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Nearpod: Create, Engage, Assess through Mobile Devices.

Nearpod: Create, Engage, Assess through Mobile Devices.

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Flipgrid. The website located at flipgrid.com and the mobile application called “Flipgrid” (the "App" and, together with the website, the "Site") and the services offered through the Site (the "Services") are copyrighted works belonging to Vidku, Inc. ("Flipgrid", "us", "our", and "we"). Certain features of the Site or Services may be subject to additional guidelines, terms, or rules, which will be posted on the Site or Services in connection with such features. All such additional terms, guidelines, and rules are incorporated by reference into these Terms.

The BOLT Project During the BOLT project a number of smaller projects were completed in order to gleam learning points which would prove useful insights into the challenges faced around the embedding of Technology Enhanced Learning (TEL) in an organisation. Each of these projects and their key learning points are detailed below: Health and safety in agriculture NCHS Research Rubric.pdf School Research Rubric Template Research Standard: Students will engage in research by locating, critically selecting, interpreting, organizing, and synthesizing information from print, non-print, and electronic sources to increase knowledge, solve problems, and construct meaning. Descriptor Locating/Critically Selecting Synthesizing/Constructing Meaning/ Solving Problems

15 Best Content Curation Tools, Software, and Sites What is Content Curation? For the unversed, a quick content curation definition is the act of finding top performing content with existing social proof from a huge collection of areas and purposefully sharing this top content with your own specific audience for their benefit. We’ve talked about the importance of becoming an authority in any given niche market and how to create the most stellar content for your specific audience. Yet, finding proven pre-existing content is a whole other animal. The 4 biggest mistakes that teachers make when integrating technology In classrooms all around the globe, educators are introducing new and exciting technological tools to engage their students in learning. Many educators are successful when integrating these technologies, but unfortunately many are not for a variety of reasons. Photo credit: Emerging Edtech In my opinion, and from my experience in classrooms around the world, these are the biggest mistakes that educators make when integrating technology into the classroom:

Developing your digital literacies This resource set is for: students and staff in further and higher education and all those supporting their development of digital capabilities Resources from the projects to support the development of students and (mainly) teaching staff self-assessment tools/tests derived from clear definitions of digital literacy/capability/fluencyOCN accredited courses for staff (Blended Online Learning Delivery) and students (Online Skills for Learners) developed by the WORDLE project: register for free via the moodle site or request as a zip file to reuse and repurpose locallyThe Knowledge Hub at the University of Cardiff helps staff and students to identify which digital tools can support which common academic tasks ALT ocTEL (Open Course in Technology Enhanced Learning) includes input from the Developing Digital Literacies programme in the module on Understanding Learners' Needs) Notes towards an open course on Digital Literacies from the DIAL project at UAL.

AASL Advocacy Brochures Advocacy Brochure Series Helps School Librarians Speak to Stakeholders Developed and distributed through a grant from the Bound to Stay Bound Books Foundation, the American Association of School Librarians (AASL) presents a new advocacy tool to help school librarians generate and guide discussion with stakeholders about quality school library programs. School Library Programs Improve Student Learning is a series of advocacy brochures each designed to speak to a specific stakeholder audience within the school library community, including administrators, policymakers, parents, and teachers. The School Library Programs Improve Student Learning brochure series unfolds AASL’s Standards for the 21st-Century Learner and Empowering Learners: Guidelines for School Library Programs in a way that allows each stakeholder group to visualize a model school library program from their perspective. Downloading and Ordering Interested in customizing your brochure?

Get Hired. I was recently asked for interview advice. 1. These are guidelines and examples. Don't repeat them verbatim. Do I have to say this? The Teacher's Guides To Technology And Learning Welcome to the official guide to technology and learning by Edudemic! This part of Edudemic is meant to offer you, the teacher, some of the best and most popular resources available today. We’ve combed through hundreds of resources in order to narrow down our guides into something easy to read, easy to use, and easy to share.

video-planning-home A goal without a plan is just a wish. – Antoine de Saint-Exupéry Producing a video can be a time consuming and potentially very expensive process, whether you are doing it yourself or employing an external supplier. Image by Jisc. All rights reserved. The normal course of a video production tends to separate into three discrete phases: pre-production (or planning), production (or shooting) and post production (primarily editing); the production phase is covered in depth in our video production infokit. The phases which incur the greatest costs are normally production and post-production, employing as they do most of the physical resources used in a project (travel, recording media, equipment, personnel). Guided Inquiry - CISSL Kim, Sun Un & Todd, R. J. The Information Search Process of English Language Learner (ELL) Students in a Guided Inquiry Project: An In-depth Case Study of Two Korean High School Students in the United States.

Online Education UPDATE: we're doing a live, updated MOOC of this course at stanford-online July-2014 (not this Coursera version). See here: CS101 teaches the essential ideas of Computer Science for a zero-prior-experience audience. Computers can appear very complicated, but in reality, computers work within just a few, simple patterns.

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