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Computers 'do not improve' pupil results, says OECD - BBC News

Computers 'do not improve' pupil results, says OECD - BBC News
Investing heavily in school computers and classroom technology does not improve pupils' performance, says a global study from the OECD. The think tank says frequent use of computers in schools is more likely to be associated with lower results. The OECD's education director Andreas Schleicher says school technology had raised "too many false hopes". Tom Bennett, the government's expert on pupil behaviour, said teachers had been "dazzled" by school computers. The report from the Organisation for Economic Co-operation and Development examines the impact of school technology on international test results, such as the Pisa tests taken in more than 70 countries and tests measuring digital skills. It says education systems which have invested heavily in information and communications technology have seen "no noticeable improvement" in Pisa test results for reading, mathematics or science. Unplugged But Mr Schleicher says the "impact on student performance is mixed at best". The report says: Related:  News from 2015

Whitney Houston 'hologram' to tour next year - BBC News Image copyright Getty Images A 3D moving image of the late singer Whitney Houston is being developed by a US entertainment firm. It is working with the Houston estate and hopes to tour the product in 2016. Hologram US has patented a "high-tech version" of Pepper's Ghost, an illusion that dates back to the 16th century. It can cost "millions of dollars" to develop an image of a deceased star. "I'm not sure if any have pursued it... for most people the cost is forbidding," said head of marketing Owen Phillips. The traditional Pepper's Ghost illusion involves foil and glass, to which Hologram USA has added a patented blend of computer generated images (CGI), moving parts and audio material. In its stable of so-called "holograms" are classic acts such as Patsy Cline, Frank Sinatra and Liberace. However boring celebrities need not apply. "We look for stars with great stories," said Mr Phillips. The firm does also work with living subjects occasionally. "I look forward to the partnership."

Listen: The story of Izzy Dix in five podcasts - BBC Newsbeat Educational Technology and Mobile Learning: 10 Educational Web Tools That Support Inquiry-based Learning September , 2015 As a learning strategy, inquiry-based learning is all about learners constructing their own understanding and knowledge through asking questions. Unlike traditional learning methods that focus primarily on drills, memorization and rote learning, inquiry-based learning is essentially student-centered. It starts with posing questions and directly involves students in challenging hands-on activities that drive students to ask more questions and explore different learning paths. In today’s post, we have assembled a collection of some useful web tools and apps that support the ethos of inquiry-based learning. 1- VideoNotes VideoNotes is a free web tool that allows students to take notes on a video they are watching. Edpuzzle allows you to use only what you need from any video, insert audio notes or record over a video with your voice, and add questions at any point in the video .3- PixiClip This is by far the most popular of them all. 7- YouTube Video Editor 9- Prezi

Schools can't ignore technology | Education | Education Today's youth are technologically switched on. Unlike many of their teachers, they were born in a world dominated by information and communications technology, the world wide web, computers, smartphones, iPads, Kindles, iPods, Google, YouTube, Facebook and Twitter. It is their reality. An education system that fails to take this into account will be missing a unique opportunity not only to give real substance to child-centred education, but also to equip our nation's youth to take their rightful place in the global community. How quickly are children able to make the most of digital technology? In another example, a class of 10-year-olds in an Italian school was asked who Pythagoras was. How, then, could we integrate digitisation in South Africa's school curriculum? A huge turn-off It soon became clear that teaching information technology skills in isolation from their purposeful application was a huge turn-off. Digital textbooks can be annotated without destroying them.

Etsy Opens To Manufacturing Taking another step away from being a marketplace known only for “handcrafted” goods to instead focus more broadly on enabling smaller sellers to scale their businesses, online marketplace Etsy announced today it’s launching a new program called Etsy Manufacturing. The service will connect sellers with Etsy-approved manufacturers to help them source production assistance as needed. The move comes two years after Etsy revised its policies to allow sellers to work with manufacturers, provided they were transparent about the process with customers, and continued to maintain their authorship over their own products and designs. At the time of that initial decision, the company explained that its prior policies had been confusing to sellers, some of whom thought any outside help would see them kicked off the site. If approved, the sellers had to list the information about their manufacturer on their shop’s About page, the company said.

