"Digital Storytelling can transform your students' writing into a visual masterpiece that is filled with voice and emotion, while enhancing critical thinking skills. The iPad takes digital storytelling to a new level by making the process easier, and even more engaging for students of all grade levels as well as for their teachers.
This site will help guide you in what you need for success in the iPad Digital Storytelling classroom."
from the site: "The Web and cell phones help us communicate, connect and learn in ways we never could before, but they've also forever changed how we interact with others. Things we used to share in person - and in private - can now be broadcast to thousands, instantly. Sometimes we type things we would never say to someone's face. As a result, new issues like forced sexting, textual harassment and cyberbullyiing have emerged, which now affect a majority of young people in the U.S.
MTV's A Thin Line campaign was developed to empower you to identify, respond to, and stop the spread of digital abuse in your life and amongst your peers. The campaign is built on the understanding that there's a "thin line" between what may begin as a harmless joke and something that could end up having a serious impact on you or someone else. We know no generation has ever had to deal with this, so we want to partner with you to help figure it out. On-air, online and on your cell, we hope to spark a conversation and deliver information that helps you draw your own digital line."
Includes fact sheets about topics such as sexting, digital spying, and excessive text messaging and instant messaging.
"Digital Storytelling Tools for Educators
by Silvia Rosenthal Tolisano
Free Download, 120 pages
This guide was written especially for educators, who want to teach 21st century skills, such as collaborating, communicating, and connecting, through digital storytelling"
"MLA 5.7.18 defines digital files as neither on the web or a published CD-ROM. Digital files include a PDF on your computer, a word processed document created by a peer, a scanned image you received via e-mail, or "a sound recording formatted for playing on a digital audio player." "
from the site: "Founded in 2004, Games for Change is a non-profit which seeks to harness the extraordinary power of digital games to address the most pressing issues of our day, including poverty, education, human rights, global conflict and climate change. Games for Change serves as a platform for organizations, individuals, government agencies, academics, journalists and the game industry to share best practices, exchange knowledge, incubate new projects and provide access to those seeking to use digital games to positively impact society. "
"Gamestar Mechanic is a game-based digital learning platform designed to teach the guiding principles of game design and systems thinking in a highly engaging and creative environment.
The game and the accompanying Learning Guide are designed to foster critical 21st century skills such as systems thinking, problem solving, creativity, collaboration, digital media literacies and a motivation for STEM (Science, Technology, Engineering and Math) learning. "
" School librarians have been identified as the "go-to" people for digital content in a recently published report by the national education non-profit group, Project Tomorrow. The report, "The New 3 E's of Education: Enabled, Engaged and Empowered - How Today's Educators are Advancing a New Vision for Teaching and Learning (PDF)," shares the teacher, librarian and administrator findings from the group's Speak Up 2010 survey."
from Instructify: "We all leave behind a trail of digital footprints when we use technology, whether it is from searching with Google, adding a comment to a blog post, or logging into a social network. While most adults might be cognizant that, given the archiving abilities of the internet, our trail will never really go cold, it is doubtful that many young people realize this. Sites like MyFootprints are designed to fill that gap by giving students the tools and experience to understand that what they are doing today with technology might have ramifications for tomorrow."
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Call for Entries: September 2 - October 28, 2010
Public Voting: November 15 - November 29, 2010