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Home/ techleadership/ Contents contributed and discussions participated by Hannah Fjeld

Contents contributed and discussions participated by Hannah Fjeld

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Kids Wireless Use Facts - 0 views

  • 32 percent of parents set rules for how their kids use their smartphone. [Source]
  • 79% of young people (ages 10-23) learn about online safety from their parents. [Source]
  • Almost 70 percent of pre-teens admit to hiding online activities. 
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Millennials as Digital Natives: Myths & Realities - 0 views

  • When interfaces fail to live up to those unrealistic standards of simplicity, Millennials rarely blame themselves — unlike older users. Millennials are quick to criticize the interface, its organization, or its designers.
  • highly confident in their approach to digital interfaces,
  • more likely to make errors, and they read even less than the average user (which is already very little).
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    myths about digital natives cont'd
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The digital native is a myth : Nature News & Comment - 0 views

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    Why we need to teach effective, responsible technology use.
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Brave In The Attempt - A site dedicated to advocating for all learners through innovati... - 0 views

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    I'm not 100% sure where the line is between an e-portfolio and a blog---this may be more on the side of a blog? But in any case it is a fascinating and compelling site that communicates a lot about the teacher who creates it.
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Get Trained | Digital Passport - 1 views

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    Training materials for Common Sense Media's Digital Passport gameified learning program.
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Responsible Digital Citizenship - Brave In The Attempt - 1 views

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    An overview of the Common Sense Media curriculum and games available, along with several other resources for teaching digital citizenship
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Google_BeInternetAwesome_DigitalCitizenshipSafety_Curriculum_.pdf - 0 views

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    Google's digital citizenship program, full curriculum as PDF.
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Be Internet Awesome - Resources - 0 views

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    Google's digital citizenship program.
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How Swedish children learn English through gaming - 0 views

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    Example of positive effects of gaming
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How I use Minecraft to help kids with autism | Stuart Duncan - YouTube - 0 views

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    Example of positive gaming
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IIBG: Acceptable Use of Electronic Resourcse & The Internet (rev. Oct. 2012).pdf - Goog... - 0 views

  • In addition, the Superintendent or designee shall ensure that Supervisory Union schools are educating minors about appropriate on-line behavior, including interacting with other individuals on social networking websites and in chat rooms, and cyberbullying awareness and response.
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    RNESU electronic resources policy
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Children's Internet Protection Act (CIPA) | Federal Communications Commission - 0 views

  • as required by the Protecting Children in the 21st Century Act, they must provide for educating minors about appropriate online behavior, including interacting with other individuals on social networking websites and in chat rooms, and cyberbullying awareness and response.
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| Blogging Through the Fourth Dimension - 0 views

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    Pernille Ripp created the Global Read Aloud, an incredible yearly opportunity to connect with students and classrooms around the world focused on a set of chosen books---picture books through YA.
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Expect the Miraculous | Barrow Media Center - 0 views

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    One of my favorite librarian blogs to follow, Andy Plemmons does creative, innovative, fascinating things in his elementary library. I never fail to be inspired by reading about his work.
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Are You Designing Systems for People to Comply or Innovate? - 0 views

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    Designing systems for successful change in schools "The tradition of school is so deeply ingrained and as many educators have been successful in the traditional model it can be hard to imagine doing it differently."
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ISTE 3: Teaching Research Using the Big6 Model - techy becky librarian - 1 views

  • surprisingly few number of schools have a comprehensive information literacy program. They found that many programs are “irregular, partial, and arbitrary” (Eisenberg, 2011, pg. 10)
    • Hannah Fjeld
       
      Here's the problem.
  • incorporating the skills into the students’ classroom curriculum
    • Hannah Fjeld
       
      Collaboration and a cohesive approach is key.
  • super-speed lesson
    • Hannah Fjeld
       
      This is often the problem---when the model comes from the library and isn't the norm in all classrooms, it has to be presented super quickly and is not reinforced regularly.
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  • they will be lacking the ability to keep track of what they’ve found and (the hugely important task of) determining if the information is reliable
    • Hannah Fjeld
       
      scaffold these skills / have standard worksheets that students can use
  • Providing students will print handouts that help walk them through the final stages of Big6™.
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    Research paper/lesson plan from school librarian on a collaborative project to introduce the Big6 research process model to 6th grade. Reinforces the importance of 1. Teacher buy-in and 2. a comprehensive approach
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52 Weeks of Guided Inquiry | Inquiry based learning that will change how you teach forever - 1 views

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    Blog created by Guided Inquiry author Leslie Maniotes for teachers trained in the Guided Inquiry approach to share their experiences and learning.
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