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Keri-Lee Beasley

We Are Conflicted: It IS About the Technology | maelstrom - 0 views

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    Some very interesting points raised about teaching in this digital age.
Katie Day

Children's Websites: Usability Issues in Designing for Kids (Jakob Nielsen's Alertbox) - 0 views

  • Summary: New research with users aged 3–12 shows that older kids have gained substantial Web proficiency since our last studies, while younger kids still face many problems. Designing for children requires distinct usability approaches, including targeting content narrowly for different ages of kids.
Katie Day

Eva Ibbotson - obituary - children's author - 0 views

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    She died 20 October 2010 at the age of 85
Katie Day

Books Go Global -- Voicethread book reviews by global grade 4 students - 0 views

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    "Right now, this project is being conducted in English with fourth grade classes around the world, but we would love to open it up to other age ranges and languages over the course of the year. We are actively looking for more partners, so please feel free to sign up here! Once you've signed up, check out the teacher planning page to see how to get started. "
Katie Day

Myths and Legends from E2BN - 0 views

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    "Welcome to Myths and Legends. This site is for pupils, teachers and all those who enjoy stories and storytelling. The British Isles is rich in myths, folktales and legends. Almost every city, town and village in Britain has its own special story, be it a Celtic legend, Dark Age mystery, strange happening or fable."
Katie Day

BBC - A History of the World - Explorer - 0 views

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    "At the heart of the project is the BBC Radio 4 series A History of the World in 100 objects. 100 programmes, written and narrated by Neil MacGregor, Director of the British Museum, and focusing on 100 objects from the British Museum's collection. The programmes will travel through two million years from the earliest object in the collection to retell the history of humanity through the objects we have made. Each week will be tied to a particular theme, such as 'after the ice age' or 'the beginning of science and literature', and the programmes will broadcast in three blocks, in January, May and September. Deep zoom imagery of the British Museum objects on the site lets you see the detail up close while listening to the programme. You can also watch short videos of many of the objects and download podcasts of each programme as it is broadcast."
Katie Day

Guys Read - 0 views

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    Book recommendations for males of all ages, created by Jon Sciezcka
Katie Day

Giving children the power to be scientists - 1 views

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    "Children who are taught how to think and act like scientists develop a clearer understanding of the subject, a study has shown. The research project led by The University of Nottingham and The Open University has shown that school children who took the lead in investigating science topics of interest to them gained an understanding of good scientific practice. The study shows that this method of 'personal inquiry' could be used to help children develop the skills needed to weigh up misinformation in the media, understand the impact of science and technology on everyday life and help them to make better personal decisions on issues including diet, health and their own effect on the environment. The three-year project involved providing pupils aged 11 to 14 at Hadden Park High School in Bilborough, Nottingham, and Oakgrove School in Milton Keynes with a new computer toolkit named nQuire, now available as a free download for teachers and schools. Running on both desktop PCs and handheld notebook-style devices, the software is a high-tech twist on the traditional lesson plan - guiding the pupils through devising and planning scientific experiments, collecting and analysing data and discussing the results."  Software is free to download
Keri-Lee Beasley

The 21st Century Classroom - Keyboarding - 1 views

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    A wiki with resources for teachers looking at typing from a young age.
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    I think it's underestimating kids a bit, but a good starting place for sure.
Katie Day

Collaborative Learning for the Digital Age - The Chronicle Review - The Chronicle of Hi... - 1 views

  • We used a method that I call "collaboration by difference." Collaboration by difference is an antidote to attention blindness. It signifies that the complex and interconnected problems of our time cannot be solved by anyone alone, and that those who think they can act in an entirely focused, solitary fashion are undoubtedly missing the main point that is right there in front of them, thumping its chest and staring them in the face. Collaboration by difference respects and rewards different forms and levels of expertise, perspective, culture, age, ability, and insight, treating difference not as a deficit but as a point of distinction. It always seems more cumbersome in the short run to seek out divergent and even quirky opinions, but it turns out to be efficient in the end and necessary for success if one seeks an outcome that is unexpected and sustainable. That's what I was aiming for.
  • had the students each contribute a new entry or amend an existing entry on Wikipedia, or find another public forum where they could contribute to public discourse. There was still a lot of criticism about the lack of peer review in Wikipedia entries, and some professors were banning Wikipedia use in the classroom. I didn't understand that. Wikipedia is an educator's fantasy, all the world's knowledge shared voluntarily and free in a format theoretically available to all, and which anyone can edit. Instead of banning it, I challenged my students to use their knowledge to make Wikipedia better. All conceded that it had turned out to be much harder to get their work to "stick" on Wikipedia than it was to write a traditional term paper.
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    Cathy N. Davidson on experiments at Duke University in instigating digital devices and teaching ..... what the students learned and what she learned....
Katie Day

MEDIA STORE - UK DVDs for Education - 0 views

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    "Media Store serves the education market with an unrivalled collection of DVDs, including latest releases, classics and difficult-to-source titles covering a wide range of subjects and audience age range. Media Store is well known throughout the market for its high stock levels, honest prices, speedy delivery and friendly service which makes it a one-stop shop for all teachers and educators who need DVDs to support their curriculum delivery.
David Caleb

Children benefit from the right sort of screen time - life - 26 March 2014 - New Scientist - 2 views

