background preloader

Educational Technology Landscape

Facebook Twitter

Game Creation Resources. Graphics, Music, and Other Resources.

Game Creation Resources

Web 2.0 Tools. A tag cloud (a typical Web 2.0 phenomenon in itself) presenting Web 2.0 themes.

Web 2.0 Tools

An interactive version is available here. Web 2.0 describes World Wide Web sites that use technology beyond the static pages of earlier Web sites. The term was coined in 1999 by Darcy DiNucci and was popularized by Tim O'Reilly at the O'Reilly Media Web 2.0 conference in late 2004.[1][2] Although Web 2.0 suggests a new version of the World Wide Web, it does not refer to an update to any technical specification, but rather to cumulative changes in the way Web pages are made and used.

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. Gamestar Mechanic.

Storybird. ToonDoo. Educational Software. Educational software is computer software, the primary purpose of which is teaching or self-learning.

Educational Software

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]

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.

Presentation program

Prezi. 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.

Virtual Microscope

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). 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.

Education theory

[citation needed] 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.

Lego Mindstorms NXT Robotics Education

Video Game Design Education. Project-based learning. Project-based learning (PBL) is considered an alternative to paper-based, rote memorization, teacher-led classrooms.

Project-based learning

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. Edutopia.

Constructivism. 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] Self-paced instruction. Self-paced instruction is any kind of instruction that proceeds based on learner response.

Self-paced instruction

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] Self- and Peer-Assessment. Advantages of self and peer assessment[edit] Logistics[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] 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]

You Make Me Sick! In You Make Me Sick, students take on the role of a pathogen and custom design their disease to infiltrate a variety of unique target hosts. As they progress, they must improve their infectious properties in order to infect hosts that have progressively stronger defenses (like antibiotics and stellar hygiene), ultimately learning about the anatomy and function of bacteria and viruses and how they are spread.

This game is designed to be used in inclusive science classrooms that have a diverse range of students (e.g., average and above average students, students with high incidence disabilities, English language learners, and students who struggle with reading). It is designed using the Universal Design for Learning framework, strategically aligned to key state standards, and formulated to integrate seamlessly with existing curricula. The research reported here was supported by the Institute of Education Sciences, U.S. Hybrid Course.

One to one computing. In the context of education, one-to-one computing (sometimes abbreviated as "1:1") refers to academic institutions, such as schools or colleges, issuing each enrolled student an electronic device in order to access the Internet, digital course materials and digital textbooks. Educational Research. Running on Empty. Computer science and the technologies it enables now lie at the heart of our economy, our daily lives, and scientific enterprise. As the digital age has transformed the world and workforce, U.S.

K–12 education has fallen woefully behind in preparing students with the fundamental computer science knowledge and skills they need for future success. Technology in Schools. 2011 Horizon Report. Download the 2011 Horizon ReportPDF • ePub The 2011 Horizon Report is made possible via a grant from HPHP creates innovative technology solutions that benefit individuals, businesses, governments and society. IES Annual Reports. Special Education. Special education programs in the United States were made mandatory in 1975 when the United States Congress passed the Education for All Handicapped Children Act (EHA) in response to discriminatory treatment by public educational agencies against students with disabilities. Apple Special Education. JAWS. SOLO. SOLO Literacy Suite Research & Case Studies Resources Pricing Request A Quote | SOLO Writing Coach.

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. Learning management systems. Blackboard. MoodleCommons. Computer Hardware. CNET. Online Curriculum Resources. MIT OpenCourseWare. Big History Project.

Khan Academy. NETS for Students. ISTE. BrainPOP.