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ANALYZING EDUCATIONAL TECHNOLOGY
STATISTICS + CONNECTIVISM = PURE AWESOMENESS
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20 Wonderful Online Museums and Sites for Virtual Field Trips to Use in Class ~ Educational Technology and Mobile Learning

20 Wonderful Online Museums and Sites for Virtual Field Trips to Use in Class ~ Educational Technology and Mobile Learning | ANALYZING EDUCATIONAL TECHNOLOGY | Scoop.it

Via Kathleen Cercone
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Intriguing Networks's curator insight, January 29, 2:24 PM

thannk you.

Claire Jolley's curator insight, March 5, 6:03 AM

Some of these resources are excellent.  Be selective when using and ensure you explore the site yourself before use.  This would be an excellent resource for use in a rural community where the opportunity for excursions is limited.  An excellent use of technology to bring the real world into the classroom!

Pearta Nolan's curator insight, March 6, 11:38 PM

What an amazing site that offers students the opportunity to see these places regardless of their geographical location. The Scoop-it post offers 20 different websites that have a direct link to the Australian Curriculum (ACARA). This is evident where the ACARA Technologies Curriculum state that Year Five and Year Six students need to describe how design and technologies contribute to meeting the present and future needs (ACARA). A selection of the different online museums and virtual field trips include: NASA, Arctic Tour, Moon Tour and the Smithsonian Museum. These sites would also be seen to help with other Key Learning Areas, especially remote students that do not have access to such organisations.

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10 Pros And Cons Of A Flipped Classroom

10 Pros And Cons Of A Flipped Classroom | ANALYZING EDUCATIONAL TECHNOLOGY | Scoop.it
10 Pros And Cons Of A Flipped Classroom

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Assessing the Flipped Classroom's Impact on Learning -- Campus Technology

Assessing the Flipped Classroom's Impact on Learning -- Campus Technology | ANALYZING EDUCATIONAL TECHNOLOGY | Scoop.it
Four California professors have been awarded a three-year NSF grant to study how the flipped model benefits students.
Sanford Arbogast's insight:

Anyone want to bet on #NSD ?

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Gaming

Gaming | ANALYZING EDUCATIONAL TECHNOLOGY | Scoop.it
Apps in Education: Ultimate list of Minecraft Guides, Cheats and Video Tutorial Apps (Apps in Education: Ultimate list of Minecraft Guides, Cheats and Video Tutorial Apps http://t.co/HkrvhypnlK)...
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Apps in Education: Ultimate list of Minecraft G...

Apps in Education: Ultimate list of Minecraft G... | ANALYZING EDUCATIONAL TECHNOLOGY | Scoop.it
Rhondda Powling's insight: A good list that has android versions of the free apps. I have not checked the others as yet.
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How Students Can Create Animated Movies to Teach Each Other

How Students Can Create Animated Movies to Teach Each Other | ANALYZING EDUCATIONAL TECHNOLOGY | Scoop.it
In addition to learning our content and curriculum standards, today's students also need to be able to do the following effectively: collaborate with one another, synthesize ideas, create content, ...

Via Kathleen Cercone
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Betty Skeet's curator insight, January 21, 7:11 AM

Learning, cooperating, creating...

Karine Thonnard's curator insight, January 21, 8:58 AM

add your insight...

 

 
Lee Hall's curator insight, January 24, 9:42 AM

These are very helpful in meeting Common Core standards.

 

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Why Mobile Learning is Irrefutable Infographic | e-Learning ...

Why Mobile Learning is Irrefutable Infographic | e-Learning ... | ANALYZING EDUCATIONAL TECHNOLOGY | Scoop.it
The Why Mobile Learning is Irrefutable Infographic presents 5 factors that make mobile learning unavoidable along with some interesting statistics to acknowledge.
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The coming Calculus MOOC Revolution and the end of math ...

The coming Calculus MOOC Revolution and the end of math ... | ANALYZING EDUCATIONAL TECHNOLOGY | Scoop.it
I don't usually like to sound like a doomsayer but today I'm going to make an exception. I'm going to describe an effect that I believe will be present, even if it's not as strong as I am suggesting it might be.
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Harvard and MIT release working papers on open online learning

Harvard and MIT release working papers on open online learning | ANALYZING EDUCATIONAL TECHNOLOGY | Scoop.it
Harvard University and the Massachusetts Institute of Technology today released a series of working papers based on 17 online courses offered on the edX platform.
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Designing Digitally gamifies e-learning and corporate training

Designing Digitally gamifies e-learning and corporate training | ANALYZING EDUCATIONAL TECHNOLOGY | Scoop.it
Designing Digitally started working on game-based corporate training and e-learning solutions since 2001. Here are some of their best case studies.
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SoTL Student Focus Group on Online Resource Use

this is a playlist of student focus group answering questions about their usage of online materials in class
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How Video Games Will Help Us Steal Back Our Focus | Forbes.com

How Video Games Will Help Us Steal Back Our Focus | Forbes.com | ANALYZING EDUCATIONAL TECHNOLOGY | Scoop.it

I’ve become a focus junkie. If I see something written in a legit publication about techniques or technologies to improve mental focus, I freebase it—mainly because the forces draining focus are unrelenting, and I’m convinced that the only way to regain balance is by indulging measures that are just as intense. (My working philosophy: extreme forces call for extreme adaptation, using the best tools and strategies science can afford us.)

