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21st Century Learning Starts With IT Planning Infographic - e-Learning Infographics. Other Infographics 21st Century Learning Starts With IT Planning Infographic 21st Century Learning Starts With IT Planning Infographic By now, 21st-century skills such as communication, creativity, and collaboration are on everyone’s radar.

21st Century Learning Starts With IT Planning Infographic - e-Learning Infographics

Your school may even have an ambitious plan for instilling 21st-century skills in your students. Tech Developer’s Guide. Coding in the Classroom: A Long-Overdue Inclusion. One need not look to superstars such as Mark Zuckerberg or Bill Gates to justify reasons for using code and programming logic in the classroom.

Coding in the Classroom: A Long-Overdue Inclusion

There's plenty of literature that illustrates its positive learning outcomes. Coding in the classroom is linked to improved problem solving and analytical reasoning, and students who develop a mastery of coding have a "natural ability and drive to construct, hypothesize, explore, experiment, evaluate, and draw conclusions. " But there are other compelling reasons for integrating code in the classroom. CLTV - Moving Beyond the 'Tech Is Good' Conversation - March 5, 2015. Learning Identities in a Digital Age: Rethinking creativity, education and ... - Avril Loveless, Ben Williamson - Google Books. Enhancing Learning Through Differentiated Technology. Each day, teachers face the task of helping students stay engaged, show growth, and master the curriculum.

Enhancing Learning Through Differentiated Technology

Narrativas digitales como estrategia para el desarrollo de competencias. An introduction to mobile learning. 10 principes pédagogiques à prendre en compte pour concevoir des environnements d’apprentissage multimédia. Supposons que vous vous retrouviez dans l’un de ces 4 cas de figures, et que vous souhaitiez soit : Concevoir une formation en ligne pour apprendre à vos collaborateurs comment utiliser un nouveau logiciel informatique,Rédiger et mettre en page des syllabi et fiches pédagogiques en sciences biomédicales pour vos étudiants,Développer un Serious Game pour promouvoir les principes d’une alimentation saine auprès d’un public adolescent,Réaliser une présentation PowerPoint sur la thématique des sciences de l’éducation dans le cadre de votre participation à une prochaine conférence.

10 principes pédagogiques à prendre en compte pour concevoir des environnements d’apprentissage multimédia

Quel est, à votre avis, le dénominateur commun des 4 propositions ci-dessus ? Je vous le donne en mille : chacun de ces exemples intègre, à des degrés divers, une approche pédagogique basée sur plusieurs médias. C’est-à-dire non seulement des mots parlés ou écrits, mais aussi des images, des photos, des diagrammes, des vidéos… Objectif : favoriser un apprentissage plus efficace et de meilleure qualité. Social Media in Education: Resource Toolkit. Creating Social Media Guidelines A Guidebook for Social Media in the Classroom, by Vicki Davis (2014) Davis, in the first half of a pro-and-con discussion about social media in the classroom, positions it as a vital life skill and provides 12 positive examples of classroom use.

Social Media in Education: Resource Toolkit

For the second half of the discussion, read this post by Ben Johnson: "Too Much Technology and Not Enough Learning? " Mimi Ito on Learning in Social Media Spaces (Big Thinkers Series) Book Review: Transmedia Storytelling and the New Era of Media Convergence in Higher Education by James Marshall. “As the title implies and the author asserts, this is first and foremost a scholarly work that targets the use of transmedia storytelling in higher education.

Book Review: Transmedia Storytelling and the New Era of Media Convergence in Higher Education by James Marshall

The book delivers on that commitment, and provides much in the way of theory and concept to ignite the reader’s thinking around the topic.” In the mid-1990s, I was hired as an instructional designer at an educational software start-up. The Power of Digital Story. Telling our story is an essential part of our humanness.

