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Educators increasingly recognize the impact of entertainment software and utilize games as a teaching device in a growing number of classrooms and business settings. In doing so, they are embracing the cultural and technological shifts of the 21st century and expanding the use of a favorite leisure activity, computer and video games, into a critical and still-emerging educational resource. More than just play, entertainment software helps impart knowledge, develop life skills and reinforce positive habits in students of all ages.
The term M-Learning , "mobile learning", has different meanings for different communities. Although related to e-learning , educational technology and distance education , it is distinct in its focus on learning across contexts and learning with mobile devices . One definition of mobile learning is: Any sort of learning that happens when the learner is not at a fixed, predetermined location, or learning that happens when the learner takes advantage of the learning opportunities offered by mobile technologies. [ 1 ] In other words, with the use of mobile devices, learners can learn from various locations. The objective of M-learning is to provide the learner the ability to assimilate learning anywhere and at any time. [ 2 ] The term covers: learning with portable technologies including but not limited to handheld computers, MP3 players , notebooks, mobile phones and tablets.
Scouting for some new, different, or tried-and-true iPhone apps? Here are 100 of the best we've found. OB Roundup
QuickShot with Dropbox automatically uploads new photos to your account. (Credit: GUI Cocoa) I have mad love for Dropbox , the Web-based storage service that syncs your files across multiple devices and makes them available for sharing with others.
A tag cloud (a typical Web 2.0 phenomenon in itself) presenting Web 2.0 themes. An interactive version is available here . The term Web 2.0 was coined in 1999 to describe web sites that use technology beyond the static pages of earlier web sites. It is closely associated with Tim O'Reilly because of the O'Reilly Media Web 2.0 conference which was held 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 ways software developers and end-users use the Web. A Web 2.0 site may allow users to interact and collaborate with each other in a social media dialogue as creators of user-generated content in a virtual community , in contrast to websites where people are limited to the passive viewing of content .
Here are the 15 Most Popular Web 2.0 (User Generated Content) Websites as derived from our eBizMBA Rank which is a constantly updated average of each website's Alexa Global Traffic Rank, and U.S. Traffic Rank from both Compete and Quantcast . "*#*" Denotes an estimate for sites with limited Compete or Quantcast data . If you know a website that should be included on this list based on its traffic rankings Please Let Us Know . 1 | YouTube 4 - eBizMBA Rank | 450,000,000 - Estimated Unique Monthly Visitors | 4 - Compete Rank | 4 - Quantcast Rank | 3 - Alexa Rank. Most Popular Web 2.0 Websites | Updated 3/18/2013 | eBizMBA
With the start of the new school year, many teachers and students are seeking new products and technologies to help them through their upcoming academics. With the increase of teachers using blogs and wikis, and students networking and utilizing online tools, the demand for easier and more efficient ways of learning is on the rise. To me, the growing interest for web-based learning is amazing, which brought me to thinking; what if I were to consolodate some of the helpful online products and services that can help students, teachers and administrators alike?
So you’ve heard of the 4 C’s—critical thinking, creative thinking, communicating, and collaborating—but how are you supposed to teach your own subject and the 4 C’s?
The Technology Integration Matrix (TIM) illustrates how teachers can use technology to enhance learning for K-12 students. The TIM incorporates five interdependent characteristics of meaningful learning environments: active, constructive, goal directed (i.e., reflective), authentic, and collaborative (Jonassen, Howland, Moore, & Marra, 2003). The TIM associates five levels of technology integration (i.e., entry, adoption, adaptation, infusion, and transformation) with each of the five characteristics of meaningful learning environments. Together, the five levels of technology integration and the five characteristics of meaningful learning environments create a matrix of 25 cells as illustrated below. Please let us know what you think of the new TIM.
Active Learning Active learning has a powerful impact on student learning. How? Student achievement increases through mastery of science and math content as a result of this technique.
Interactive whiteboards are the future of educational strategies, and without proper adoption of these and other technology tools, teachers are doomed to become dinosaurs in their practices.
Something sounded familiar last week when I heard U.S. Education Secretary Arne Duncan and FCC Chairman Julius Genachowski make a huge pitch for infusing digital technology into America's classrooms.