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John Pearce

Lemelson Center presents Invention at Play - 0 views

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    This online exhibit from the Lemenson Center includes Invention Playhouse. The Tinker Ball game in particular is a great physics based interactive. The site also includes Inventors' Stories and a section called Does Play Matter? How have attitudes toward play changed over time? What kinds of toys did inventors play with as children? Is the quality and quantity of children's play changing? If play is changing, how will that affect invention? Reflect upon these and other questions through video commentaries and toy displays
Roland Gesthuizen

InventNow.org - World - 0 views

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    "Register as an InventNow.org Inventor and get access to all the great stuff at this site. You'll be able to share your inventions, get patents, comment on other inventions and much more! "
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    Interesting site for students to share inventions and ideas.
John Pearce

Using Angry Birds to teach math, history and science - 4 views

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    "It doesn't seem to matter what age group or demographic that I talk to, kids (and adults) everywhere are fans of Angry Birds. As I was playing around with Angry Birds (yep I'm a fan too), I started thinking about all of the learning that could be happening. I have watched a two year old tell an older sister that "you have to pull down to go up higher". I have watched as kids master this game through trial and error. Being the teacher that I am, I started dreaming up a transdisciplinary lesson with Angry Birds as the base. I happened to be writing an inquiry lesson that has students look at inventions throughout time and thought: the catapult-that is an invention that has technology and concepts that are used even today. This is one of those inspirational moments that comes when you are drifting off to sleep and has you frantically searching for paper and pen to record as fast as the ideas come. So what did I do? I got myself out of bed and went to work sketching out a super awesome plan. Here is the embedded learning that I came up with"
Rhondda Powling

A Collaborative Guide to Best Digital Learning Practices for K-12 | DMLcentral - 2 views

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    A collaboratively written document produced in Bangkok, Thailand, at the March 28-31 teacher's meeting of EARCOS, the East Asia Regional Council of Schools. The hope is that this guide will be useful to any teacher confronting the challenges of introducing new technologies into the K-12 classroom in meaningful, inventive, productive, creative, and connected ways.
Tony Searl

'Open Teaching': When the World Is Welcome in the Online Classroom - Technology - The C... - 6 views

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    Openness proponents contend that distance education often isolates students behind password-protected gates. By unlatching those barriers, professors like Mr. Couros are inventing a way of learning online that feels less like a digital copy of face-to-face classes and more like the open, social, connected Web of blogs, wikis, and Twitter. It can expose students to a far broader network than they would encounter discussing their lessons with a small group of graduate students.
dean groom

Virtual Heroes Inc - Serious Games - Serious Games and Advanced Learning Systems - Seri... - 0 views

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    Realism, Retention and Relevancy… In a Virtual Heroes world, textbooks and lectures are replaced with complete interactivity, excitement and serious fun! Our Advanced Learning Technology (A.L.T.) platform has re-invented the way medical, military and corporate professionals can enhance performance and unleash potential. Our technology facilitates the linkage of learning objectives to measurable performance outcomes. Our studio's proprietary approach to interactive instructional design and experiential learning simultaneously inspires and educates. We invite you to explore our Website and your organization's untapped potential.
Rhondda Powling

DAVID GARCIA STUDIO - 2 views

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    DAVID GARCIA STUDIO is an experimental architectural platform. The Studio's work spans through various scales, and from the social sphere to the technical, often challenging the status-quo through inventiveness and a cross-disciplinary approach. We truly believe that what exists is only a small part of what is possible, and we design driven by this principle.
John Pearce

HowStuffWorks "How Gamification Works" - 2 views

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    "Gamification" describes turning real-world situations into games. Gamification is a neologism -- a newly invented term that's becoming commonly used. The word gamification was likely born in the realm of casual conversation to convey the idea of turning something into a game. People like entrepreneur and author Gabe Zichermann, though, have given gamification its own unique definition. Zichermann, a respected authority on gamification and its applications, defines the term as "the process of using game thinking and mechanics to engage audiences and solve problems." In short, he describes gamification as "non-fiction gaming."
Rhondda Powling

Newsarama.com : All-Ages Reader: BRIAN SELZNICK is WONDERSTRUCK - 0 views

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    An interview with Brian Selznick (Hugo Cabret and Wonderstruck) by Zack Smith (Newsarama) "Brian Selznick won the Caldecott Award for best children's illustrated book in 2008 with The Invention of Hugo Cabret, which was the basis for the upcoming film Hugo, directed by no less than Martin Scorsese. That book combined extended illustrated sequences with prose, and his new book, Wonderstruck, is even more ambitious, with silent illustrated sequences taking up more than 400 of the book's 600-plus pages"
Roland Gesthuizen

Top five ways to avoid death by email | The Thesis Whisperer - 4 views

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    "Email is one of contemporary life's contradictions: at the same time a wonderful invention and a sure and steady productivity killer. A lot of people say the trick with email is to only do it at specific times, but I disagree. If, like me, you are a full blown email addict and need your hit, time management strategies simply aren't going to cut it. "
shoaibhashmi

Sketch 44 Crack Mac - 0 views

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    Sketch 44 Crack is a new invention, Mac, drawing programming. Their new component grants you to mastermind and alters a wide range of keygen
Steve Madsen

PicoCricket - Invention kit that integrates art and technology - 0 views

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    Picocricket is aimed at primary schools, age 8 and up. From the same people who created Scratch. Combining Art & Robotics to spark Creative Thinking. Not free.
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    A PicoCricket is a tiny computer that can make things spin, light up, and play music. You can plug lights, motors, sensors, and other devices into a PicoCricket, then program them to react, interact, and communicate.
Jess McCulloch

Education Week: Smart Thinking About Educational Technology - 0 views

  • 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
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  • 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.
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