"This presentation is based on the following . . . the SAMR model was developed by as a framework to integrate technology into the curriculum. I believe it can also serve as a model to establish and assess if and how technology is being used to reinforce an old, often archaic Education 1.0 or being used to promote and facilitate what many are calling 21st century skills, i.e., creativity, innovation, problem-solving, critical thinking; those skills characteristic of Education 3.0. Many look at SAMR as the stages of technology integration. I propose that it should be a model for educators to focus on Modification and Redefinition areas of technology integration. Why should educators spend their time recreating Education 1.0 using technology at the substitution and augmentation levels when there are tools, techniques, and opportunities to modify and redefine technology integration for a richer, more engaging Education 2.0 or 3.0?"
We are witnessing a remarkable comeback of computer programming in schools. In the 1980s, many schools featured Basic, Logo, or Pascal programming computer labs that students typically visited once a week as an introduction to the discipline. But, by the mid-1990s, schools had largely turned away from programming. In large part, such decline stemmed from a lack of subject-matter integration and a dearth of qualified instructors. Yet there was also the question of purpose. With the rise of preassembled multimedia packages via glossy CD-ROMs over the 1990s, who wanted to toil over syntax typos and debugging problems by creating these applications oneself? This question alone seemingly negated the need to learn programming in school, compounded by the excitement generated by the Internet. Schools started teaching students how to best surf the web rather than how to delve into it and understand how it actually works. Schools largely forgot about programming, some deeming it entirely unnecessary and others labeling it too difficult to teach and learn.
But this is changing. In the past five years, we’ve seen a new-found interest in bringing back learning and teaching programming on all K-12 levels. But it’s digitally based youth cultures, not schools, leading this revival (Kafai & Peppler, 2011).
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Creative Commons Announces “School of Open” with Courses to Focus on Digital Openness Developed by the collaborative education platform Peer to Peer University (P2PU) with organizational support from Creative Commons, the School of Open aims to spread understanding of the power of this brave new world through free online classes. These free courses are open for you to take at any time: -Get a CC license. Put it on your website -Open Science: An Introduction -Open data for GLAMs -Intro to Openness in Education -A Look at Open Video -Contributing to Wikimedia Commons -Open Detective
Wes Freyer's awesome interactive resource for product-based learning.
Great examples how one can use 21st Century tools in the classroom while every part is well described with "Definition", *Workflow", *Tools", "Workshop Description"... This is how it should be, take it as a very good practice example!
"Here are the main apps I suggest for storytelling. Some of them are actual bookmaking apps, some are apps for creating stories in various ways and others are apps I would use to help kids plan out a story. I have listed them in the order of importance for my classroom. I think the first 10 on the list are a must have for all elementary classrooms."