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Tony Richards

Crayon Physics Deluxe - 2 views

Rhondda Powling

Moments in Time - 4 views

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    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"
Kerry J

What is 'competence' and how should education incorporate new technology's tools to generate 'competent civic agents'. - 3 views

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    This paper addresses the competences needed in 21st century life especially in relation to civic participation, and the educational requirements to foster them in young people. New technologies are widely used by young people for informal social interaction, video game-playing and giving voice to their views. Incorporation of these practices into the classroom has been fairly slow, despite their manifest potential for promoting agency and civic engagement. The paper argues that this is in part due to the need for a cultural shift in education to accommodate them. Currently, many competences young people will need for the future world of interactive technology and 'bottom-up' information, communication and democracy are mainly being developed through informal practices. These competences, which include adaptability, managing ambiguity, and agency are discussed in relation to civic participation. 
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.
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  • 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.
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    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. 
Rhondda Powling

Jigsaw Planet - Online Jigsaw Puzzle Games - 5 views

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    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
Rhondda Powling

Welcome - 3 views

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    This site, designed by Fuel Industries, includes three main components that are meant to be explored together. Videos: Each location -- Home, School, Mall -- includes several video shorts about a modern family's experience online. You determine which path the family members take at the critical decision point. Do you text that to your boyfriend? Do you purchase that ukulele? These shorts are just snapshots of more complicated issues. But, they all attempt to address a fundamental message of taking a moment to think before acting. Interactive Objects: As you view each video, you can collect interactive objects! An object opens up a quick game about the subject of the video. Once you collect the object, you can access it at anytime during your session. Messages: When you scroll down the site, you will find complementary messages targeted for each audience -- Students, Parents, Educators. These messages intend to strike a quick educational point. If you want to find out more about the subject, just click the link below the message. This will open up a pop-up with tips, advice, and links to partner resources. Make sure to check out the resources as linked in the educators' and parents' sections of the site! These resources point to curriculum and advice provided by Common Sense Media, ConnectSafely, and National Consumers League.
John Pearce

Spongelab | A Global Science Community | Home page - 3 views

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    "Spongelab Interactive is a group of scientists, teachers, animators, artists, and programmers passionate about science education. We believe that cutting-edge technology and stunning interactive media should be available to everyone, regardless of fiscal constraints. Most of the content on our site is free. Like what you see? It's yours. To use anything identified as premium (usually full games, interactives or case studies) you can: Redeem the credits you have earned while using our site - each piece of premium content is marked with a "P" and can be redeemed when you select it from the search results page Buy a bank of credits through our PayPal ordering system - In the My Profile area, order blocks of credits in the Buy Credits section. Purchase a Site License - Get access to all content, unlimited student seats, all for $600 CAD, contact us and we do the rest. "
Roland Gesthuizen

Team Building Techniques for Teachers | eHow.com - 5 views

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    Even though teachers spend most of their time interacting with students, they also need to work with each other to develop teaching skills and cohesiveness amongst department teams. Play motivational games and do activities with your teachers to create a bond among them. Designate one or two afternoons after school hours to conduct team-building games for your staff.
Chris Betcher

Alice.org - 5 views

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    Alice is an innovative 3D programming environment that makes it easy to create an animation for telling a story, playing an interactive game, or a video to share on the web. Alice is a teaching tool for introductory computing. It uses 3D graphics and a drag-and-drop interface to facilitate a more engaging, less frustrating first programming experience.
John Pearce

Pinky Dinky Doo - 5 views

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    Pinky Dinky Doo harnesses the power of television, print, and interactive media to promote reading and imaginative storytelling. To achieve this, Pinky invites children to participate in funny and fantastic stories, games, and songs that support critical early literacy skills.
Rhondda Powling

Free Flash Jeopardy Review Game - 0 views

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    Flash Jeopardy was designed by a teacher for use in the classroom as a SmartBoard review game. This site has all of the tools needed to create a Jeopardy review game, download your game for free, and play jeopardy in your classroom. You can also play Flash Jeopardy online.
Ruth Howard

Five Reasons Why Video Games Power Up Learning | MindShift - 4 views

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    The arguments for video games as gold standard in Learning
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!
Rhondda Powling

GeoGames: The New Way to Teach GeoGraphy - 4 views

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    The GeoGames from Reach the World feature an interactive map which students drag and drop onto different elements. The beginner level games asks has student place continents and the poles in the correct position. As the games levels progress students have to place countries and capitals in their proper positions. In the Build Planet Earth section students have to place continents, oceans, mountains, and rivers in their proper positions.
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

Spelling & Vocabulary Website: SpellingCity - 1 views

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    SpellingCity is an interactive site used to help children of all ages improve their spelling skills and expand their vocabulary. Each word is spoken by a "real" human voice to offer more clarity. With each created list, a student has the option to: Teach Me, Test Me, or Play A Game.
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