Two very disparate sources shared insights this week on the role of video games, and by extension, technology more broadly, in 21st century learning. James Paul Gee, a venerable yet cutting-edge education researcher and social critic, spoke about the topic to the Digital Media and Learning center of the MacArthur Foundation, and the Joan Ganz Cooney Center , the research center on children, learning and media founded by the founder of Sesame Workshop, came out with a big “market map and investment analysis” of “games for a digital age,” meaning, games in K-12.
"Are you planning to give iBooks Author a place in your classroom? The video tutorials below will definitely give you a hand. As you know by now, iBooks Author is one of the formidable apps available in the iTunes store. It allow users to create interactive ebooks and share them with the rest of the world."
New guide helps educators integrate technology for classroom use.
Rather than ban mobile devices in schools, shouldn’t we look for ways to responsibly and effectively integrate them? Does it make sense to rule out the educational benefits of cell phones, for instance, simply because we are concerned about the potential for misuse or distraction? If students are using these tools in their daily lives, shouldn’t they also be using them in school?
I've started this article with quite a bold statement, but it's a conclusion that I have been coming too over the course of quite a few years now. I should really put this into context though, as most of the teacher training I do deals with pedagogical training for the use of technology and is most often delivered during intensive face to face sessions, usually with groups of teachers working in a computer lab. Though, having said that, I do still believe that many of the reasons I have listed below do also apply to other kinds of more 'mainstream' teacher development too, especially intensive courses.
1sqbox, LLC is a software and hardware development firm focusing on creating innovative, all inclusive education tablet applications for the K-12 education market. 1sqbox software serves as the first intuitive classroom and administrative management tool that streamlines the information exchange among participants in the educational process. 1sqbox bundles only the most necessary tools utilized on a day-to-day basis. 1sqbox is a tablet based interface where students, teachers, principals and even parents can communicate in real time creating a new frontier in the education realm.
YouTube can be a great place to find educational videos to use in your classroom. But YouTube isn't the only place where you can find good educational video content. These services will allow you to organize playlists from multiple video sharing services. Please note that if YouTube is blocked in your school, the only tool in this list that will provide a work around for you is Miro. Click here for a list of alternatives to YouTube.
But here’s the thing: the history of social media actually goes back a lot further, and its roots can be found in blogging, Google, AOL, ICQ, the beginnings of the world wide web and, perhaps surprisingly, CompuServe.
The document, drafted by a dozen educators brought together by the MOOC pioneer Sebastian Thrun, proposes a set of “inalienable rights” that the authors say students and their advocates should demand from institutions and companies that offer online courses and technology tools.
Digital literacy is about more than just adding technology into the teaching we already do. The following common teaching practices that we have seen in classrooms as researchers and as parents of school-age children do not help develop digital literacy and may even kill students’ motivation to develop their savvy use of technology and the Internet. We must stop these practices. Immediately.
Are you a forward-thinking educator interested in starting an innovative K-12 next generation learning program or moving your current program to the next level? If you are, you have probably been looking for that resource to help you start the planning and designing process. Well, look no further. In this iNACOL Special Edition Webinar, participants will be introduced to RETHINK: Planning and Designing for K-12 Next Generation Learning, a toolkit created by Next Generation Learning Challenges (NGLC) and iNACOL to guide district, charter, and school leaders as they conceptualize, design, and develop a next generation model school. This toolkit can help you and your team understand next generation learning and the need for change; gain a working knowledge of the planning and change management processes; plan and design a framework for next generation learning; and understand how to ensure quality and continuous improvement for your design. This flexible and dynamic resource offers links to existing communities who are currently planning for and/or implementing next generation learning. It also offers an overview of critical topics, each of which includes an introduction, a set of guiding questions, and resources and tools centered on the topic that you and your team will need to tackle while planning and designing your program. So, what are you waiting for? Join in the webinar to learn more and give your students the powerful learning opportunities they’ve been waiting for!