2007-2012%20Georgia%20State%20Technology%20Plan.pdf. Online Courses and Resources. When Students Get Creative With Tech Tools, Teachers Focus on Skills. By Jennifer Carey One of the most intimidating aspects of infusing technology into curriculum is that educators often believe that they will have to master and then teach their students to use new technology tools before assigning a project.
These concerns are understandable as our time for professional development is finite and school curricula are already packed. However, consider the impact if, rather than focusing on new tools, we explored the skills students need to learn and then incorporated the most effective digital resources to accomplish those objectives. Good teachers know that learning is all about the skills that students develop in the process of a lesson, activity or project. Most teachers are exposed to digitally infused curriculum with flashy projects like documentaries, blogs, Minecraft activities, etc. TOBELTA Web Conference Program. 10 Collaborative Tools and Tasks to Motivate Language Learners. “We are born into a box of time and space.
We use words and communication to break out of it and to reach out to others.” — Roger Ebert Language learning involves community. 5 Ways Video Conferencing Is Bringing Exciting Collaborative Interaction To Teaching and Learning — Emerging Education Technologies. Many of us are familiar with the use of computers, iPads, Smart Boards, and other technological tools in today’s classrooms.
One relatively untapped tool for our classrooms is video conferencing. There are so many exciting possibilities that come with being able to see, hear, and communicate with people all over the world from the comfort of your classroom (or wherever you are learning). Image Source: mnn.com Let’s check out a handful of fun ways that there increasingly affordable solutions are being leveraged in our schools! One: Outlandish Field Trips The idea of visiting with a NASA astronaut without leaving the classroom would have seemed farfetched twenty years ago; however, video technology allowed students in California to do just that. A field trip to NASA or other engineering related facility would have been out of the question without the introduction of video calls from enterprise level service providers such as the Blue Jeans Network within the classroom. With Joe Dale about AppSmashing with iPads. Audio Player Download mp3: Wed Jul 23 – Joe Dale taking the multimedia appsmashing iPad challenge!
On Wednesday of this week I had the great pleasure of being one of the participants at Joe Dale’s remarkable presentation on appsmashing which was put on as one of a series of webinars offered by Saarland Landesinstitut fur Padagogik und Medien (LPM) and organized by Jürgen Wagner. I first heard of Joe Dale through an interview by Darrel Branson and Tony Richards of the Ed Tech Crew, which was so interesting that I listened to it twice, and I since met him in Istanbul where he gave a plenary talk at a conference at Sabanci University.
This most recent webinar on appsmashing was 1.5 hours long which gave Joe ample time to take the topic out for a long ride. Joe’s presentation is one that will be worth replaying hands-on with an iPad handy. Here are the links I harvested at this session, all from posts in the text chat.
Untitled. Digital Play. In the University of Bristol’s Education Endowment Foundation‘s recent study on Neuroscience and Education, (Howard-Jones, 2014), there is an interesting section on Learning Games.
Classroom practice and neuroscientific research The review ”considers the extent to which insights from the sciences of mind and brain influence, or are close to influencing classroom practice”, summarising “existing evidence about approaches and interventions that are based, or claim to be based, on neuroscience evidence.” The report categorises the approaches into 1) those which are likely to have a positive impact on attainment, 2) those which need further testing to determine the likely impact on attainment, and 3) those which do not seem to have a promising impact on attainment.
Further research required What is known about Learning Games Popular games stimulate the brain’s reward systemThe brain’s reward response can positively influence the rate we learn.
Webquests. General. Kahoot. Adopt and Adapt ICT-in-ELT. Eylem Altuntaş's Blog. Text2MindMap, Popplet, and Tricider are some nice tools for brainstorming.
Instead of using chalk and board, you can do brainstorming together with your students using these tools before they write an essay. Apart from that, you can also prepare mindmaps to check comprehension after a reading or listening activity. You can put these mindmaps on any online platform that you share with your students (e.g. moodle) or you can print them out and decorate the classroom walls. In Text2MindMap you don't need to sign up for an account (having an account is not free). However, it's not interactive, so the teacher needs to write what the students say. Recordings - Student Technology Conference. Aysegul Liman Kaban's Blog. How many times did you take your students cell phone because he or she is texting?
Every day I see many teachers who don’t like cell phones. They think that it should be banned at school. But they ignore something students born between 1982- 2000 are generally called as the Net Generation (Net Gen), Gen Y, Millennials, iGen, or digital natives (Prensky, 2001). Asegul_session.