    • David Caleb
       
      Great quote - no effect on those that played video games.
  • When you separate the different types of screen out, the effects start to vary.
  • "It doesn't say anything about what you're using that time for."
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  • For instance, a recent longitudinal study of 11,000 British children found that those who watched TV for 3 hours or more a day at age 5 had a small increase in behavioural problems two years later compared with those who watched for under an hour. But they found no effects at all for those who played computer games.
  • Passively watching TV is not the same as learning to read on a touchscreen, which is not the same as killing monsters on a console
  • First of all, lumping all screens into one category is not helpful. "Screen time is a really enticing measure because it's simple – it's usually described as the number of hours a day using screen-based technology. But it's completely meaningless,"
  • "The best research suggests that the content children view is the best predictor of cognitive effects,"
  • But they found no effects at all for those who played computer games.
  • "Children will learn from what they watch, whether that means learning letters and numbers, slapstick humour or aggressive behaviour,
  • The study found that all the children enjoy reading more when they look at stories using books and a touchscreen compared to just books.
  • children who watch age-appropriate, educational TV programmes often do better on tests of school readiness.
  • rise in BMI
  • hard to tease apart whether screen time actually causes the effects or whether they are linked in some other way
  • "It is impossible to determine with certainty that TV is causing obesity, and it is likely that other factors are involved in the complex problem of childhood obesity,
  • Her own studies have shown that children who struggle to learn using books often made more progress with iPads.
  • research in schools also found that iPads made children more cooperative and helped quieter kids to speak up
  • children receive immediate feedback
  • But they found no effects at all for those who played computer games
  • What is becoming clear is that it's not the technologies themselves we should be worried out but how they are used and how people interact with them
  • A lot of it is common sense. Don't unthinkingly hand over your device. There are educational apps whose benefits are backed up by research, says Flewitt.
  • Five hours sitting in front of the TV is not the same as 5 hours of some TV, a couple of hours playing on Dance Dance Revolution or some other kind of active game, followed by a Skype session with a grandparent.
Keri-Lee Beasley

BBC News - Digital skills should be core subjects, says report - 1 views

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    "From an early age, we need to give digital literacy as much importance as numeracy and literacy. "While we welcome the introduction of the computing curriculum, we are concerned about the ability of teachers to deliver it - with more than half of our IT teachers not having a post-A-level qualification relevant to IT.
Keri-Lee Beasley

http://csunplugged.org/wp-content/uploads/2015/03/CSUnplugged_OS_2015_v3.1.pdf - 0 views

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    Computational Thinking and enrichment for primary aged students
Sean McHugh

How Spelling Keeps Kids From Learning - The Atlantic - 0 views

  • It’s like making children from around the world complete an obstacle course to fully participate in society but requiring the English-speaking participants to wear blindfolds
  • Unlike many other languages, English spelling was never reformed to eliminate the incongruities. In a sense, English speakers now talk in one language but write a different one
  • By contrast, languages such as Finnish and Korean have very regular spelling systems; rules govern the way words are written, with few exceptions. Finnish also has the added bonus of a nearly one-to-one correspondence between sounds and letters, meaning fewer rules to learn. So after Finnish children learn their alphabet, learning to read is pretty straightforward—they can read well within three months of starting formal learning, Bell says. And it’s not just Finnish- and Korean-speaking children who are at a significant advantage: A 2003 study found that English-speaking children typically needed about three years to master the basics of reading and writing, whereas their counterparts in most European countries needed a year or less.
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  • Schools have consequently endeavored to teach children how to read and write at younger and younger ages, but Bell says that’s problematic because children mature and learn at very different rates. It also steals time away from more developmentally appropriate activities for young children.
Jeffrey Plaman

Flipping Parenting: My Family's Media and Tech Agreement | Psychology Today - 2 views

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    "Flipping Parenting: My Family's Media and Tech Agreement "
Katie Day

Library Services in the Digital Age | Pew Internet Libraries - 0 views

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    the latest Pew report released Jan 22, 2013
Keri-Lee Beasley

How Might Video Games Be Good for Us? - 0 views

  • What is it about games that is transcendent? Perhaps it’s the fact that games are optional, they are obstacles that we volunteer to overcome. Games are what we choose to do. They are what we are drawn to when we have a choice about how to spend our time and energy.  Games are freedom.
  • There is something transcendent about playing games that lifts us up and out of the tedium and pain of everyday life.
  • When we ask “Are games good for us?” we should take more seriously the idea that games helps us feel better, in the moment, and that this is important work. Reducing the time we spend experiencing negative emotions and increasing the time we spend experiencing positive emotions is a fundamental good in and of itself. Even if games don’t change anything else in our lives, the power to change how we feel in the moment is a very good thing indeed.
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  • Parents who spend more time playing games with their kids have better relationships with them
  • improve children’s ability to manage difficult emotions
  • Children who spend more time playing videogames score higher on tests of creativity.
  • Gamers of all ages perform better than non-gamers on tests of attention, speed, accuracy, and multi-tasking.
  • Scientists have found a wide variety of cognitive, emotional and social benefits to gaming
  • Is gameplay good for us?
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    Based on research not just opinion. What is it about games that is transcendent? Perhaps it's the fact that games are optional, they are obstacles that we volunteer to overcome. Games are what we choose to do. They are what we are drawn to when we have a choice about how to spend our time and energy.  Games are freedom.
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    Article with lots of links to research around the subject of games being good for us.
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