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Louise Phinney

Comic Creation in the Classroom « Fishing For EdTech - 1 views

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    I have written several posts before on the importance of making presentation meaningful and interesting. Not just creating a PowerPoint because it's the easiest tool for you to create a visual representation of your content. Comic books are what I consider to be attention grabbers. After bringing out several samples, you now have the student's attention. It's what you do with that attention that really matters. For this post I thought I would share some great web 2.0 tools that allow you and your students to make comic books. I urge you to make these assignments interesting, and relevant. Make sure that they are strongly tied to important curriculum standards and benchmarks. Just because the form of presentation and activity creation is "fun" does not mean that the substance in the curriculum is not important.
debbie diaz

Fifth Grader's Random Molecule Creation Hailed As Scientific Discovery - Kids News Article - 0 views

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    Gr 5 student's random molecule creation hailed as a scientific discovery. 
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

Over the moon: reimagining knowledge creation (a dissertation in comics form) | HASTAC - 0 views

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    Interesting ideas 'challenging the look and form of scholarships'
Jeffrey Plaman

The Film Foundation - 1 views

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    Through the ©reativity on Film project, The Film Foundation hopes to create a respect and understanding among young people for the need to protect and preserve our cultural heritage, and enhance their appreciation of art and creation. The Film Foundation uses filmmaking as a point of departure to communicate to young people the important skills they will need to succeed in today's society-such as imagination, collaboration, communication, leadership, and responsibility. The key component of this project is the "Making Movies: A Guide for Young Filmmakers" production manual. Created with the assistance and expertise of 25 professional film artists and educators, this step-by-step production manual includes tips from experts, hands-on exercises, and an 8-week filming schedule-thereby explaining the filmmaking process from story concept to completed film.
Jeffrey Plaman

GroupTweet | Pages - 0 views

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    @klbeasley @jplaman Have you tried this with classes yet? Looks a good way to involve students in discussion http://t.co/1Hln1jQl GroupTweet enables 2 to 100,000+ contributors to tweet from the same account. No longer is the burden of content creation on one person's shoulders. Contributors' names can be hidden or displayed at the beginning or end of each Tweet. Whether you have a small group powering a company account or thousands of people powering a group account, you can leverage the power of the crowd with GroupTweet!
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    This looks like a viable way to broadcast to a common twitter account both from people who have Twitter already and those who do not. Looks viable for U13s too!
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

Design that Matters - 0 views

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    "Design that Matters (DtM), a 501c3 nonprofit based in Cambridge, Massachusetts, creates new products that allow social enterprises in developing countries to offer improved services and scale more quickly. DtM has built a collaborative design process through which hundreds of volunteers in academia and industry donate their skills and expertise to the creation of breakthrough products for communities in need. Our goal is to deliver a better quality of service, and a better quality of life, to millions of beneficiaries through products designed for our clients."
Katie Day

'Waste Land' - Lucy Walker Film on Brazilian Catadores - Review - NYTimes.com - 0 views

  • Tião, like the other catadores profiled in the film, is far from an emaciated beggar living out a miserable existence on the way to an early death. But he is humble and has few expectations of earthly glory. Although a social outcast, he organized an association of pickers who live and work in Jardim Gramacho, one of the world’s largest garbage dumps, and likes to think of himself as an environmentalist.
  • The film — co-directed by João Jardim and Karen Harley, and photographed by Dudu Miranda — observes this giant landfill from every perspective.
  • Tião is the most prominently featured of several pickers profiled by the film. Their lives are changed forever when they are chosen to collaborate with the artist Vik Muniz, a São Paulo native who is now based in Brooklyn and is well known for his re-creations of famous artworks using unusual materials. Those pieces include two Mona Lisas — one made of peanut butter, the other of jelly — and a “Last Supper” made of chocolate syrup. For his Sugar Children series, he took snapshots of children on a plantation in St. Kitts and copied the images by layering sugar on black paper and photographing the result. The film observes the creation of his recent monumental series, Pictures of Garbage, for which Mr. Muniz, who grew up poor, returned to Brazil.
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    Documentary about trash-pickers in Brazil and about the art of Vik Muniz and his series Pictures of Garbage
Katie Day

Digital Storytelling Tools for Educators by Silvia Rosenthal Tolisano in Education & La... - 0 views

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    Free e-book download:  "Silvia Tolisano, author of the excellent Langwitches blog, has an awesome free ebook about digital storytelling. Digital Storytelling Tools for Educators is a 120 page guide to using digital storytelling tools in your classroom. The guide offers clear directions for using tools like Audacity, Google Maps, Photo Story, VoiceThread, and other digital media creation tools. Silvia's directions are aided by clearly annotated screenshots of each digital storytelling tool."
Louise Phinney

EdTech Toolbox: Student Designed E-books: Challenge Based Learning - 1 views

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    A place to share e-learning and Web 2.0 tools for education. Computers and laptops in education are important only when used with good pedagogy. Digital content and creation is an important part of the process for educators in the 21st century.
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.
Sean McHugh

Transforming Schools to Become Innovation Ready - Whole Child Education - 0 views

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    Because tests don't require connection and collaboration, classroom education is being driven in one direction, while technology enables creation, curation, and connection.
Sean McHugh

IPads in the classroom: The right way to use them, demonstrated by a Swiss school. - 6 views

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    Emphasis on creation of content rather than consumption - something I think UWC has been doing for a while :)
Sean McHugh

pr0tean: A Framework for Transformational Technology - SAMMS - 2 views

    • Sean McHugh
       
      SAMMS. Transform teaching with digital technologies by focusing on what  makes tech transformational.
  • Frameworks like SAMR and RAT are incredibly helpful here, but we still need a framework to assist with the top levels of redefinition/transformation of learning through effective uses of digital technologies.
  • what are the transformative, unique affordances of digital technologies?
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  • Five features or facets of pixels that out perform paper -  (SAMMS): Situated practice (work anywhere)Accessibility (access to information)Multi-modality (screen centred creations)Mutability (provisionality/fluidity/malleability)Social networking (syncronous/asyncronous people power) 
Sean McHugh

sines & wonders: The ten commandments of CPD - 1 views

    • Sean McHugh
       
      OK this guy is a bit of a twazzock, but there's no denying the truth of a lot of this, especially 7, 4 and 2. The comment at the bottom is as good, if not better than the article!
  • Point 3: This depends whether you have a static or evolutionary view of language. Neologisms are always uncomfortable until familiarity breeds acceptance. In English, we've been verbing nouns for centuries. If you don't like it then you must reject Shakespeare and most other great writers who indulged in the creation of new verbs this way. Caution, self-awareness and a hint of irony can make this practice more acceptable.
  • Point 8: Providing simple frameworks to help people more easily structure and remember complex knowledge can be useful as long as one acknowledges the flaws and limitations of any model. 'It's only a model'
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  • CPD isn't just about the acquisition of new knowledge from experts. Just as valuable sometimes is reflection on existing knowledge in order to share it, consolidate it, reorganise it and apply it more widely.
  • Don't give us sheets of A2 paper and ask us to "brainstorm"
  • Stop mentioning the 21st Century
  • Don't just read out your slides
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