highlights the role that educators could and should be playing in supporting young peoples engagement as producers, creators, curators rather than primarily as consumers:
  • There are many definitions of digital literacy. In one of the earliest (2006), Allan Martin defined Digital Literacy as “…the awareness, attitude and ability of individuals to appropriately use digital tools and facilities to identify, access, manage, integrate, evaluate, analyse and synthesise digital resources, construct new knowledge, create media expressions, and communicate with others in the context of specific life situations, in order to enable constructive social action; and to reflect upon this process.” 
  • The characteristics across many of the available definitions are that digital literacy are that: it supports and helps develop traditional literacies – it isn’t about the use of technology for it’s own sake or ICT as an isolated practice it's a life long practice – developing and continuing to maintain skills in the context of continual development of technologies and practices it's about skills and competencies, and critical reflection on how these skills and competencies are applied it's about social engagement – collaboration, communication, and creation within social contexts
  •  
    reducing our aims just to types of skills risks boring everyone to death with short lived, tool specific training which doesn't address the social and political context of people's lives or their reasons for engaging with technology.
« First ‹ Previous 41 - 60 of 63 Next ›
Showing 20 items per page