My role this year has been deploying a class set of iPads and piloting the use of iPads to enhance learning across the curriculum. I can also provide inset training, 1to1 intensive courses and workshops for a variety of ICT ...
Infographic highlights the challenges of the 'learn now, lecture later' approach. (MT "@EdTech_K12: Considering a move to the flipped classroom?
Lauren Boucher's insight:
I'm sure everyone has their opinions, but it seems to me there are quick fixes for most of the "drawbacks" mentioned in this infographic. For example, it says students are spending hours watching video lectures. A good rule of thumb for a flipped video is that it should be absolutely no longer than 15 minutes...5 to 10 minutes is the recommended. If teachers are preparing a 45 minute video lecture, they're wasting their time, as well as the kids!
It is highly important that you teach your students the ethical use of images they find online. Be it on their classroom blog, personal website or any other multimedia project involving the use of images, students need to know that not every image they find online is free to use. There are some images that are copyright protected which means that their original owners require permission before using them. Using such copyrighted images without permissions leads to what is called" copyright infringement " a serious offence to the owner of the real work .
I use Google Apps for my domain name purchases because it comes with the Google goodies and easy to integrate with their services like Blogger. Now, I can't find the free edition anywhere on their front page, it seems it has ...
He is looking for unique “applications” of iPad use. ... Instead I'm hoping it provides some clarity on how to use technology to address contemporary educational needs while motivating children to explore and learn.
This post continues the series by providing an overview of The Flipped Classroom: The Full Picture using mobile devices. Each phase of the model has suggestions and ideas for mobile-driven learning activities which can be implemented on most devices. This supports Bring Your Own Devices programs and increases the chances students will use similar learning activities on their own devices outside of the classroom environment.
A stunning collection of aerial 360 degree images from famous locations from around the world. Peer down at the hustle and bustle of Hong Kong harbour or the tranquil scenery of Fiordland in New Zealand. Each HD image can be rotated and you can zoom in to see the details in finer clarity. You can even embed a rotating image on to your site.
This site is an amazing geometry playground for maths students and teachers. Select points on your screen and connect them up to provide the properties you what. This resource uses HTML5 and works wonderfully across a range of computers, browsers and tablets.
Terry: Video Games Could Actually Motivate StudentsCNBC.com (blog)“Gamification,” as it's being called, is the use of the techniques and technologies from video and online gaming in real-life educational and training settings.
I don't often talk about it, but I own a little house in Sydney bay. It's not much, but I'm proud of it. The problem is that it is only virtual and made out of Lego. This wonderful site allows you to design 3D houses, or anything else, with virtual Lego on a virtual plot in Australia or New Zealand. It's like a simplified version of SketchUp, great for younger children. http://ictmagic.wikispaces.com/ICT+%26+Web+Tools
Many educators are beginning to become aware of the growing teaching method referred to as “Flipping The Classroom”. Simply put… the teacher provides videos for homework, while traditional home work is done in class under teacher supervision. Unfortunately this might be just too simplistic of a definition. Possible this is why using the words “simply put” may not be the best practice in explaining anything.
Via JackieGerstein Ed.D.
How do you choose the best app for your classroom? Check out this great post from Tony Vincent on LearningHand, sharing his own rubric to help teachers evaluate educational apps and other rubric resources.