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Katie Day

Pine Tree Poetry - student poetry published - 1 views

  • We’ve created Pine Tree Poetry to interlace students, their peers, parents, teachers and school librarians in a quest for poetry writing excellence. Rarely do students earn kudos or trophies for their writing, but at Pine Tree Poetry, we are dedicated to rewarding the fine writing achievements of students who are 5 – 18. Pine Tree Poetry contributes four important elements to the realm of student poetry. We: 1. Receive, read, evaluate, pick (a few) and publish the best poems written by poets ages 5 – 18. 2. Support schools by awarding thousands of dollars each year for much-needed library materials. Some awards are based upon the number of poems submitted while others are selected at random from among all particiipants. 3. Give a free copy of The Pine Tree Poetry Collection to the library of every school that has one or more students published. 4. Highlight the life lesson that many will write and the best will be chosen. We are not a vanity publishing company! We’re out to change the world one poem at a time and we invite students, parents, librarians, teachers and those who love the written word to join us.
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    a website where students can submit poems for publication
Keri-Lee Beasley

Layout Cheat Sheet for Infographics : Visual arrangement tips - 0 views

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    Good visual arrangement for infographics is putting together graphic and visual elements in a manner that draws your reader's attention. The key to achieving simple, elegant and attractive content are ample whitespace and a well arranged layout. What is whitespace? White space is as its name defined-space that is unmarked in a piece of infographic or visual representation. It could be margins, padding or the space between columns, text and icons and design elements. Whitespace matters to create visually engaging content A page crammed full of text and images will appear busy. This makes the content difficult to read. It makes you unable to focus on the important stuff too. On the other hand, too much of white space can make your page look incomplete. It is always crucial to remember visually engaging content is usually clean and simple.
Keri-Lee Beasley

Connie Yowell on Digital Media and Learning, Then and Now | Spotlight on Digital Media ... - 0 views

  • The Holy Grail in learning and education is context. The problem is that education is focused on generic outcomes. And as soon as you shift to that conversation, you forget about context of the learner. You forget that learning is social, and about identity, and fundamentally connected to what the learner cares about.
  • I saw a video of you talking recently. You said starting with outcomes and working backward was a big mistake. You said we should start thinking about the student and then design forward. What does that actually mean, and is that related to what you’re saying about context? In education, we traditionally think about content. We think about content as the outcomes we’re striving for. Does a kid know X? That’s what all our tests measure, and that’s how we lose the kid.  We lose the kid to our focus on content—we talk more about STEM than we do about kids. 
  • People talk about kids learning content and then testing them on that content. People like Katie and Will are thinking about designing the context for participation. That’s the Holy Grail.  Its through participation that learning happens. 
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    Interesting interview regarding the potential future of Digital Media Literacy
Louise Phinney

5 Tools to Help Students Learn How to Learn | MindShift - 0 views

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    hHelping students learn how to learn: That's what most educators strive for, and that's the goal of inquiry learning. That skill transfers to other academic subject areas and even to the workplace where employers have consistently said that they want creative, innovative and adaptive thinkers. Inquiry learning is an integrated approach that includes kinds of learning: content, literacy, information literacy, learning how to learn, and social or collaborative skills. Students think about the choices they make throughout the process and the way they feel as they learn. Those observations are as important as the content they learn or the projects they create.
Louise Phinney

The Best Online Tools for Content Curation - 1 views

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    "Don't Bookmark, Curate Online Content"
Jeffrey Plaman

RACHEL | Offline Educational Content - Khan Academy, Wikipedia, Hesperian - 0 views

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    Education content from the web served up on a Raspberry Pi to create a local educational internet!
Sean McHugh

