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Louise Phinney

INFOGRAPHIC : How To Create An Infographic | MakeUseOf - 2 views

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    The fact is that creating a quality infographic is not an easy task and not everyone can do it properly.  It takes design skills, time, a good computer program and patience to get it just right.  Unfortunately not everyone has those qualities and so as a result, a lot of infographics end up in the email trash bin.  But done properly, an infographic can be a really beautiful and informative thing, a feast on the eyes.
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."
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.
Keri-Lee Beasley

20 High Quality Free Fonts for Designers - StumbleUpon - 1 views

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    Great fonts for designers. Beautiful!
Katie Day

Mother Tongue Multilingual Education | Education | United Nations Educational, Scientif... - 2 views

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    UNESCO is developing a number of initiatives for the promotion of mother tongue instruction and bilingual or multilingual education to enhance quality education.
Louise Phinney

BlogBooker - Blog Book - 1 views

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    BlogBooker produces a high-quality PDF Blog Book from all your blog's entries and comments. Archives can be generated from any blog running on WordPress, LiveJournal (and derivatives) or Blogger. May be useful for student / classroom blogs as a snapshot at the end of the year? 
Jeffrey Plaman

iEARN - 0 views

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    Join over 200 projects designed and facilitated by teachers and students. In addition to connecting students' learning with local and global issues and meeting specific curriculum needs, every iEARN project must answer the question, "How will this project improve the quality of life on the planet?" This vision and purpose is the glue that holds iEARN together, enabling participants to become global citizens who make a difference by collaborating with their peers around the world.
Jeffrey Plaman

Turn off electronic devices before turning in - 2 views

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    Experts are concerned that youths compromise their sleep quality when they use electronic devices before bedtime, said Julie Carrier, a researcher funded by the Canadian Institutes of Health Research.
Adrienne Michetti

10 Elements - Digital Learning Now - 0 views

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    The 10 elements of high-quality digital learning, as set out by the National Education Reform team in 2010. I really like these!
Katie Day

The Teachers of 2030 | Teacher Leaders Network - 0 views

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    In The Teachers of 2030: Creating a Student-Centered Profession for the 21st Century (online magazine or PDF format), Barnett Berry invites policymakers and teacher leaders to rethink today's teaching policies by imagining the knowledge, skills and qualities teachers must have in the year 2030 -- just two decades from now. To support this discussion, Berry introduces the voices of 12 accomplished American teachers who are currently writing a book on the future of teaching.
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
Adrienne Michetti

http://digitallearningnow.com/site/uploads/2014/03/Roadmap-for-Reform.pdf - 1 views

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    More on the 10 elements of high -quality digital learning. 
Katie Day

What Should Children Read? - NYTimes.com - 1 views

  • There are anthologies of great literature and primary documents, but why not “30 for Under 20: Great Nonfiction Narratives?” Until such editions appear, teachers can find complex, literary works in collections like “The Best American Science and Nature Writing,” on many newspaper Web sites, which have begun providing online lesson plans using articles for younger readers, and on ProPublica.org. Last year, The Atlantic compiled examples of the year’s best journalism, and The Daily Beast has its feature “Longreads.” Longform.org not only has “best of” contemporary selections but also historical examples dating back decades.
  • Adult titles, like “The Omnivore’s Dilemma,” already have young readers editions, and many adult general-interest works, such as Timothy Ferris’s “The Whole Shebang,” about the workings of the universe, are appropriate for advanced high-school students.
  • In addition to a biology textbook, for example, why can’t more high school students read “The Immortal Life of Henrietta Lacks”?
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  • What Tom Wolfe once said about New Journalism could be applied to most student writing. It benefits from intense reporting, immersion in a subject, imaginative scene setting, dialogue and telling details. These are the very skills most English teachers want students to develop.
  • In my experience, students need more exposure to nonfiction, less to help with reading skills, but as a model for their own essays and expository writing,
  • Common Core dictates that by fourth grade, public school students devote half of their reading time in class to historical documents, scientific tracts, maps and other “informational texts” — like recipes and train schedules. Per the guidelines, 70 percent of the 12th grade curriculum will consist of nonfiction titles. Alarmed English teachers worry we’re about to toss Shakespeare so students can study, in the words of one former educator, “memos, technical manuals and menus.”
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    "A striking assumption animates arguments on both sides, namely that nonfiction is seldom literary and certainly not literature. Even Mr. Coleman erects his case on largely dispiriting, utilitarian grounds: nonfiction may help you win the corner office but won't necessarily nourish the soul. As an English teacher and writer who traffics in factual prose, I'm with Mr. Coleman. In my experience, students need more exposure to nonfiction, less to help with reading skills, but as a model for their own essays and expository writing, what Mr. Gladwell sought by ingesting "Talk of the Town" stories. I love fiction and poetry as much as the next former English major and often despair over the quality of what passes for "informational texts," few of which amount to narrative much less literary narrative. What schools really need isn't more nonfiction but better nonfiction, especially that which provides good models for student writing. Most students could use greater familiarity with what newspaper, magazine and book editors call "narrative nonfiction": writing that tells a factual story, sometimes even a personal one, but also makes an argument and conveys information in vivid, effective ways."
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    "What schools really need isn't more nonfiction but better nonfiction, especially that which provides good models for student writing. "  Totally supports my belief that nonfiction longreads are out there on the internet and are not being taken advantage of by teachers -- enough.
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."
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