Empowering Education Through Resources
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SurveyMonkey: Free online survey software & questionnaire tool

We offer a cost-effective, web-based survey solution that enables you to quickly and efficiently gather quality consumer insights, on your own.
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Project 4 - Remote laboratories

Project 4 - Remote laboratories | Empowering Education Through Resources | Scoop.it
Project 4 - Remote laboratories
Pearta Nolan's insight:

RALfie (Project 4 - Remote laboratories, 2014) short for Remote Access Laboratories for fun, innovation and education is a project that promotes the understanding and performance in utilising different technologies.  This can be completed through the use of remote access promoting students understanding and competence within the Australian Curriculum Technologies (ACARA, 2014) strand.  Direct alignment between RALfie and the content descriptors for technologies is evident where students are asked to explore and use a range of digital systems (ACTDIK007) then in later years they will investigate the main components of digital systems and use their basic functions and interactions (ACTDIK014).

Whilst completing the RALfie activities on campus many activities were completed.  The activity that I completed included the LEGO Mindstorm set and software program (2014) which enabled us to use our mignonette by inputting relevant data to make the mignonette move.  This activity was a great opportunity for me to learn and have the hands on experience necessary to be able to implement it into a school environment.  I believe that the potential application for RALfie is definitely necessary, many school are already implementing LEGO robotics kits now all they need is the technical advice to successfully implement within the classrooms.

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Wu Ting Tina's comment, October 21, 2014 7:41 PM
Thank you. I am Wu Ting who is a PHD in the RALfie. I love reading your insight. Do you want to try our online system?
Wu Ting Tina's curator insight, June 23, 2015 8:47 PM

RALfie rocks

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The Australian Curriculum – Mobile Edition

The Australian Curriculum – Mobile Edition | Empowering Education Through Resources | Scoop.it
Get The Australian Curriculum – Mobile Edition on the App Store. See screenshots and ratings, and read customer reviews.
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56 Different Examples of Formative Assessment

56 Different Examples of Formative Assessment | Empowering Education Through Resources | Scoop.it

Via Beth Dichter, Emma Pails
Pearta Nolan's insight:

This scoop is fantastic for educators, formative assessment is a pivital part of assessment and all teachers must be aware that there are many examples to do formative assessment.  Within the Australian Curriculum all Key Learning Areas will benefit from this document.  The document is also downloadable, this is great to allow teachers to change examples to suit their specific needs.

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Beth Dichter's curator insight, March 5, 2014 6:46 PM

Check out this slideshow on Google Presentation and see description for 56 different formative assessments in the following areas:

* Student Work

* Self-Reporting Strategy

* Technology

* Peer Assessment

* Teacher Observation

* Teacher Feedback

* Self-Assessment

This slideshow provides many great ideas...some of which may be new to you, but all in one location!

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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 | Empowering Education Through Resources | Scoop.it

Via Kathleen Cercone, Aggeliki Nikolaou
Pearta Nolan's insight:

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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Intriguing Networks's curator insight, January 29, 2014 2:24 PM

thannk you.

Claire Jolley's curator insight, March 5, 2014 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!

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How To Start Using Augmented Reality In The Classroom - Edudemic - by @BRHolland

How To Start Using Augmented Reality In The Classroom - Edudemic - by @BRHolland | Empowering Education Through Resources | Scoop.it
Augmented Reality (AR) allows teachers and students to extend the physical world with a virtual overlay. Whether you have iPad, Android, or a smartphone, scanning a trigger in the physical world with an AR app allows a new layer of information to appear. This information could be a link to a web site, a video, …

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Stephanee Stephens's curator insight, February 28, 2014 7:28 AM

Try out @aurasma as a great platform. 

