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Kimberly Hayworth

Social Networking - 1 views

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    EDUC439/639 Social Networking Mathieu Plourde University of Delaware This class will focus first on personal information management practices, and will then expand to include connecting with the right people online, collaborating with them, and using social media and web 2.0 services in educational settings. Even if you don't currently teach, you'll be able to use the skills developed during the course to become a lifelong learner, and you'll be in a better position to convince colleagues and stakeholders of the value of social media and web 2.0 for teaching and learning in your unit.
Kimberly Hayworth

Why Web Literacy Should Be Part of Every Education | Co.Exist: World changing ideas and... - 1 views

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    Why Web Literacy Should Be Part of Every Education Cathy Davidson and Mark Surman Making web literacy the fourth literacy begins with the premise that not only are humans capable of learning together--we're doing it, contributing to peer learning online, every day of our lives. That is a major educational paradigm shift, the great gift we've been given by those who built the web on open architecture. Web literacy explains the world we live in and gives us the tools to contribute to that world.
Kimberly Hayworth

Video: Full Show | Watch Digital Media - New Learners Of The 21st Century Online | PBS ... - 0 views

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    This PBS video features the foremost thought leaders, innovators and practitioners in the field. The link also includes extended interviews with John Seely Brown, James Gee, Henry Jenkins and more...
Kimberly Hayworth

Gamifying the Maker Movement for Education » Online Universities - 1 views

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    The primary benefits of GBL [game-based learning] are that it is engaging, user-centered, authentic, inspires creativity, and promotes literacy in many different ways. When considering the Maker Movement and GBL the most natural alignment is to have students designing or making games. ...it has the potential to engage students in a wide variety of activities that can support the development of many valuable skills. Designing and developing a game requires planning and research, teamwork, technical skills, computer literacy, imagination, and creativity. A well-supported design project can help students develop all of these skills will simultaneously enhancing knowledge of any subject. The Maker Movement already supports interactions that would meet these objectives.
Kimberly Hayworth

What Is Design Thinking? | Edutopia - 0 views

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    Design Thinking for Educators Workshop Edutopia, IDEO and Riverdale Design Thinking is an approach to addressing challenges in a thoughtful and fun way, where you get to apply the 4Cs -- collaboration, creativity, critical thinking, and communication -- to your own work as you develop new solutions for your classroom, school, and community.
Kimberly Hayworth

Stanford takes landmark step in online learning, appoints new vice provost - 0 views

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    The creation of the Office of the Vice Provost for Online Learning - part of the larger Stanford Online initiative - signals both a restructuring of the university and its dedication to ensuring pedagogical agility and rigor in the face of global, economic and social transformations.
Kimberly Hayworth

Gamification | Coursera - 0 views

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    Gamification Kevin Werbach University of Pennsylvania (on Coursera) Gamification is the application of game elements and digital game design techniques to non-game problems, such as business and social impact challenges. This course will teach you the mechanisms of gamification, why it has such tremendous potential, and how to use it effectively."
Kimberly Hayworth

Joel Klein: Just Putting A Computer In Front Of A Student Doesn't Make Education Better... - 0 views

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    "Khan Academy founder Sal Khan, former Chancellor of New York Public Schools and an EVP at News Corp., as well as Udacity co-founder Sebastian Thrun. The panel talked about the future of education and how the intersection of technology and learning will change the space. "
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