 

Enter author and psychologist Daniel Goleman, popularizer of “Emotional Intelligence”, and author of a new book about the power of focus called, simply, “Focus”.  Goleman is one of my favorite writers in the psychology space because his work is a true example of what I call “science-help” – he’s all about the research. When you glean takeaway knowledge from a Goleman book, you can be sure it’s been tested and credible enough to earn his writer’s brand.

 

Because I’m also a midnight snacker of business nibblets, I came across Goleman’s latest article in the Harvard Business Review, “The Focused Leader: How effective executives direct their own—and their organization’s—attention”. The entire piece is well worth the magazine’s $17 cover price (or at least buying a PDF reprint online), but I was especially intrigued by a sidebar in the article about a new species of video games designed to help regain our focus in a focus-fragmenting world.

 

Dave Eggers or Michael Chabon couldn’t come up with a better ironic twist than video games—engaging and entertaining video games, no less(!)—being used to sharpen attention.  As Goleman discusses in HBR, neuroscientists at the University of Wisconsin-Madison have grabbed hold of this task like tics on a deerhound and produced a video game slated for a 2014 release called, fittingly, “Tenacity”. 

 

Quoting Goleman:

 

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Via Chuck Sherwood, Senior Associate, TeleDimensions, Inc, Sanford Arbogast
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Sanford Arbogast's curator insight, January 15, 8:00 AM

the games they are working on look quite  interesting  http://www.gameslearningsociety.org/games.php

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iPad vs Chromebook

Switch from Mac to Chromebook Puts Acclaimed Philly High School at Center of Ed-Tech Debates


Via J. Mark Schwanz
Sanford Arbogast's insight:

There is no reason to purchase a $1500 laptop.

Chromebook are about half the price of laptops (I bpught my son a Lonovo 550, i5 processor 8GB RAM & 1TB HD,  for $497 this Christmas)  but you don't then need to purchase the MS Office suite. 

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J. Mark Schwanz's curator insight, December 15, 2013 11:48 AM
Are we really at a tipping point because of cost?
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The Comprehensive Google Drive Guide for Teachers and Students ~ Educational Technology and Mobile Learning

The Comprehensive Google Drive Guide for Teachers and Students ~ Educational Technology and Mobile Learning | ANALYZING EDUCATIONAL TECHNOLOGY | Scoop.it

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The Maker Movement and the Rebirth of Constructionism | Hybrid Pedagogy.com

The Maker Movement and the Rebirth of Constructionism | Hybrid Pedagogy.com | ANALYZING EDUCATIONAL TECHNOLOGY | Scoop.it

Educational theory and practice have begun to appear more frequently in the popular press. Terms such as collaborative learning, project-based learning, metacognition, inquiry-based learning, and so on, might be new to some audiences, but they have a relatively long and well-documented history for many educators. The most widely-known and promising pedagogical approach is constructivism grounded on the work of Piaget, Vygotsky, and Bruner. Given how it has transformed my own understanding of pedagogy, teaching, and learning, constructionism seems ripe for a similar resurgence — like a phoenix rising from the ashes of Taylorization and standardized testing. Constructionism brings creativity, tinkering, exploring, building, and presentation to the forefront of the learning process.

 

 

Over the last decade my teaching has undergone a dramatic transformation as I played with many methods for getting my students to learn not only through doing, but also through creating. Initially this interest was sparked by a belief that targeting the highest level of Bloom’s Taxonomy (revised) would lead to mastery in all the other cognitive domains. Later it was bolstered by an interest in creating more collaborative learning opportunities for my students.

 

 

I also felt passionately that anything my students create should have an authentic audience. I realized, after reading the works of influential writing theorist Peter Elbow, that when they wrote essays for me, they were writing to be judged, not writing to inform. Elbow argued that:

 

"When students write for teachers, they are writing ‘uphill’ in the authority dimension: instead of having the normal language-using experience of trying to communicate ‘across’ to others in order to tell them what’s on their mind, they are having the experience of trying to communicate ‘up’ to someone whose only reason for reading is to judge the acceptability of what they wrote and how they wrote it."

 

My first experiment was in having them write essays for their classmates, and although it was a vast improvement, still the audience seemed less than authentic.

