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Scott Ashwell

NASA - Do-It-Youself Podcast - 1 views

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    Are you looking for a new approach to engage your students in science, technology, engineering and mathematics? NASA's Do-It-Yourself Podcast activity sets the stage for students to host a show that features astronauts training for missions, doing experiments in space or demonstrating equipment. We'll provide a set of audio and video clips along with photos and information about a space-related topic. You and your students may choose as many items as you want to include in your project and download them to your computer. Students may use the information we provide or conduct their own research to write a script for an audio or video production.
Scott Ashwell

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?
Scott Ashwell

Using virtual worlds and video games to teach the lessons of reality: Scientific Americ... - 0 views

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    Several educators suggest in the newest issue of Science that schools use video games to simulate the real-world situations in the classroom to help students develop critical-thinking skills and enhance their understanding of science and math and, perhaps, even encourage them to pursue careers in those and related fields such as technology and engineering.
dean groom

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.
dean groom

FINAL REPORT | DIGITAL YOUTH RESEARCH - 0 views

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    Social network sites, online games, video-sharing sites, and gadgets such as iPods and mobile phones are now fixtures of youth culture. They have so permeated young lives that it is hard to believe that less than a decade ago these technologies barely existed. Today's youth may be coming of age and struggling for autonomy and identity as did their predecessors, but they are doing so amid new worlds for communication, friendship, play, and self-expression. We include here the findings of three years of research on kids' informal learning with digital media. The two page summary incorporates a short, accessible version of our findings. The White Paper is a 30-page document prepared for the MacArthur Foundation's Digital Media and Learning Series. The book is an online version of our forthcoming book with MIT Press and incorporates the insights from 800 youth and young adults and over 5000 hours of online observations.
Karyn West

Exit lesson strategies - 0 views

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    This is such a cool set of resources. Want to get your students to think about their learning from your lesson? Use these.
Scott Ashwell

Diplomas for (Would-Be) Dropouts: Project Learning Serves the Most At-Risk Students | E... - 0 views

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    The school's approach to reengaging students in learning has an important twist: Downtown's curriculum is entirely project based. Its alternative format allows students to choose a thematic, integrated pathway of subjects each semester, find connections among these subjects in real-world settings, and, hopefully, discover their passions along the way.
dean groom

Mermaid Diaries: Natalia Zelmanov's Second Life Adventures: September 2007 - 1 views

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    The mermaid diaries is a journey by day of Nalalia Zelmanov. It shows her travels in Second Life, but it is more of a journey of her development as a designer and programmer. It has some fantastic resources and links to templates and programming resources that will easily assist newbies in developing their own IP in Second Life
dean groom

Raising expectations « Educational Discourse - 0 views

  • they will continue to live like their parents with the same expectations
  • what students might need to do well as they leave school
  • Communication skills - delivering their message clearly without misconceptions.
  • ...5 more annotations...
  • ollaborative decision-making and work strategies. Groups are vital to progress - working together to create a product is found in nearly all professions - from construction to high-tech scientific work. Up until now collaborative - group - work has been “done” but there seems to be a lack of focus on learning those essential dynamics for productive collaboration.
  • Students are mostly “me” focused, it goes with the age.
  • he system really doesn’t encourage novel ideas or divergent thinking. Instead, there continues to be a dominate frame of reference that if you “learn” enough information and can then answer the questions on a test,
  • here needs to be direct instruction on effective and non-effective collaboration
  • Presentation skills, on the other hand, are largely neglected in schools, and few people put effort into developing them. Thus, presentation skills are a primary differentiator among you and your peers.”
dean groom

Tikatok - Imagine a Story. Create a Book. - 0 views

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    Tikatok™ is where kids channel their imagination into stories - and publish those stories into books for you to share and treasure with friends and family.
Suzie Boss

CyberCamp 08 - 0 views

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    Teachers reflect about their summer professional learning institute, focusing on using PBL with digital tools.
dean groom

PBL Delivery - whos using Web2.0 in their projects - 105 views

Jane - I'd like to Skype chat with you about the book and PBL/Web2.0 take up

pbl web2.0

Michelle Krill

High Tech High | Digital Commons - 24 views

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    All High Tech High students and teachers store and exhibit their work in digital portfolios. These are perfectly aligned with the three High Tech High design principles of common intellectual mission, personalization, and adult world connection: required of all, they display personal learning and interests to an audience that extends beyond the school.
m Asif

PSYCHOLOGY - 0 views

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    The whole person-as in the sentence, we need to understand the whole person-is a phrase we often hear. It reflects our recognition that people and the reasons for their behavior are very complex. Many health
Ginger Lewman

GradeMate | Free Online Student Organizer - 2 views

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    "Organize Your Education!™ GradeMate is a powerful online organizer for teachers and students to keep track of their courses - from managing grades, assignments, and events to sharing files, course notes, and class discussions."
David Cosand

Teaching American History in Maryland - Documents for the Classroom - Maryland State Ar... - 5 views

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    Runaway advertisements and Notices of Committal are some of the most rewarding sources for ascertaining the movement, motivation, and destination of enslaved persons have have taken flight. This is a collection of runaway ads placed by slave owners or their representatives in newspapers.
David Wetzel

Using the Web 2.0 WallWisher Tool in Science Classes - 14 views

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    What is Wallwisher and why use it? Its a Web 2.0 application which allows students to express their thoughts or share information on a science concept.
dean groom

Edistorm - 30 views

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    Edistorm takes the metaphor of sticky notes on a boardroom wall and brings it online allowing anyone - anywhere to brainstorm with only a web browser. Each user picks their favorite ideas and Edistorm brings the best ones forward.
Culleo Capone

Http://Eztv.it/ Tv Torrents Online - 0 views

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    I'm sure most of us love to take time out and watch our favorite TV shows with no commercials. Well EZTV.it is here for you. EZTV has most shows on their website in a couple hours after they air. Click to continue reading.
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