How Gaming Impacts Childrens' Academic Achievements A new report published by the National Children's Bureau (NCB), a UK educational charity, has received extensive coverage in the media as clear evidence that video games are "bad" for children. The findings are less apocalyptic than what you might have read so far. The study's aim was to examine how young people’s use of computers and access to the Internet might impact final grades achieved in their GCSEs, a qualification that British students obtain at 16. The study was conducted in Northern Ireland on 611 students, as well as 41 parents and 18 teachers of the pupils. Students benefit from having a computer and being familiar with the software, the study confirms. The report goes on to analyze different aspects of information and communication technology. What the study did find, however, was that among those gamers who used a portable gaming console more than twice a day, only a small proportion (41%) achieved the highest grades.

Getting an Audience to Remember Your Presentation Lots of articles about giving good presentations focus on structure and style. Tips focus on the role of stories to get people interested in the material, the value of summaries at the end of talk, and the many facets of presentation performance – things like how you should stand and ways to use your hands and arms as you speak. At the foundation of any presentation, though, is a fundamental goal that is often overlooked in helping speakers to design their presentation: that the presentation change the audience in some way. To do this, you will almost always be trying to influence their memories, and so you need to be aware of how information gets into memory in order to create presentations that will have high impact. In most talks, you are trying to affect the explicit memory of your audience. Sometimes, you also want to encourage people to develop a skill. More commonly, though, you aim to change the explicit memory of your audience. 1. 2. 3.

There Are No Technology Shortcuts to Good Education Kentaro Toyama There are no technology shortcuts to good education. For primary and secondary schools that are underperforming or limited in resources, efforts to improve education should focus almost exclusively on better teachers and stronger administrations. Information technology, if used at all, should be targeted for certain, specific uses or limited to well-funded schools whose fundamentals are not in question. (Caveat: Because this article was written for an audience most interested in government-funded primary and secondary education in developing countries, words like “wealthy,” “average,” and “typical” should be read with that context in mind. To back these assertions, I’ll draw on four different lines of evidence. The history of electronic technologies in schools is fraught with failures.Computers are no exception, and rigorous studies show that it is incredibly difficult to have positive educational impact with computers. .The Repetitive Cycle of Technology References

Burberry Becomes First Fashion Brand to Launch Apple Music Channel | News & Analysis LONDON, United Kingdom — UK luxury-goods maker Burberry Group Plc introduced a channel on Apple Inc.’s music service in the latest example of the fashion and technology industries coming together. The channel will showcase Burberry’s collaborations with emerging and iconic British talent including Lilla Vargen and Alison Moyet, and feature performances, songs and films alongside regular playlists, the London-based company said Tuesday in a statement. The partnership with Apple is the latest in a series of initiatives by the trenchcoat maker to widen its influence and reinforce its image as a purveyor of cool. Subscribers to Apple Music will be able to follow Burberry and gain access to musical updates and behind-the-scenes stories. Fans will also be able to comment or share the content via messages, Facebook, Twitter and email, Burberry said. The connection between Apple and Burberry is the latest example of fashion and technology colliding.

10 Reasons Why Handheld Devices Should Be Banned for Children Under the Age of 12 | Cris Rowan The American Academy of Pediatrics and the Canadian Society of Pediatrics state infants aged 0-2 years should not have any exposure to technology, 3-5 years be restricted to one hour per day, and 6-18 years restricted to 2 hours per day (AAP 2001/13, CPS 2010). Children and youth use 4-5 times the recommended amount of technology, with serious and often life threatening consequences (Kaiser Foundation 2010, Active Healthy Kids Canada 2012). Handheld devices (cell phones, tablets, electronic games) have dramatically increased the accessibility and usage of technology, especially by very young children (Common Sense Media, 2013). 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. Problems - Suffer the Children - 4 minutesSolutions - Balanced Technology Management - 7 minutes The following Technology Use Guidelines for children and youth were developed by Cris Rowan, pediatric occupational therapist and author of Virtual Child; Dr. Technology Use Guidelines for Children and Youth

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