 

Fortunately, my efforts to transform the way I teach came at the same time we were experiencing the societal shift from information consumerism to a production and remix culture. Now my students could write for a truly authentic audience through blogs, wikis, and websites.

 

As I strove to facilitate learning through creating, I realized that text-based creations were only the surface and started to build learning experiences in which my students explored and leveraged the wealth of creativity tools which were freely available online, including podcasting, screencasting, online presentation, mindmapping, animation, and infographic tools.

 

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Via Chuck Sherwood, Senior Associate, TeleDimensions, Inc
Sanford Arbogast's insight:

I prefer the Connectivist approach, but if we can move the masses out of the 19th century education model and into the early 20th model that is a ste in the right direction.

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Will Gourley's curator insight, January 25, 9:46 PM

Another amazing reason to follow Hybrid Pedagogy

NatalyTverdokhlebova's curator insight, October 21, 4:07 AM

Тысячи педагогов неосознанно работают, используя теории конструктивизма. Конструктивизм базируется на двух видах строительства. Во-первых, обучение является активным процессом, в котором люди активно строят знание из их опыта. Люди не получают идеи; они делают их. Этот аспект строительства происходит от теории конструктивизма развития знаний Жана Пиаже. К понятию Пиаже, Паперт добавил другой тип строительства, утверждая, что люди создают новые знания с определенной эффективностью, когда они занимаются построением лично значимых продуктов. Результат получается еще лучше, когда делать это совместно с другими.

свой понимание ...

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Learning with 'e's: Next generation learning

Learning with 'e's: Next generation learning | ANALYZING EDUCATIONAL TECHNOLOGY | Scoop.it

Via Ana Cristina Pratas
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not looking forward to the Direct implats but the rest I am on board with

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Ultimate list of Minecraft Guides, Cheats and V...

Ultimate list of Minecraft Guides, Cheats and V... | ANALYZING EDUCATIONAL TECHNOLOGY | Scoop.it
Minecraft continues to give students a voice in their own education.
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Games Based Learning and 21st Century Skills

Games Based Learning and 21st Century Skills | ANALYZING EDUCATIONAL TECHNOLOGY | Scoop.it
There are many characterisations of the skills that are most important in the 21st century. However, The University of Melbourne’s Assessment and Teaching of 21st Century Skills (ATC21S) team defines them as:
Ways of thinking.
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Gaming – A Gamer's Self-Introduction | Educational Technology and ...

Gaming – A Gamer's Self-Introduction | Educational Technology and ... | ANALYZING EDUCATIONAL TECHNOLOGY | Scoop.it
By Samuel Lee Student at Kapi'olani Community College University of Hawai'i [Note: This article was written in response to a self-introduction activity in an online Creative Nonfiction college writing class.
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Why Learning in Classrooms is better than online resources. Part 1

Why Learning in Classrooms is better than online resources. Part 1 - There is always a difficult correlation between online learning and classroom learning when it comes to code, in this 2-part series, hopefully you will gain a better understanding.
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Calculus II (Moodle-Based MOOC) available on Moodle.net ...

Calculus II (Moodle-Based MOOC) available on Moodle.net ... | ANALYZING EDUCATIONAL TECHNOLOGY | Scoop.it
The course is based on Calculus I and is an introduction to integration techniques, advanced applications of integration, and to the theory of series and, in particular, power series. The course corresponds to a typical Calculus ...
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The Need for Greater Productivity through Online Learning, Part 1

The Need for Greater Productivity through Online Learning, Part 1 | ANALYZING EDUCATIONAL TECHNOLOGY | Scoop.it
January 21, 2014 In some circles, online learning has become the panacea for increasing access and productivity in online learning.  As distance education professionals, we've been comfortable with...
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60 Second Gamification Tips

60 Second Gamification Tips | ANALYZING EDUCATIONAL TECHNOLOGY | Scoop.it
Gamification in 60 Seconds: The Strategy of Gamification Five Easy Tools for Adding Game Elements to Your Website How Retail Businesses Can Use Gamification to Engage with Customers Three Ways Gami...
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How to Make the Most of the Flipped Classroom -- Campus Technology

How to Make the Most of the Flipped Classroom -- Campus Technology | ANALYZING EDUCATIONAL TECHNOLOGY | Scoop.it
Five professors share what they do to make class time more interactive once lectures are out of the way.
Sanford Arbogast's insight:

using the flipped model to shorten med school by a year would be agood thing

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Make 2014 Your Year: 24 Stats & Tips to Boost Your eLearning Strategy

Make 2014 Your Year: 24 Stats & Tips to Boost Your eLearning Strategy | ANALYZING EDUCATIONAL TECHNOLOGY | Scoop.it
Effective learning doesn’t require expensive technology and elaborated training sessions. It doesn’t even demand the impossible from you, the course

Via Dennis T OConnor, Sanford Arbogast
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