Game Creation Resources. Graphics, Music, and Other Resources. Web 2.0 Tools. World Wide Web sites that use technology beyond the static pages of earlier Web sites Web 2.0 (also known as participative (or participatory)[1] web and social web)[2] refers to websites that emphasize user-generated content, ease of use, participatory culture and interoperability (i.e., compatibility with other products, systems, and devices) for end users. The term was coined by Darcy DiNucci in 1999[3] and later popularized by Tim O'Reilly and Dale Dougherty at the first Web 2.0 Conference in 2004.[4][5][6] Although the term mimics the numbering of software versions, it does not denote a formal change in the nature of the World Wide Web,[7] but merely describes a general change that occurred during this period as interactive websites proliferated and came to overshadow the older, more static websites of the original Web.[8] History[edit] Web 1.0[edit] Some Web 2.0 capabilities were present in the days of Web 1.0, but were implemented differently.
Characteristics[edit] Web 2.0[edit] Search. Animoto. NGAkids. SEA-SAWS SEA-SAWS is fun for kids of all ages. Select photographs of natural and man-made objects, then arrange the pieces to create a seascape or an abstract composition. The BUILD tool helps you construct animated characters and set them in motion. (Shockwave, 7.5 MB) FACES & PLACES helps children of all ages create portraits and landscape paintings in the style of American naive artists.
By combining visual elements borrowed from more than 100 works in the National Gallery's permanent collection, this two-part interactive activity offers an overview of American folk art of the 18th and 19th centuries. The original paintings illustrated in these online presentations were a gift to the nation from Edgar William and Bernice Chrysler Garbisch. (Shockwave, 6 MB). Photo Op is a large program and it may take some time to download.
The NGAkids Still Life (Shockwave, 8 MB) helps you create interactive art that mirrors the paintings of the old masters. Gamestar Mechanic. Storybird. ToonDoo. Educational Software. Educational software is computer software, the primary purpose of which is teaching or self-learning. History[edit] Early History, 1940s - 1970s[edit] History 1970s – 1980s[edit] The arrival of the personal computer, with the Altair 8800 in 1975, changed the field of software in general, with specific implications for educational software. Whereas users prior to 1975 were dependent upon university or government owned mainframe computers with timesharing, users after this shift could create and use software for computers in homes and schools, computers available for less than $2000.
History 1990s[edit] Major developments in educational software in the early and mid-1990s were made possible by advances in computer hardware. Major types of educational software[edit] Courseware[edit] Courseware is a term that combines the words 'course' with 'software'. Classroom aids[edit] Some educational software is designed for use in school classrooms. Assessment software[edit] Reference software[edit] Google Earth. Office 2010. Microsoft DreamSpark. Multimedia Software. Pivot. Scribbler. Jing. Photo Story 3. Adobe. West Point Bridge Designer. Science Software. Stellarium.
Celestia. Presentation program. A slide created by the first presentation graphics company, VCN ExecuVision, in 1982 A presentation program is a software package used to display information in the form of a slide show. It has three major functions: an editor that allows text to be inserted and formatted, a method for inserting and manipulating graphic images, and a slide-show system to display the content.[1] Notable examples[edit] Notable examples of presentation software include:[2] History[edit] A presentation using a presentation program. Early presentation graphics software ran on computer workstations, such as those manufactured by Trollman, Genigraphics, Autographix, and Dicomed. In the mid-1980s developments in the world of computers changed the way presentations were created. Features[edit] A presentation program is supposed to help both: the speaker with an easier access to his ideas and the participants with visual information which complements the talk.
See also[edit] References[edit] Prezi. FreeMind. Virtual Microscope. The Virtual Microscope The Virtual Microscope is a Java application that supports interactive viewing of high-resolution, multi-dimensional image datasets from various microscopes. We currently support data from a Philips Environmental Scanning Electron Microscope (ESEM), and a Fluorescence Light Microscope.
