Guest Lesson | For Authentic Learning, Start With Real Problems - NYTimes.com - 0 views
10 Practical Ideas For Better Project-Based Learning In Your Classroom - 0 views
How to Download YouTube Videos | Educational Technology Tips - 0 views
Trusted Custom Web Application Development Company - 0 views
Six Vintage-Inspired Animations on Critical Thinking | Brain Pickings - 0 views
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Australian outfit Bridge 8, who have the admirable mission of devising "creative strategies for science and society," and animator James Hutson have created six fantastic two-minute animations on various aspects of critical thinking, aimed at kids ages 8 to 10 but also designed to resonate with grown-ups. Inspired by the animation style of the 1950s, most recognizably Saul Bass, the films are designed to promote a set of educational resources on critical thinking by TechNYou, an emerging technologies public information project funded by the Australian government. The animations - which are part Minute Physics, part The Dot and the Line, part 60-Second Adventures in Thought - are released under a Creative Commons license and cover the basics of logic and the scientific method, as well as specific psychological pitfalls like confirmation bias and Gambler's Fallacy.
10 Great Examples of Student Project LiveBinders « LiveBinders Blog - 0 views
European Debt Woes Weigh on Stocks - 0 views
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Market participants have been fixated on Europe for weeks as single headlines have caused triple-digit spikes and plunges on the Dow repeatedly. Last week, a late-week rally offset a powerful selloff, knocking the broad S&P 500 and Nasdaq indices into the green for the year, joining the blue chips, which were already in positive territory. In a sign of the continued jitters, the cost to insure euro zone sovereign debt increased on Monday, with insurance on Belgian and French debt hitting record highs. European blue chips sunk 1.3%, while the euro plummeted 1.4% to $1.362. U.S. Treasury yields, meanwhile, pointed modestly higher. The 10-year note yields 2.075% from 2.057%.
10 Reasons to Try Project-Based Learning | Thoughtful Learning: Curriculum for 21st Cen... - 0 views
Enhance Project-Based Learning with These 10 Powerful Tools - 0 views
Why Windows10 is a Big Charm of 2015? - 0 views
Quick funds at your disposal through loans in 10 minutes - 0 views
The Cloud Instititute for Sustainability Education - 0 views
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You have 10 days to catch as many fish as you can. The money you make from these fish will need to support your family for the next month. Each fish nets $2. Each day, you'll choose whether you want to take none, one, two, or three fish for the day. There are two other fisher folk also trying to catch as many fish as they can - they will follow your lead, and base their catch on yours. The lake in which you are fishing can only support 20 fish (that is the carrying capacity of the lake). Every night, the fish that remain after a day of fishing will reproduce at a rate of 25% (for the purpose of this game, we round to the nearest whole number). However, the total number of fish can't exceed 20. For instance, if there are 12 fish, they will multiply to 15 overnight. If there are 19, they will multiply to 20. Ready to play?
Virtual Worlds forum - 0 views
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Virtual Worlds Forum blog Exclusive Report: Tweens and Virtual Worlds Comments [0] | 14 October 2008 Dubit Research has produced an exclusive report for the Virtual Worlds Forum giving key statistics for how tweens use virtual worlds and their attitude towards advertising. Dubit Research, a youth marketing agency, runs a standing panel of 600 7-12 year olds in the UK, and has asked them a series of questions relating to which virtual worlds they use and how they feel about advertising in virtual worlds. The results show that 73% of British 7-12 year olds are using some sort of virtual world. Club Penguin leads the pack with 43%, Habbo following with 27%. There is remarkably little fragmentation in the market: only 8% use a virtual world other than the top 10. What surprised me most about the statistics is how even the gender split is on many virtual worlds - entirely even on Club Penguin, and similar on most other games, although Runescape is, as one would expect, far more popular with boys.
10 Tips for Teachers Using Evernote - 6 views
Seeking Your Reflections on 9/11 - NYTimes.com - 0 views
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