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Rhondda Powling

Ten Surprising Truths about Video Games and Learning | MindShift - 9 views

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    An extended interview with James Gee. The video is from the PBS Documentary Digital Media - New Learners Of The 21st Century.
dean groom

Second Life in Education - 0 views

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    A very basic, gentle intro to virtual worlds given to academic staff (newcomers) during learning and teaching week. Sets out the affordances and social drivers that are seeing increasing use of Second Life in education
Lynne Crowe

philologus.co.uk Educational Activities, Games, and Resources for Classroom use by Teac... - 0 views

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    Philologus is designed by teachers for teachers and allows them to create customised interactive versions of popular games suitable for use during lessons.
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.
Rhondda Powling

Languages Online - 6 views

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    Download these free programs and create your own interactive games and activities. Follow the simple steps to add your own text, pictures or voice recordings. Suitable for all languages!
John Pearce

iLearn - Home - 0 views

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    "With support from the Governor 's Productivity Investment Fund and the Virginia Department of Education, Radford University and participating schools in southwestern Virginia are exploring how the iPod Touch can be used to enhance effective teaching and learning. As school systems struggle with how best to deal with this cultural and technological shift, it is highly likely that the technology will continue to progress towards more powerful, wireless handheld computers that can deliver high quality, multimedia, computer processing power. " This site has links to games that have been developed as well as videos of iPods in use in schools.
Rhondda Powling

My Wonderful World -- Give Kids the Power of Global Knowledge - 6 views

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    This is an good resource for geography teachers and geography students. My Wonderful World provides a host of great ideas, lesson plans, games, videos, and visual aids for teaching and learning geography.
Rhondda Powling

Flash cards, vocabulary memorization, and study games | Quizlet - 0 views

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    More than two million terms have been entered and studied on Quizlet. Right now there are 61,763 registered users
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    Free quiz maker for educational use
Rhondda Powling

ipodgamesforlearning / FrontPage - 3 views

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    "This wiki is designed as a collaborative space for educators who are using the iPod Touch in the classroom. It specifically focuses on the use of game-based learning through the iPod Touch. "
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    A wiki with specific ideas on how to use the iTouch in a secondary school
anonymous

grammar games index page learnenglish - 0 views

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    interactive grammar games
Rhondda Powling

Science4Us Digital Science Curriculum: Includes Embedded PD Resources | Class Tech Tips - 0 views

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    "Science4Us is a standards-based digital science curriculum that teaches science using the 5E inquiry-based instructional model. In addition to over 350 digital games and online activities, there are tons of offline experiments and hands-on projects to keep students engaged and excited about science.  It's a great choice for teachers looking to include cross-curricular activities that connect science instruction to math and language arts. Students will also learn the importance of notetaking and observing, with their very own digital notebook."
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