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Whether teachers are using jeopardy style questions to do test prep or bringing in online games like Minecraft to teach spatial reasoning, games have long been
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Schools are awash in data, but their tech systems lack "interoperability," or the ability to work together, a new report concludes.
SETDA developed this new report, "Transforming Data to Information in Service of Learning," to raise awareness about the major K-12 data standards and interoperability initiatives underway to address this gap and to offer recommendations for how K-12 education can become more responsive to educators and better targeted toward individual student success. The report will help education leaders understand the context for these interoperability initiatives and their relationship to teaching and learning. The widespread implementation of new and emerging interoperability initiatives will be instrumental to realizing the full potential of technology in education.
Over the course of this school year, I have been fortunate enough to share ideas on technology integration with Judy Wilson, my children’s principal at P.S. 3 in Staten Island, NY. Many of these conversations focused on my own son’s use of technology as a catalyst for creativity, problem solving, and critical thinking developed by playing Minecraft and using iMovie to storyboard and create his own movies. These conversations eventually led Judy to include Nicholas in a pilot program at the school where students would be creating virtual reality games after the regular school day. As someone who loves educational technology and knowing how much my son does as well, my wife and I figured this was an unbelievable opportunity that couldn’t be passed up.
Seems like you can learn anything these days by watching a video online. Here’s one more site that let’s you do that. PopExpert is an open marketplace that connects skill and advice-seekers with so...
Kids know how to Google—they just can't tell when the results are crap.
I have been teaching teachers how to teach students how to search since 1996 and there is no better resource than simply using google, or any other search engine's advanced search (https://www.google.com/advanced_search ) or Boolify for younger students. Another great resource is http://owl.english.purdue.edu/owl/resource/558/01/
I’ve been wrestling with what would work as an American collective narrative, what could unite us in investing and supporting public education the way we should. The Finnish people appear to agree collectively on a narrative of equity, for example.
Turning the mirror back on the United States, we’d like to believe that Americans could gather around this same call of equity. In reality though, Americans prefer a narrative of meritocracy. We tell rags-to-rich stories of folks, such as Bill Gates, for example. This so-called poor man who came from nothing and built an empire attended one of the most privileged boarding schools in the nation; the college he dropped out of was a small university — Harvard. Gates had access to a computer when few people even really knew what computers were. The reality of his narrative is really one of privilege, connections, and access.
I agree. We cannot keep doing the same thing over and over with different teachers. school leaders, incentives, curriculum, tests and education policies and expect different results. We need to rethink the entire educational experience while leverage the tools we now have available design a whole new system around personalized learning.
Taking advantage of the online world's ability to help youth develop knowledge, expertise, skills and important new literacies involves risks, but how much?
I have been coordinating after-school technology programs for many years mainly because educational policy has not yet caught up to the times with respect to incentiving K-12 schools (especially in urban areas) to provide students with a high quality hands-on inquiry-based curriculum that challenges students to use technology in creative ways.
Interactive tools and multimedia content are prompting teachers to take on more of a coaching or guiding role in the classroom.
Civics prepares young Americans to become knowledgeable, engaged 21st century citizens by creating free and innovative educational materials.
In 2009, Justice Sandra Day O’Connor founded iCivics to reverse Americans’ declining civic knowledge and participation. Securing our democracy, she realized, requires teaching the next generation to understand and respect our system of governance. Today iCivics comprises not just our board and staff, but also a national leadership team of state supreme court justices, secretaries of state, and educational leaders and a network of committed volunteers. Together, we are committed to passing along our legacy of democracy to the next generation.
In just two years, iCivics has produced 16 educational video games as well as vibrant teaching materials that have been used in classrooms in all 50 states. Today we offer the nation’s most comprehensive, standards-aligned civics curriculum that is available freely on the Web.
Reminds me of the old Tom Snyder Simulations - Decisions, Decisions and Choices, Choices. Great critical thinking activities that spur a lot of hypothesis, research, debate and conclusion drawing despite the fact that there is often no one right answer.