The Power of Digital Story

It allows us to feel part of the community that knows our story, and it fosters empathy for those that surround us. Story is a powerful force in shaping mental models, motivating and persuading others, and teaching the lessons of life. Observatório dos Recursos Educativos - ORE. Design By Code: 17000 Islands and hot-house programming. La Gamificación y la Educación: ¿las mécanicas de juego influyen en el aprendizaje? ¿Se puede aprender jugando? Años de estudios, demuestran que los niños basan su aprendizaje en juegos. Además, en muchos casos se lo acaban tomando en serio, se lo pasan bien y de paso aprenden. Plantear contenidos académicos en las aulas basándose en estrategias Transmedia debería ser indispensable. Muchos ya lo están aplicando, pero ¿cómo y sobre qué temática, establecer una experiencia transmediable dentro de un sistema educativo?

Concepto Transmedia: “…es el arte de crear mundos. Esta definición se aplica perfectamente a cualquier sector y temática de la cual se quiera realizar una experiencia. Concepto Educación Transmedia: es el arte de aprender mediante la creación o recreación de mundos por parte del profesor. Mayus Chavez, experta en estos sistemas de educación basados en retos, habla sobre la importancia de crear estas metodologías dentro de las aulas: “El aplicar dentro de los espacios de educación estrategias Transmedia en sí es un elemento indispensable. Canada Offers Ten Classroom Approaches to Media Literacy. The following article is from the introduction to the Media Literacy Resource Guide published by the Ontario Ministry of Education in 1989 to guide the implementation of media literacy in language arts in Ontario high schools.

Canada Offers Ten Classroom Approaches to Media Literacy

The guide was written by members of the Association for Media Literacy / Canada. Introduction. Should We Teach Literature Students How To Analyze Texts Algorithmically? When the U.K. newspaper the Sunday Times outed J.K.

Should We Teach Literature Students How To Analyze Texts Algorithmically?

Rowling as the author of detective novel The Cuckoo’s Calling earlier this year, computer scientists were among the first people called in. Although the novel was published under the pen name Robert Galbraith, two computational scholars--including Duquesne University’s Patrick Juola--were tasked with confirming or denying whether the novel belonged to the Harry Potter author, or one of three other possible writers. That Juola succeeded (his conclusions were later confirmed by Rowling herself) speaks volume about the the potential that algorithms and computer science can have, even with application to a field as notoriously subjective as literature.

Which raises an interesting question: Can we use software to help us think about literature? Reverse Engineering J.K. Why Google Is Investing In Deep Learning. A blog about instructional design and technology in libraries. Transmedia Education: the 7 Principles Revisited. iPads edu. Inanimate Alice: true transmedia. In Inanimate Alice, we follow Alice on her travels around the world.

Inanimate Alice: true transmedia

. © Bradfield Company 2013. Picture Books. List of suggested picture books. Interactive Picture Books and Digital Narratives. Pt1: Investigating the Possibilities of Transmedia; Collapsus, a Case Study. Digital Storytelling. The 7 Literacies of Transmedia Storytelling. Henry Jenkins defines transmedia storytelling as “a process where integral elements of a fiction get dispersed systematically across multiple delivery channels for the purpose of creating a unified and coordinated entertainment experience. Ideally, each medium makes it own unique contribution to the unfolding of the story.” In transmedia storytelling, narrative is central to the story, which is told across multiple platforms, and may include sound, images, text, movie and gaming elements.

Does transmedia storytelling provide an effective educational experience? Paris porte-à-porte is a transmedia project which aims at celebrating the 40th anniversary of the Paris ring road by presenting its story. It combines a web documentary, an interactive map with flashcodes (symbols based on the technology of QR codes), a radio show and a collection of photos taken by drivers or the local residents.The web, the radio, the documentary and the cell phone are the mediums used to describe the ring road of yesterday, today and tomorrow. The user can hear about the event according to two main entry points: He can hear a radio show on the topic; He can access a link to the web documentary or the interactive map from the France Inter website or the Pavillon de L'arsenal website. Each entry point provides the user with a different content interaction experience.

The idea of transmedia storytelling is to enrich the experience by offering complementary content on various communication platforms. 1. It is difficult to start with the interactive map for instance. 2. 3. Foreign Language Education Learning with Video Games and Authentic Web Media Tasks. Learning Is Turning Transmedia.