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John Pearce

Online Interactive ELearning Teaching Resource Library. View teaching resources online ... - 0 views

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    "Established in 2006, Curriculumbits.com offer free online access to a growing range of interactive multimedia elearning resources. The online resource library contains games, quizzes, animations and videos in a variety of subjects. Resources have been produced according to key stage 3 and 4 of the UK National Curriculum for students aged 11 to 16." Though the learning objects are not downloadable they are eminently suited to using on an interactive whiteboard.
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    Established in 2006, Curriculumbits.com offer free online access to a growing range of interactive multimedia elearning resources. The online resource library contains games, quizzes, animations and videos in a variety of subjects. Resources have been produced according to key stage 3 and 4 of the UK National Curriculum for students aged 11 to 16. All resources are produced by elearning multimedia specialists in collaboration with every day teaching staff as a direct solution to their classroom requirements.
Tony Searl

The digital classroom - RN Future Tense - 13 May 2010 - 7 views

  • 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.
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  • 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.
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    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.
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.
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  • 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
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    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.
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