Do Violent Games Lead Kids Astray? - IGN - 0 views

  • dialogue is far removed, however, from the intensely heated conflict that exists at the smaller, more personal scale. On the one hand you have the millions of Americans who play games, whether on a console or a smartphone, and have been raised in a time where such things are ubiquitous. On the other is a (generally older) population whose exposure to games has been limited to the most visible examples of the medium, including billion-dollar series like Call of Duty and notorious time sinks like FarmVille that paint a limited portrait of gaming's full range.
  • "You’re not wrong to be concerned about the time your son spends playing video games," wrote Moody. "But let me ask you this: If there were no video games here, wouldn’t there be some other stimulus that could threaten his time by diverting his attention away from, wait, what did you call it? 'What I feel are much more worthwhile and ultimately rewarding pursuits.’ 
  • fears about video games are understandable. Like anything else, they can become the focal point of unhealthy behavior all too easily, a point Moody is quick to emphasize. As Moody says again and again, though, that’s hardly the fault of video games.
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  • Video games actually encourage problem solving and memory skills in young people. "[Children] have to discover the rules of the game and how to think strategically,"
  • Even video games that can horrify with their grisly depictions of violence have benefits that individuals like ADCP are unaware of due to an unwillingness to engage the material.
  • some studies are finding that video games can help improve people’s quality of life for longer.
  • their results point to the need for more study. They don’t know for sure if it’s the games that improves mental health in seniors, or simply the mental activity they stimulate.
  • Video games are just tools, outlets for people to express themselves in as vast a variety of ways as anything else. They are still relatively new creations, and the unknown can frighten anyone, hence the uproar that’s followed games for years. The same uproar and indignation that followed rock and roll in the '50s and novels in the 19th century.
  • This is why the Violent Content Research Act of 2013 is ultimately a good thing. It will lead to, ideally, a deeper understanding of how we interact with games. For parents, children, players, academics, and everyone else with a vested interest in a gaming future, the most important thing is to maintain perspective.
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    "Video games are just tools, outlets for people to express themselves in as vast a variety of ways as anything else. They are still relatively new creations, and the unknown can frighten anyone, hence the uproar that's followed games for years. The same uproar and indignation that followed rock and roll in the '50s and novels in the 19th century. This is why the Violent Content Research Act of 2013 is ultimately a good thing. It will lead to, ideally, a deeper understanding of how we interact with games. For parents, children, players, academics, and everyone else with a vested interest in a gaming future, the most important thing is to maintain perspective."
Louise Phinney

Goodbye Worksheets, Hello Content Creation ~ Mrs. Wideen's Classroom Blog - 4 views

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    it says it all in the title
Katie Day

buzztouch -- Free iPhone App Builder | Phone and Android Content management system - 0 views

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    "Would you like to develop an iPhone or Android application? If so, it just got much easier with the Buzztouch content management system. Visitors don't need to know any coding, and after creating a Buzztouch account they can get started building their own application. Visitors should look over the "How Buzztouch Works" area to get acclimated to the program and they should also check out the "FAQ" section. This version is compatible with all operating systems and users will need to have access to an iPhone, iPad, or Android phone to test their application's functionality. "
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.
Louise Phinney

How To Integrate Education Technology With Scaffolding - 1 views

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    "Meeting with several teachers recently calls to mind a couple of instances that serve as a useful reminder why scaffolding not only applies to teaching content, but is also imperative to employ when introducing new technology into the classroom. I want to share experiences from two teachers that I work with and demonstrate how scaffolding would apply to each situation."
Jeffrey Plaman

Aurasma - 2 views

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    The World's First Visual Browser, bringing the physical and virtual worlds together. Aurasma is a free augmented reality platform that lets you discover, create and share amazing virtual content, integrated into the real world.
Louise Phinney

Mobile That Works -- THE Journal - 0 views

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    "In order for mobile technologies to be effective in the classroom, teachers and administrators will need to let go of the reins and let students take the lead, according to University of Michigan professor and researcher Elliot Soloway. "Kids are the experts on the technology," Soloway says. "Teachers are the experts not on the content but on the pedagogy and classroom management. The two have to live together. They have to learn together.""
Sean McHugh

Digital Literacy Dover: Video Games & Violence... - 0 views

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    A DLC blog post sumarrsing the content of 'The Parliamentary Office of Science and Technology (POST)' report on video game violence in the UK. A document reviewing official government recommendations to improve children's digital and video game safety.
Sean McHugh

Girls and Games: What's the Attraction? | MindShift - 0 views

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    Girls and Games: What's the Attraction? Games are increasingly recognized by educators as a way to get kids excited about learning. While the stereotype of a "gamer" may evoke the image of a high school boy holed up in a dark room playing on a console, in reality 62 percent of gamers play with other people either in person or online, and 47 percent of all gamers are girls. Game developers and academics who have been studying the elements that go into making games more attractive to girls found that those very same qualities are also important components of learning. For instance, girls are more drawn to games that require problem solving in context, that are collaborative (played through social media) and that produce what's perceived to be a social good. They also like games that simulate the real word and are particularly drawn to "transmedia" content that draws on characters from books, movies, or toys.
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

7 Image Editing Tools to Create Awesome Visual Content | Inspiring Generosity - 1 views

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    "Don't go crazy with your images. The last thing you need is get distracted by shiny new tools, and the last thing your fans need is too look at photos that look like an acid trip in Las Vegas. Keep it simple and sincere."
Sean McHugh

http://myweb.fsu.edu/vshute/pdf/GLA%20Dirk%20chapter.pdf - 0 views

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    ... most schools in the U.S. are not adequately  preparing kids for success in the twenty- first century (e.g., Partnership for 21st Century Skills, 2006 ) . Learning in school is still heavily geared toward the acquisition of content within a teacher-centered model, with instruction too often abstract and decontextualized and thus not suitable for this age of complexity and interconnectedness.
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