This FREE, pioneering curriculum is designed to empower teens to be smart about how they create, communicate, and treat others in our 24/7 digital world. Browse the units below to find the right lessons for your students.
"I tried to get a disabled avatar on my brief excursion into Second Life last year, but failed. I did find a wheelchair after extensive searching, but couldn't sit in it – in fact, I couldn't even get it out of the box." While the blogger has some solid points, from my experience in Second Life, you can easily find wheelchairs as well as non-attractive/young avatars (which, incidentally, you can modify yourself). You need to be in Second Life a little longer than a "brief" excursion to experience these things.
The more citizens connected to the world wide web, the quicker the move towards what is known as the network society, with all that this implies in relation to changes in the most basic aspects of the way in which we live our lives: schools, personal relationships, the relationship between governments and citizens, the economy and so forth.
We must begin to think about what it means to become digital citizens, a web of citizens on the web, individuals and companies making the most of their possibilities and potential while at the same time facing up to new situations and rules and rising to new challenges.
Like many of you, when a new technology strikes my fancy, I try to learn as much about it as possible. These days I'm interested in how the internet can enable better collaboration within design teams.
(Link sent to Jack Mosel while "In-World" with VWBPE MOOC and teacher guild Cognitive Dissonance from Bluebarker)
Many of us have a social media presence -- a virtual personality made up of status updates, tweets and connections, stored in the cloud. Adam Ostrow asks a big question: What happens to that personality after you've died?
(Text)book recommendation: "Reinventing Ourselves: Contemporary Concepts of Identity in Virtual Worlds" -- Explores the theme of identity, specifically as applied to its role and development in virtual worlds. Read Chapters 1 & 2 via Google.
Thanks to EdSurge for providing a link to this informative presentation by Frank Catalano on trends in educational technology. In it, he outlines five trends that cross K-12 and higher education, and it's certainly hard to argue with any of them.
"The project has two parts. Part 1 (Games Design) uses the games design process for students to create a game for mobile devices for year 6 students from local primary schools . Part 2 (Gamification in the classroom) of the project implements gaming and gamification in everyday classroom practice to increase student engagement by increasing personalised learning and feedback."
Common Sense Media offers this FREE Digital Literacy and Citizenship Curriculum to help educators empower their students and their school communities to be safe, responsible, and savvy as they navigate this fast-paced digital world.
Gamification has tremendous potential in the education space. How can we use it to deliver truly meaningful experiences to students? Learn all about the impact of gaming on education in this infographic.
When a novelist is published for the first time, they could be a bestseller, a literary sensation. But the moment the reviews have run and the sales figures come back, that potential has vanished. Unless they change their identity... Interesting implications of "Googled" identity footprint.