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John Mikton

A Timeline of Google Classroom's March to Replace Learning Management Systems | EdSurge... - 0 views

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    "A Timeline of Google Classroom's March to Replace Learning Management Systems"
Diana Irene Saldana

Copyright & Schools: photocopy, scan, screen or broadcast copyright resources in classr... - 0 views

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    Schools rely on a vast pool of resources and this site is here to help you make full use of copyright material such as books, television, music, films, and websites.
pinarkadioglu

dijital vatandaşlık/digital citizenship - Google Slides - 1 views

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    Dear All, You can find the digital citizenship survival kit in the following google slide. You may also click the link to have a look at Mike Ribble's 9 elements bit.ly/digitalcitizenshiprc Please don't hesitate to take them all and use in your classroom. this is totally open source.
François Jourde

elearn Magazine: The Move is On! From the Passive Multimedia Learner to the Engaged Co-... - 2 views

  • Passive-Participatory model (P-PM)
  • user engagement levels
  • The OECD study notes the number of computers in the classroom is negatively linked to mathematics achievement in some countries, such as Spain. However, this study does not control for the type of educational uses of ICT but simply considers quantitative factors.
  • ...6 more annotations...
  • So it is not so much the amount of time spent on using a computer, or even the novelty of using one, or even the type of technologies implemented that is significant but rather, it is the types of educational uses to which ICTs are applied that hold the potential to foster learning. We aim to highlight the importance of the different types of educational uses of ICT according to the learners' engagement by proposing a five-level hierarchy in the P-PM.
  • Participatory knowledge co-creation engages the participants not only in an interactive and socio-constructive situation, but also engages learners in the identification, understanding, and problem-solving processes of a problematic situation within their learning or neighborhood community, linking the team-based co-creation process with a participatory process wherein a team of learners engages in their learning community in order to improve a real-world problem or valuing community initiatives
  • Such original productions then become digital media artifacts, such as textual (e.g. when posted to a wiki), audiovisual (e.g. interactive video), multimedia (e.g. digital storytelling), or a programmed artifact (e.g. Scratch visual programming).
  • engages learners in the identification, understanding, and problem-solving processes of a problematic situation within their learning or neighborhood community. This level links the team-based co-creation process with a participatory process wherein a team of learners engages in their learning community in order to improve a real-world problem or valuing community initiatives.
  • Engaging in creative and co-creative usages of ICTs do not necessarily require a high-level technological investment.
  • repurposing non-educational technologies
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    "Learners' engagement according to levels of ICT usage (Passive-Participatory model)"
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