Educational Technology Landscape

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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. Whether Web 2.0 is substantively different from prior Web technologies has been challenged by World Wide Web inventor Sir Tim Berners-Lee, who describes the term as jargon.[4] His original vision of the Web was "a collaborative medium, a place where we [could] all meet and read and write".[5][6] History[edit]

Animoto. NGAkids. SEA-SAWS SEA-SAWS is fun for kids of all ages.

NGAkids

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] Google Earth. Office 2010. Microsoft DreamSpark. Multimedia Software. Pivot. Scribbler.

Jing. Photo Story 3. Adobe. West Point Bridge Designer. Science Software. Stellarium. Celestia. Welcome to Celestia ...

Celestia

The free space simulation that lets you explore our universe in three dimensions. Celestia runs on Windows, Linux, and Mac OS X. 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

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] 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.

Virtual Microscope

We currently support data from a Philips Environmental Scanning Electron Microscope (ESEM), and a Fluorescence Light Microscope. 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] Educational thought[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.

Constructionism

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'.

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. John Dewey initially promoted the idea of "learning by doing. " Edutopia. Constructivism. Constructivism, as perspective in education, is based on experiential learning through real life experience to construct and conditionalize knowledge.

Constructivism

It is problem-based, adaptive learning that challenges faulty schema, integrates new knowledge with existing knowledge, and allows for creation of original work or innovative procedures. The types of learners are self-directed, creative, innovative, drawing upon visual/spatial, musical/rhythmic, bodily kinesthetic, verbal/linguistic, logical/mathematical, interpersonal, intrapersonal, and naturalistic intelligences. 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.

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] 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] 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. 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]

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. Moodle.org. NineHub.com.

MoodleCommons. Computer Hardware. CNET. Online Curriculum Resources. MIT OpenCourseWare. TeacherTube.com. Big History Project. Khan Academy. NETS for Students. ISTE. BrainPOP.