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Jeffrey Plaman

http://web.media.mit.edu/~kbrennan/files/Brennan_Resnick_AERA2012_CT.pdf - 0 views

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    Computational thinking is a phrase that has received considerable attention over the past several years - but there is little agreement about what computational thinking encompasses, and even less agreement about strategies for assessing the development of computational thinking in young people. We are interested in the ways that design-based learning activities - in particular, programming interactive media - support the development of computational thinking in young people. Over the past several years, we have developed a computational thinking framework that emerged from our studies of the activities of interactive media designers. Our context is Scratch - a programming environment that enables young people to create their own interactive stories, games, and simulations, and then share those creations in an online community with other young programmers from around the world. The first part of the paper describes the key dimensions of our computational thinking framework: computational concepts (the concepts designers engage with as they program, such as iteration, parallelism, etc.), computational practices (the practices designers develop as they engage with the concepts, such as debugging projects or remixing others' work), and computational perspectives (the perspectives designers form about the world around them and about themselves). The second part of the paper describes our evolving approach to assessing these dimensions, including project portfolio analysis, artifact-based interviews, and design scenarios. We end with a set of suggestions for assessing the learning that takes place when young people engage in programming.
Louise Phinney

Around the Corner-MGuhlin.org: I Believe I Can Write - Dangerous Literacy - 0 views

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    "Economically disadvantaged students, who often use the computer for remediation and basic skills, learn to do what the computer tells them, while more affluent students, who use it to learn programming and tool applications, learn to tell the computer what to do. Those who cannot claim computers as their own tool for exploring the world never grasp the power of technology...They are controlled by technology as adults--just as drill-and-practice routines controlled them as students."Source: Toward Digital Equity: Bridging the Divide in Education
Louise Phinney

Computer History Museum | Exhibits - 0 views

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    "The Computer History Museum offers many online exhibits on a variety of topics related to the history of computing. Some online exhibits like Visible Storage and Mastering the Game complement physical exhibits you can also experience when you visit the Museum in person. Other online exhibits are available only through the Internet and extend the reach of the Museum to virtual visitors around the world."
Jeffrey Plaman

There is a war coming: Cory Doctorow on the future regulation of general purpose comput... - 0 views

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    Fascinating read: There is a war coming: Cory Doctorow on the future regulation of general purpose computation - video http://t.co/kSaGMef4
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    The battle against copyright is only the beginning... the war will be over how much we understand and care about computers themselves and the kinds of "spyware" they run to lock us out of our own property... (I'm looking at you iPad)
Keri-Lee Beasley

How computers change the way we learn - 0 views

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    "While there's no doubt that information technology can have its downsides for our day-to-day behaviour, there is very little evidence that computers are damaging our brains - any more than writing made us more forgetful. In fact, computers might just make us a bit smarter."
Jeffrey Plaman

Google: Exploring Computational Thinking - 1 views

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    Database of lessons for teaching computational thinking in a variety of areas of the curriculum across age groups.
Keri-Lee Beasley

Who Came Up With Computer Symbols? - ktla.com - 1 views

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    Randomly interesting - the origins of computer symbols we are all familiar with today.
Sean McHugh

Wanna Play? Computer Gamers Help Push Frontier Of Brain Research : NPR - 0 views

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    "Computer Gamers Help Push Frontier Of Brain Research"
Louise Phinney

The Principal of Change - 0 views

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    " Time is always scarce, yet more things are coming our way.  Would I be comfortable that schools produced a student did not know cursive but could effectively communicate using a computer or mobile device? Probably. Would I be comfortable if a student knew cursive but had no idea how to communicate over a computer? Nope.  Would I prefer they could do both? Absolutely."
Mary van der Heijden

ISTE | NCATE - 2 views

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    ISTE has helped transform teacher preparation programs through its standards to integrate technology into learning, teaching, and leading. The refreshed standards-Technology Coach, Technology Director, and Computer Science Educator-are pending NCATE approval. These build on the original Technology Facilitator, Technology Leader, and Secondary Computer Science Educator standards.
Keri-Lee Beasley

