ver wondered where all your Twitter friends are? This one-click service shows you exactly where each of your Twitter friends are located. Here's how it works. You go to the Twitter Friends Map tool on Visual.ly (a great repository of interesting infographics and other multimedia) and then click the 'connect' button on the bottom right of your screen. Wait about 20 seconds and then start watching the people you follow magically appear on the Google map.
The digital-earth.eu project examines the use of geographic media in schools and teacher education. Geo-media is the visualisation of information from different media sources and is concerned with digital content and its processing based on place, position and location. Many geographic media are widely used for navigation and routing purposes. Cartographic communication has never been so easy to implement, therefore 21st century school education needs to include geo-media into daily work. Innovative approaches to teaching and learning are needed to study environments from local to global scale.
The digital-earth.eu network links innovative centres around Europe where geo-media use is well developed. Products, resources, experiences and ideas are shared between the centres and opened to the public wherever possible.
A digital-earth.eu infrastructure is under development. The European Centre and an accredited network of national and regional Centres of Excellence are developing an online catalogue of materials, courses, publications, links and good practice scenarios, and are publishing a series of core publications.
NTS aims to use ICTs as a tool to make the learning of science subjects more attractive and accessible. The project target groups are students from the general and vocational schools aged 13 to 18; teachers in science subject,plus college & university students attending science education courses (prospective school teachers in sciences) The project will establish a Virtual Lab, as an experimental virtual aid to science learning. This will serve as a platform for science lessons, as a database of teaching materials and as a hub for science-learning-related graphic aids and recorded and illustrated appealing experiments on Nano-Tech. It will include a Nano-Science Center, presenting to learners and their in-service or future teachers the miracles of the nano-technologies. A program for a week Science Camp training including hands-on experiments and demonstrations will be developed and delivered through the VL, this is a good step as an approbation of the contents and functionalities of the virtual lab.
Book on Video Education in Europe
The main aim of the viducate network is to promote video education across all educational sectors in Europe.
To pursue this target the viducate network has produced the book Video Education, Media Education and Lifelong Learning. A European Insight. This publication includes conceptual ideas, an insight into European perspectives and a section with best practice examples pointing out how video education can be put into practice across different educational sectors.
Koster, Sandra de (2009) Eerst onderwijsvisie dan techniek. Ict integreren in het basisonderwijs: beschrijving van het Cumulusproject. (Kennisnet Onderzoeksreeks Ict in het onderwijs, nr. 20). Zoetermeer: Kennisnet.
Ultrasurf is a product of Ultrareach Internet Corporation. Originally created to help internet users in China find security and freedom online, Ultrasurf has now become one of the world's most popular anti-censorship, pro-privacy software, with millions of people using it to bypass internet censorship and protect their online privacy.
The Flashmeeting Project includes an application based on the Adobe Flash 'plug in' and Flash Media Server. Running in a standard web browser window, it allows a dispersed group of people to meet from anywhere in the world with an internet connection. Typically a meeting is pre-booked by a registered user and a url, containing a unique password for the meeting, is returned by the server. The 'booker' passes this on to the people they wish to participate, who simply click on the link to enter into the meeting at the arranged time.
During the meeting one person speaks (i.e. broadcasts) at a time. Other people can simultaneously contribute using text chat, the whiteboard, or emoticons etc. while waiting for their turn to speak. This way the meeting is ordered, controlled and easy to follow. A replay of the meeting is instantly available, to those with the 'unique' replay url.
The Project GREAT aims to provide a methodology and a way to use Game-Based Learning in education and training. GREAT "Game-based Research in Education and Action Training" is an EU Leonardo da Vinci funded project (contract number 2011-1-PT1-LEO05-08600) that provides a methodology and a way to use game-based Learning (GBL) in teaching-learning processes by transferring innovative methodologies. It started in October 2011 and will last two years.
T3 goal is to develop and validate an innovative teaching program to promote the use of advanced learning technology by university teaching staff; secondary school teachers; trainers involved in VET. Key features of the program will include: theoretical classes discussing the features and advantages of the new technologies; practical workshops, in which learners (university teaching staff, teachers and trainers) simulate learning sessions and familiarize with technologies; project work, in which learners will prepare learning projects for use in their own classes, implement the project, and evaluate the results; joint assessment of the results by participants in the program.
ProActive will produce Guidelines on Creativity Enhanced by GBL and disseminate a database of learning games and related active learning culture within EU education.
The main objectives of ProActive are:To stimulate the creativity of trainers working in LLP sub-programmes, developing a conceptual framework for integrating different learning metaphorsTo introduce innovative ICT-based experiences in teaching and training practice, adapting and enhancing the game editors, integrating five learning metaphorsTo implement co-design creativity sessions and pilot sites for addressing school, university and vocational education scenariosTo validate the proposed approach as a means of learning and evaluate its impact on teachers' creativity and students' outcomes.
Deze publicatie gaat over webquests: leerzame speurtochten op internet. Hiermee verwerven leerlingen niet alleen kennis over een specifiek onderwerp, maar ze leren ook informatie te verzamelen, beoordelen en verwerken in relatie tot een zoekvraag. Bij een webquest werken leerlingen samen aan betekenisvolle opdrachten en gaan actief op zoek naar antwoorden.
Deze publicatie neemt rekenprogramma's onder de loep. Er zijn steeds meer rekenprogramma's beschikbaar, voornamelijk programma's om sommen mee te oefenen en te automatiseren, maar ook programma's waarbij leerlingen zelf op zoek gaan naar oplossingen van rekenvraagstukken. Deze publicatie gaat over de effectiviteit van dit soort programma's . Deze inzichten zijn overigens niet alleen van belang voor leraren die rekenonderwijs geven. Ze zijn zeker ook van waarde voor leraren in andere vakgebieden, voor onderwijsadviseurs en voor ontwikkelaars van digitaal leermateriaal.