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iPads for Education | Victoria, Australia

iPads for Education | Victoria, Australia | Empowering Education Through Resources | Scoop.it
Learn about using iPads for Learning. Explore specially selected apps, classroom ideas and technical tips for using iPads in education.
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LEGO.com Mindstorms

LEGO.com Mindstorms | Empowering Education Through Resources | Scoop.it
The new MINDSTORMS EV3 is here!
Pearta Nolan's insight:

Following is a link to a teacher guie for Lego Mindstorns.  This pdf document will walk teachers through important knowledge that children and educators require in order for successful completion of curriculum.  http://www.education.rec.ri.cmu.edu/content/lego/ev3/files/EV3%20teachers%20guideWEB.pdf

 

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VCEC - Design Briefs

VCEC - Design Briefs | Empowering Education Through Resources | Scoop.it
The Virginia Children's Engineering Council website
Pearta Nolan's insight:

In the context of technology education the design brief can be utilised to scaffold students understanding and support their ideas.  The design brief allows students to create, investigate, use prior knowledge whilst providing solutions for problems.  Utilising all these skills provides students to engage in higher order thinking skills within a scaffolded learning environment.

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daily edventures | Classroom Game Design: Paul Andersen at TEDxBozeman

daily edventures | Classroom Game Design: Paul Andersen at TEDxBozeman | Empowering Education Through Resources | Scoop.it
daily edventures | Classroom Game Design: Paul Andersen at TEDxBozeman
Pearta Nolan's insight:

This would have to be of the most inspirational teachers I have ever seen!!

 

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Scratch | Home | imagine, program, share

Scratch | Home | imagine, program, share | Empowering Education Through Resources | Scoop.it
Scratch: a programming language for everyone. Create interactive stories, games, music and art - and share them online.

Via Peter Albion, Emma Pails
Pearta Nolan's insight:

Scratch (2014) is an online program that can assist students to complete and share interactive media.  There is also the added benefit of students being able to collaborate and share with people from all over the world.  Some of the benefits of scratch include; stories, games and animation.  Direct alignment between Scratch (2014) and the Australian Curriculum Technologies (ACARA, 2014) are evident within multiple content descriptors in the Digital Technologies process and production skills allotment.  Students are scaffolded to implement digital solutions as visual programs with algorithms involving decisions, repition and input, furthermore students are to design, modify and follow simple algorithms including a sequence of steps, decisions and input (ACARA, 2014).

 

Whilst completing the Scratch activities I found that it was best to follow the instructions to get a general understanding of the program.  Once this was achieved, I found that I was more confident in trailing new steps; I created a scratch that involved a helicopter swooping down to collect the cat and taking it into the sky.  Throughout this activity I learnt to have a go and trial new things and remember that there is always a help section.  Overall I believe that this was very exciting activity and I can the application to school as smooth transition.  

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Tashibear Laz's curator insight, June 10, 2013 10:10 AM

Scratch is a computer program that has been developed to introduce children to programing. This program could be intoduced to students as early as year two and possibly year one and then beyond. Once students understand the program their creativity and technology skills can take them anywhere. This program relates to the draft of the Australian Curriculum for Technology. Students develop critical and creative thinking when using this program. This program can be used to create games, stories and programs which can be as complex and creative as the student develops. 

Emma Pails's curator insight, March 6, 2014 8:36 PM

This interactive resource has been scooped by Peter Albion’s page, as it triggered my thinking about how programing stories, games, animations and newly made creations could be done in the classroom.

 

Multiple educators have been supporting the Scratch creators since 2007, in both formal and informal learning environments throughout all primary year levels.

 

When first looking at this resource I instantly thought how it could be used and implemented within classrooms, allowing 21st century learners to develop the skills required to become active and engaged citizens of society (MCEETYA, 2008). Some of the skills this resource allows the primary year students to develop is to think creatively, reason systematically, and work collaboratively.

 

In regards to the Australian Curriculum (2013), there are clear links evident between the Scratch resource and The Draft Australian Curriculum: Technologies (2013) strand. In particular Design and Technologies, as it allows students to use design thinking to generate design ideas, to in turn communicate them to a variety of audiences (ACARA – Technology, 2013).

 

Content descriptors that could be aligned with a lesson sequence that incorporate the use of the Scratch resource include: Design and Technologies Processes 4.6, 4.8 and 4.9.

Jacynta Baker's curator insight, March 13, 2014 5:36 AM

 Scratch is an online source that is a highly effective and creative choice of technology. This seven year old creation can be implemented into a primary classroom allowing students and educators to develop games, stories and endless individualized creations. By employing this fantastic online source into a learning environment educators are assisting students in developing lifelong skills such as working collaboratively and thinking creatively. This can be linked to many key learning areas from the Australian Curriculum (2013), in particular Technology.