Young children and computers | Raising Children Network - 1 views

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    Australian parenting site makes recommendations about preschool computer use
Katie Day

Digital Roadtrip * Unique method for accessing student work on iPads? - 1 views

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    "We all know that we can share via iTunes over USB to any Mac/PC with a recent version of iTunes. Well would you believe the same thing works without a cable and it doesn't have to be the Mac/PC that manages the devices. It means that any teacher can access all the students files on a device that has been "Saved to iTunes".  You can even pick up the work, mark it and hand it back to the iPad whilst the iPad is still being used by the kids (unbeknown to the user!). As consumers we can sync over wifi and share files via iTunes. You can do this with a class set of iPads by attaching each device once to the teacher's computer and checking the "sync over wifi" option and "enable". Don't sync -just unplug each device. Provided you are on the same network, you can then open and close files on the class set from your computer."
Jeffrey Plaman

What is Sugar? - Sugar Labs - 0 views

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    "Sugar is a learning platform that reinvents how computers are used for education. Collaboration, reflection, and discovery are integrated directly into the user interface. Sugar promotes "studio thinking" and "reflective practice". Through Sugar's clarity of design, children and teachers have the opportunity to use computers on their own terms. Students can reshape, reinvent, and reapply both software and content into powerful learning activities. Sugar's focus on sharing, criticism, and exploration is grounded in the culture of free software (FLOSS)."
Mary van der Heijden

21 Things That Will Become Obsolete in Education by 2020 - THE DAILY RIFF - edustange's... - 0 views

  • 1. DesksThe 21st century does not fit neatly into rows. Neither should your students. Allow the network-based concepts of flow, collaboration, and dynamism help you rearrange your room for authentic 21st century learning.2. Language LabsForeign language acquisition is only a smartphone away. Get rid of those clunky desktops and monitors and do something fun with that room.3. ComputersOk, so this is a trick answer. More precisely this one should read: 'Our concept of what a computer is'. Because computing is going mobile and over the next decade we're going to see the full fury of individualized computing via handhelds come to the fore. Can't wait.4. Homework
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    Interesting vision for the next 10 years
Sean McHugh

BBC News - 'Computer games keep me mentally active' - 0 views

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    It is predicted that by the end of this year, female gamers will outnumber men for the first time. However computer games are also increasingly being seen as a way for older people to keep mentally active.
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.
Mary van der Heijden

Fluency: Simply Fast and Accurate? I Think Not! - 0 views

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    As mathematics educators at all levels consider effective implementation and instruction related to state or Common Core standards, a frequently asked question is, "What does it mean to be fluent in mathematics?" The answer, more often than not, is, "Fast and accurate." Building fluency should involve more than speed and accuracy. It must reach beyond procedures and computation.
Sean McHugh

5 Critical Mistakes Schools Make With iPads (And How To Correct Them) | Edudemic - 2 views

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    With more schools opting for 1:1 student-to-iPad access, there exists a tremendous opportunity for a transformative shift in classrooms where students are empowered to navigate their own learning. While we've witnessed many effective approaches to incorporating iPads successfully in the classroom, we're struck by the common mistakes many schools are making with iPads, mistakes that are in some cases crippling the success of these initiatives. We're sharing these common challenges with you, so your school doesn't have to make them. 1) Focusing on content apps 2) Lack of Teacher Preparation in Classroom Management of iPads 3) Treating the iPad as a computer and expecting it to serve as a laptop. 4) Treating iPads like multi-user devices 5) Failure to communicate a compelling answer to "Why iPads?"
Louise Phinney

TeachThought | 6 Basic Benefits Of Game-Based Learning - 0 views

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    increases a child's memory capacity, computer and simulation fluency, helps with fast strategic thinking, hand eye coordination, benefits children with attention disorders, helps particular skill development 
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