Download the Virtual Microscope interface→ Interface Controls The interface provides a simulation of our actual microscope interface(s). The navigation and magnification controls allow the user to explore any point of interest on the sample. Focus The focus control is a real focal plane adjustment instead of a blurring of the image. Annotations We have included a full set of specimen annotation tools so that experts and laypeople alike can mark up the datasets for future reference. Automated Data Collection It can take thousands of images to fully describe a single specimen so that the user can explore any point at varying magnifications with multiple focal planes. Specimen IDs. Education theory. For example, a cultural theory of education considers how education occurs through the totality of culture, including prisons, households, and religious institutions as well as schools.[1][2] Other examples are the behaviorist theory of education that comes from educational psychology and the functionalist theory of education that comes from sociology of education.[3] The earliest known attempts to understand education were by classical Greek philosophers and sophists.
[citation needed] Educational thought[edit] Educational thought is not necessarily concerned with the construction of theories as much as it is the "reflective examination of educational issues and problems from the perspective of diverse disciplines. Normative theories of education[edit] Normative theories of education provide the norms, goals, and standards of education.[5] Educational philosophies[edit] Curriculum theory[edit] Descriptive theories of education[edit] Curriculum theory[edit] Instructional theory[edit] Notes[edit] Constructionism. Seymour Papert Seymour Papert defined constructionism in a proposal to the National Science Foundation entitled Constructionism: A New Opportunity for Elementary Science Education as follows: "The word constructionism is a mnemonic for two aspects of the theory of science education underlying this project.
From constructivist theories of psychology we take a view of learning as a reconstruction rather than as a transmission of knowledge. Then we extend the idea of manipulative materials to the idea that learning is most effective when part of an activity the learner experiences as constructing is a meaningful product. ".[2] As Papert and Idit Harel say at the start of Situating Constructionism, "It is easy enough to formulate simple catchy versions of the idea of constructionism; for example, thinking of it as 'learning-by-making'. Here is one type of theory that constructivist learning theory can be applied in a classroom setting. This is known as problem-based learning. 1. 2. 3. 4. 5.
Video Game Design Education. Project-based learning. Project-based learning (PBL) is considered an alternative to paper-based, rote memorization, teacher-led classrooms. Proponents of project-based learning cite numerous benefits to the implementation of these strategies in the classroom including a greater depth of understanding of concepts, broader knowledge base, improved communication and interpersonal/social skills, enhanced leadership skills, increased creativity, and improved writing skills. John Dewey initially promoted the idea of "learning by doing.
" John Dewey, 1902 Markham (2011) describes project-based learning (PBL) as: " PBL integrates knowing and doing. Project-based learning has been associated with the "situated learning" perspective of James G. Project-based learning is not without its opponents, however; in Peer Evaluation in Blended Team Project-Based Learning: What Do Students Find Important? Structure[edit] Elements[edit] Comprehensive Project-based Learning: Examples[edit] Roles[edit] PBL relies on learning groups.
Edutopia. Constructivism. Jean Piaget: founder of Constructivism In past centuries, constructivist ideas were not widely valued due to the perception that children's play was seen as aimless and of little importance. Jean Piaget did not agree with these traditional views, however. He saw play as an important and necessary part of the student's cognitive development and provided scientific evidence for his views. Today, constructivist theories are influential throughout much of the non-formal learning sector.
For more detailed information on the philosophy of the construction of human knowledge, see constructivist epistemology. Formalization of the theory of constructivism is generally attributed to Jean Piaget, who articulated mechanisms by which knowledge is internalized by learners. When individuals assimilate, they incorporate the new experience into an already existing framework without changing that framework. It is important to note that constructivism is not a particular pedagogy. Differentiated instruction. Differentiated instruction and assessment (also known as differentiated learning or, in education, simply, differentiation) is a framework or philosophy for effective teaching that involves providing different students with different avenues to learning (often in the same classroom) in terms of: acquiring content; processing, constructing, or making sense of ideas; and developing teaching materials and assessment measures so that all students within a classroom can learn effectively, regardless of differences in ability.[1] Students vary in culture, socioeconomic status, language, gender, motivation, ability/disability, personal interests and more, and teachers need to be aware of these varieties as they are planning their curriculum.
