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Katie Day

Get The Math -- algebra in the real world - 0 views

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    Summary via The Scout Report (May 2012): "How does math get used in the "real world?" The short answer is that it is used to create hip-hop music, in fashion design, and through a number of other endeavors. This interactive website combines video and web interactive to help young people develop algebraic thinking skills for solving real-world problems. The series is funded by The Moody's Foundation, along with assistance from WNET and American Public Television. The sections of the site include The Challenges, Video, and Teachers. In The Challenges area, users will find video segments profiling the various young professionals who use math in their work, along with interactive tools to help students solve the challenges they are presented with. Moving on, the Teachers area includes resources for teachers, such as a training video showing how to use project materials in the classroom, along with student handouts. Visitors shouldn't miss the Basketball challenge, featuring NBA player Elton Brand talking about the problems presented by free throw shooting. [KMG]"
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.
Jeffrey Plaman

Home : Inform - 0 views

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    "Inform is a design system for interactive fiction based on natural language. It is a radical reinvention of the way interactive fiction is designed, guided by contemporary work in semantics and by the practical experience of some of the world's best-known writers of IF."
Louise Phinney

Every Last Drop - An Interactive Website about Water Saving - 2 views

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    interactive that lets you explore water use in the UK, student friendly
Jeffrey Plaman

Interactive Biology, by Leslie Samuel - 1 views

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    Interactive Biology website chock full of resources to make invisible processes visible.
Katie Day

Oxfam Education: Resources index | Mapping Our world - 0 views

  • This unique interactive website works with maps and globes to transform pupils’ understanding of the world. Winner of a Geographical Association Gold award and a BAFTA award for primary learning, Mapping Our World allows pupils to flatten a globe, turn a map into a globe, and merge different map projections. The nine structured activities come with teachers’ notes and are designed for whole class learning on an interactive whiteboard or PC. The website supports the Geography curriculum and is also ideal for bringing a global approach to Citizenship, PSE and ICT.
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    How maps affect our worldview - interactive whiteboard stuff
Katie Day

Educational Leadership:Teaching Screenagers:Publishers, Participants All - 0 views

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    "This is a world in which public is the new default. Thought leader Michael Schrage (2010) notes that "the traditional two-page résumé has been turned into a 'personal productivity portal' that empowers prospective employers to quite literally interact with their candidate's work." The rules for building your personal brand are changing at light speed. It's not enough to suggest that we have those admirable skills of creativity, initiative, and entrepreneurship; now we have to show them in action online. In short, our résumé is becoming a Google search result, one that we build with the help of others and that requires our participation. Most students are beginning to face this reality without much assistance from the schools charged with preparing them for the world beyond school. That has to change. We need to help students understand more than just the safety and ethics of participating online; we also have to give them opportunities throughout the curriculum to find and follow their passions and publish meaningful, quality work for real global audiences to interact with." Article by Will RIchardson
Jeffrey Plaman

Next-Generation Molecular Workbench - 1 views

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    Nice set of Science interactives done in HTML 5 that can be embedded.
Louise Phinney

Free Technology for Teachers: Living Lung - A 3D Interactive Model of the Lungs - 1 views

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    free app for the iPad
Jeffrey Plaman

inkle » inklewriter - 0 views

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    Tell interactive tales with inklewriter http://t.co/A3oMvtYe #edtech
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."
Keri-Lee Beasley

"Reel" Literacies: Student Selfie Videos as Literacy Engagement Tools - 1 views

  • As many of us know, “literacy” is more than just reading text on a page. Communicating in today’s world includes multisensory, multimodal, and interactive experiences to engage audiences. What does this mean for teachers and students? Together, we must learn to think critically about new media and how to use it effectively to share ideas globally. Liv is one example of a student connecting with wider audiences using digital platforms, which reflects the evolving nature of communication today. Mentor texts in literacy teaching are not new. We, as educators, often use them to teach craft or techniques in writing and hope our students will use these tools to enrich their own writing. Similarly, Liv’s videos act as “mentor tech” and provide models that Pana’s students use to create their own videos. Pana’s students begin drafting a script before filming their first video and then revising their work. Throughout this process, students watch several versions of Liv’s videos, noting craft techniques they might borrow—from what they might say to how ideas are presented on camera.
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    "..."Literacy" is more than just reading text on a page.Communicating in today's world includes multisensory, multimodal, and interactive experiences to engage audiences. What does this mean for teachers and students?"
Keri-Lee Beasley

15 Awesome Interactive Virtual Field Trips « History Tech - 0 views

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    History Tech website chooses 15 virtual field trips. Useful for Humanities?
David Caleb

Interactivate: Tessellate! - 0 views

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    A great site that allows the user to create their own tessellations. Interactive and fun.
Louise Phinney

Interactives . The Rock Cycle . Introduction - 1 views

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    Discover rock secrets through these activities. Create a rock collection as you learn about the three main types of rock, find out how to tell the different rock types apart, and see how rocks change from one type into another!
Louise Phinney

One Race, Every Medalist Ever - Interactive Graphic - NYTimes.com - 0 views

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    Fabulous explanation and examination of how much faster humans are getting at running
Katie Day

Learn. Genetics: Cell Size and Scale - 1 views

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    Visual interactive display of the size and scale of cells -- with the starting point the "large" coffee bean (12 x 8 mm).....\nOne page of a broader educational website from the Univ of Utah, Genetic Science Learning Center -- other pages are definitely middle/secondary school (if not univ) level...\n<
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