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Why Kids Won't Quit Technology. Even though they admit their devices distract them from class.

Why Kids Won't Quit Technology

Now, some educators are incorporating the digital tools into their teaching. Dierk Schaefer/Flickr Smartphones, iPads, TVs, computers, videogames. Technology is omnipresent, especially for young students. They just can’t get enough; one 2013 study found that college students check their digital devices for non-class purposes 11 times per day on average, and 80 percent of them admitted that the technology was distracting them from class. For Young Brains, Teaching Technologies Are Hit-or-Miss.

Many parents plop down their babies in front of Mozart, TV and educational video games every day in hopes of raising a smart, well-adjusted human being (or just giving mom and dad a break).

For Young Brains, Teaching Technologies Are Hit-or-Miss

That mass exposure of young brains to technology , some researchers say, is one of the greatest natural experiments ever conducted outside of labs — and yet the end results remain complex or unknown. As many as one in three American babies has been exposed to baby DVDs marketed to parents as learning tools, according to some estimates. Trying Out Gamification In the Classroom? These Tools Are For You. Getting students actively engaged and learning by leveraging the power of gamification in the classroom is a hot trend these days.

Trying Out Gamification In the Classroom? These Tools Are For You

The idea of getting students learning, sharing, and laughing by using gamification shows great promise, to be sure. But where should you start in terms of finding the tools that will actually help you out? PBS Learning Media thought it might be useful to give you a little help in that department. Below are just a select number of useful apps and web tools that they’ve curated and know will help any classroom take a different approach to learning about some basic ideas. For example, Star Swiper is a very fun way to get younger students (pre-k through 2nd grade) clapping in order to get stars to appear. There are certainly a lot of innovative tools like this out in the wild. Top Gamification Tools Worth Trying 1) Star Swiper Give your young learners some counting practice with this fun, interactive game from the popular PBS KIDS program PEG + CAT.

How technology is changing childhood. The temptation for many parents is to view technology as ruining the ‘essence of childhood’.

How technology is changing childhood

Research by web security firm AVG claims that more small children can play a computer game or use a smartphone application than ride a bike, tie their own shoelaces or swim unaided. However, technology also brings many benefits for children, and now forms a key part of growing up, developing an identity and connecting with friends. “Now you can watch whatever you want, whenever you want, for as long as you want.

Yes, this means children are spending more time in front of screens, but it also means that by the time they leave primary school many of them have research and technology skills way beyond their parents,” said Spencer Yates, managing partner at Tangent Snowball. How Technology Wires the Learning Brain. Kids between the ages of 8 and 18 spend 11.5 hours a day using technology — whether that’s computers, television, mobile phones, or video games – and usually more than one at a time.

How Technology Wires the Learning Brain

That’s a big chunk of their 15 or 16 waking hours. But does that spell doom for the next generation? Not necessarily, according to Dr. Kustantajat varovaisia sähköisten oppimateriaalien kanssa: "Mitä läppäreillä tehdään, jos ei ole sisältöä?" Koulujen tietotekniikka vanhenee - oppilaiden omat koneet apuun? Tietotekniikka osana koulun toimintaa. 40 Ways Education Technology Will Be Used In The Future.

Do you know what technology you’ll be using in the classroom 5 years from now?

40 Ways Education Technology Will Be Used In The Future

What about 10 years from now? A new visualization may be able to help. Thanks to the hard work by Envisioning Tech, it’s simple to see what we could expect to happen in the next few decades. From today’s iPads to holograms in the year 2040, there’s a lot coming to a classroom near you. Better still, the visualization below is categorized into color-coded topics. 8 Technologies That Will Shape Future Classrooms. What does the future of learning hold?

8 Technologies That Will Shape Future Classrooms

What will classrooms of the future be like? Emerging technologies such as cloud computing, augmented reality (AR) and 3D printing are paving the way for the future of education in ways we may have yet to see. At the very least though, we can extrapolate from what these promising technologies and predict how schools will adopt them in time to come. Socrative antaa kaikille oppilailla mahdollisuuden osallistua. Uusi teknologia avaa ovet rajattomaan luokkahuoneeseen. Boundless Classroom - digital storytelling - FINNABLE 2020. Digital storytelling is a defining feature in 21st century education and involves sharing information through multimedia.

Boundless Classroom - digital storytelling - FINNABLE 2020

Taking advantage of the creative potential of modern communication technologies, students work together, explore their ideas and become creators, producers, and active learning participants. The primary tool enabling collaboration in the classroom and across borders is MoViE (Mobile Video Experience). Using MoViE students create, edit, share and remix collaborative digital storytelling projects with simple video from mobile devices. MoViE provides a space for sharing and creating mobile digital storytelling projects. Through these students have an opportunity to take an international perspective into their learning by collaborating and interacting with peers in other countries.

The key features of MoViE are: An open version of MoViE can be seen here [ for partner schools [