Brain-Based Learning[edit] Differentiation finds its roots and is supported in the literature and research about the brain. As Wolfe (2001) argues, information is acquired through the five senses: sight, smell, taste, touch and sound. Pre-assessment[edit] Self-paced instruction. Self-paced instruction is any kind of instruction that proceeds based on learner response. The content itself can be curriculum, corporate training, technical tutorials, or any other subject that does not require the immediate response of an instructor. Self-paced instruction is constructed in such a way that the learner proceeds from one topic or segment to the next at his/her own speed.
This type of instruction is becoming increasingly popular as the education world shifts from the classroom to the internet.[1] See also[edit] References[edit] Self- and Peer-Assessment. Advantages of self and peer assessment[edit] Logistics[edit] Employing self or peer assessment allows teachers to manage their time more effectively while having students grade each other’s papers results in a more efficient classroom setting.[3] Saves teachers' time[edit] Student grade assignments can save teacher’s time[4] because an entire classroom can be graded together in the time that it would take a teacher to grade one paper.
Faster feedback[edit] Having students grade papers in class or assess their peers' oral presentations[6] decreases the time taken for students to receive their feedback. Pedagogical[edit] Teacher's evaluation role makes the students focus more on the grades not seeking feedback.[8] Students can learn from grading the papers of others.[9] Often, teachers do not go over test answers and give students the chance to learn what they did wrong. [edit] Attitude[edit] However, in the Supreme Court Case Owasso Independent School District v. Teacher grading agreement[edit] Peer-mediated Instruction. Procedure[edit] A student or students will be chosen from the target student's classroom to serve as a peer tutor.
Garrison-Harrell et al. (as cited in Chan et al., 2009) suggested a systematic way to choosing the peers to be involved in the treatment based on social status and teacher judgment. Students were asked to list three peers they would like to play with on the playground, three peers they would invite to a party, and three peers they consider to be good friends. Teachers reviewed the top candidates, and selected the tutors based on social skills, language skills, school attendance and classroom behavior. The student or students chosen as peers must be properly coached before the peer relationship begins, both to understand the importance of the intervention and the methods which should be used. Strengths and limitations[edit] There are advantages of using PMI as an intervention strategy. Chan et al. (2009) did note some limitations on the procedures. See also[edit] Universal Design for Learning. Universal Design for Learning (UDL) is an educational framework based on research in the learning sciences, including cognitive neuroscience, that guides the development of flexible learning environments that can accommodate individual learning differences.[1] Recognizing that the way individuals learn can be unique, the UDL framework, first defined by the Center for Applied Special Technology(CAST) in the 1990s,[2] calls for creating curriculum from the outset that provides: Multiple means of representation to give learners various ways of acquiring information and knowledge,Multiple means of expression to provide learners alternatives for demonstrating what they know, andMultiple means of engagement to tap into learners' interests, challenge them appropriately, and motivate them to learn.[3][4] Origins[edit] The concept and language of Universal Design for Learning was inspired by the universal design movement in architecture and product development, originally formulated by Ronald L.
You Make Me Sick! Hybrid Course. One to one computing. Educational Research. Running on Empty. Technology in Schools. 2011 Horizon Report. IES Annual Reports. Special Education. Apple Special Education. JAWS. SOLO. Gifted education. Beginning Gaming Educator's Toolkit. Helicopter Parent. Educational Technology. Keynote Speakers. Sir Ken Robinson Bring on the learning revolution!
Marc Prensky. Sir Ken Robinson Schools Kill Creativity. Clifford Stoll. Top 10 TED Talks. NetSquirrel.com. Learning management systems. Blackboard. NineHub.com. MoodleCommons. Computer Hardware. CNET.
Online Curriculum Resources. MIT OpenCourseWare. TeacherTube.com. Big History Project. Khan Academy. NETS for Students. ISTE. BrainPOP.