Textbooks vs. Ebooks
While the skirmishes continue, the war is over. eBooks (or whatever they will be called) will be the victor in K-College via the BYOD revolution currently going on.
10 great student blogs to inspire students and schools to start blogging. Use blogging to build ongoing writing, design and technology skills!
What happens if you give a thousand Motorola Zoom tablet PCs to Ethiopian kids who have never even seen a printed word?
Google revealed Hangouts, its unified text, video and multimedia messaging platform yesterday during its epic three hour I/O keynote, but while the platform pulls in Google Talk, Google+ and other sources, it was apparently missing SMS integration.
Google is building the best LMS/CMS/KMS possible without even intending too.
IWitness brings educators and their students (ages 13-18) together at the intersection of Holocaust education and the development of critical literacies needed in the 21st century.
The increasingly virtual workforce has led to growth in adoption of applications such as VoIP, unified messaging, video-conferencing, and Web conferencing.
This section covers finding sources for your writing in the World Wide Web. It includes information about search engines, Boolean operators, Web directories, and the invisible Web. It also includes an extensive, annotated links section.
In a new TED talk, Adam Frankel, creator of Digital Promise, discusses how technology can help scale-up personalized learning and scale school innovation.
Superintendents and chief technology officers are modeling their commitment to use technology to improve schools by blogging and tweeting regularly about what works and what doesn't work.
There is no doubt that real change begins with the leader of any organization and effective use of digital tools for learning is no different. When school leaders ask me how best to get teachers to "buy in" to technology as a tool for teaching and learning, I tell them to make sure they are doing all of their business through technology and the rest will take care of itself.
Google unveiled a brand new look for Google Maps Wednesday. Redesigned from the ground up, the new Maps can take you from space to inside buildings.
Talk about a virtual field trip...
iPad's monopoly of the ' school tablet market ' is being compromised now after the announcement of Google Play for Education. Google seems to be moving towards displacing Apple's hegemony of this market by providing a suite of productivity management apps made specifically for teachers and students.
This could be a game changer simply due to the ease of provisioning apps to student devices on the droid side vs. the iPad side.
GameDesk was created to develop a “next generation” model of education, revolutionizing the way we teach and learn.
We are a research, game development, and outreach organization that has evolved out of seven years of research at the University of Southern California. We have developed, tested and evaluated next generation digital learning software and curriculum for use in schools, community centers, and homes throughout the United States.
The organization’s focus is to help close the achievement gap and to engage students, particularly those that are low-proficient, in Science, Technology, Engineering, and Math (STEM) learning. GameDesk embeds STEM content into game-centered projects with a strong focus on fostering students’ sense of purpose, ownership, and personal relevance.
To successfully support students, the culture of learning must be changed. It is the organization’s philosophy that digital games and media technologies have a unique power to engage and motivate. By leveraging these technologies effectively, students have been proven to develop an appreciation for STEM learning, team-building, and a belief in themselves that carries over into all aspects of their lives.
The GameDesk Institute is an association of teachers, scholars, game-designers, school administrators, writers, engineers, artists, and career specialists who work to develop and implement GameDesk methodology and materials. The organization seeks to grow and nurture a pipeline of individuals who understand cyber, interactive, mobile, and game-based learning.
THE player in gaming in education with big foundation money and a talented team. Keep an eye on these guys.
Research Analyst Kathryn Zickuhr gave a presentation at the Westchester Library Association's annual conference that touched on a lot of our recent findings on library use, as well as a broad overview of technology adoption among adults and teens...
"Imagining the librarian of the future as an aggregator, organizer, network node and facilitator"
Google I/O, the company's sixth annual developer conference, got officially underway in San Francisco on Wednesday, and it was an eventful day.
If the cheaper more feature rich android OS, choice of a pleathora of low cost hardware devices and a fast growing catalog of educational apps wasn't already make huge dents in the iPad school dominance, this will certainly turn the tide for good. Coupled with an LMS like Google + groups functionality, google apps and a one source purchasing program - schools interested in deploying 1 to 1 will have no other choice but to go Android. Apple may be dead in their tracks unless they can come up with something to compete.