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ACOT2

ACOT2
ACOT2 has identified six design principles for the 21st century high school: Understanding of 21st Century Skills and Outcomes Establishes as a baseline that educators, students and parents must be well versed in the 21st century skills that students need to acquire to be successful. Relevant and Applied Curriculum Offers an innovative vision of what the learning environment should become by applying what we know about how people learn and adapting the best pedagogy to meet the needs of this generation of learners. Informative Assessment Identifies the types and systems of assessments schools need to develop to fully capture the varied dimensions of 21st century learning as well as the independent role students need to take on in monitoring and adjusting their own learning. A Culture of Innovation and Creativity Acknowledges the fuel that drives today’s global economy and, in turn, its importance in both student learning and the school environment. Ubiquitous Access to Technology Related:  Le monde numériqueTechnology: Practice

Page d'accueil de la Bibliothèque numérique mondiale Three Working Models to Integrate Technology in Your Teaching May 6, 2014 Technology is obviously an essential element in our instructional toolkit. Knowing how and when and for what purposes to use this technology is much more important than the technology itself. Technology integration in instruction requires much more than just digital literacy and technical knowledge, it requires foresight, clear intentions, and well planned goals. The purpose is to meet students learning needs and as such technology is only a means to an end and not the end itself. An important step in the process of effective integration of technology in education is having a pedagogical approach supported by a theoretical framework to ground your technology practices inside the classroom. 1- SAMR model SAMR is a framework through which you can assess and evaluate the technology you use in your classroom. Augmentation Though it is a different level, but we are still in the substitution mentality but this time with added functionalities. 2- TPACK model

La programmation par le jeu : sortie de Scratch 2.0 Tout beau, tout neuf, Scratch 2.0 vient d’être révélé au grand public et rendu accessible via la plateforme du site : . Mais qu’est-ce que Scratch me direz-vous ? Scratch est une interface graphique, créée par le MIT, permettant d’apprendre les bases de la programmation au travers de la création de petits jeux, de récits interactifs. Il constitue une porte d’entrée pour des utilisateurs de tous âges vers un apprentissage plus poussé. Dans Scratch, on ne tape de commandes mais on assemble des blocs représentant des instructions. En quelques minutes, on peut créer un petit jeu et montrer quelques notions de programmation sans devoir pour cela faire un véritable cours. Apprendre en jouant, en expérimentant, est l’objectif de Scratch et il faut reconnaître et même clamer haut et fort que cela fonctionne. Petits et grands, on se prend vite au jeu en partant d’exercices simples comme faire bouger un personnage pour aller vers des situations de plus en plus complexes.

WoWinSchool / FrontPage This is a collaborative workspace for the development of instructional items for the use of MMORPGs, like World of Warcraft, GuildWars2 and others, in a school setting. Please take a moment to explore the various sections of the site and if you would like to contribute, please email Lucas Gillispie at lucas AT edurealms.com. The original focus of this project was to develop a curriculum for an after school program or "club" for at-risk students at the middle and/or high school level. All project materials, including a fully-developed language arts course, aligned to middle grades standards, is now available under a creative commons license here. PLEASE NOTE - All portions of this wiki are open and visible. -Lucas Gillispie, Project Founder and Lead Developer Current Status/News 2/29/2016 - Sheehy- FUTURE SCHOOLS EXPO in Sydney, Australia have requested a Master Class about gaming in school, and a Keynote Address abo ut the State of Play! 6/8/15 - Sheehy - Here's my favorite! By Landon K.

46 Tools To Make Infographics In The Classroom Infographics are interesting–a mash of (hopefully) easily-consumed visuals (so, symbols, shapes, and images) and added relevant character-based data (so, numbers, words, and brief sentences). The learning application for them is clear, with many academic standards–including the Common Core standards–requiring teachers to use a variety of media forms, charts, and other data for both information reading as well as general fluency. It’s curious they haven’t really “caught on” in schools considering how well they bridge both the old-form textbook habit of cramming tons of information into a small space, while also neatly overlapping with the dynamic and digital world. So if you want to try to make infographics–or better yet have students make them–where do you start? The 46 tools below, curated by Faisal Khan, are a good place to start.

The SAMR Ladder Through the Lens of 21st Century Skills - Getting Smart by Susan Oxnevad - EdTech, SAMR, Teaching This summer I have been digging deeper into the SAMR model of tech integration to help educators embrace 1:1 learning and the changes it will bring about. SAMR is a truly useful tool for helping teachers identify their current comfort zone in order to build expertise in designing efficient and effective student learning experiences. To reach higher levels on the SAMR ladder, teachers can make some planning and instructional shifts. Through the Lens of 21st Century Skills I have created an interactive graphic of the SAMR Ladder to illustrate the big picture. Final Thoughts The learning that occurs as teachers climb up the SAMR ladder is what will eventually lead to successful lesson design.

Décalage entre l’école et la société numérique?  « Les jeunes qui ont grandi avec les technologies ont de nouvelles attentes sur le plan des environnements d’apprentissage. » Le dernier fascicule du CEFRIO sur les effets des nouvelles technologies sur les jeunes 16-26 ans vient tout juste de sortir, à temps pour la fin prochaine des classes. Qu’y apprend-on? Qu’il y a « un décalage de plus en plus criant entre l’école et la société ». Selon l’enquête, l’ordinateur demeure un outil fortement sous-exploité par les éducateurs. Par présence des ordinateurs en classe, on entend ici présence dans des « approches pédagogiques qui mettent cet instrument de l’avant en tant que véritable levier à l’acquisition de nouveaux savoirs et savoir-faire plutôt que comme un “super crayon” de 1000 $ ». Le fascicule survole bien les quelques enjeux qui préoccupent ceux qui ont à coeur de faire entrer l’éducation dans le 21e siècle. Le rôle de l’enseignant change-t-il dans la classe en réseau? Coup de barre Le contrat fonctionne assez bien.

5 Online Tools to Help Combat Plagiarism All K-12 educators know how students are complaining about the piles of homework they get. If you ask for their opinion, teachers will tell you that they don't assign more homework than students can handle, but they do have trouble convincing them to pay attention to even the simplest assignments. All students complain when they need to write an essay. You can never be sure whether or not a student has worked on an assignment all by him- or herself, but at least you can be sure that the content is unique. Verifying Your Suspicions There are many plagiarism trackers online, but some of them are too expensive and others are ineffective. First Step: Google It Cost: free As an educator, you already know how your students think and write, so any extraordinary sentence should seem suspicious. The first thing you can do when checking a paper is a quick Google search. PlagTracker Cost: $9.95PlagTracker takes your plagiarism check two steps above. DOC Cop The Purdue OWL WCopyfind

8 aspects de votre vie numérique à nettoyer en 2013 Histoire de partir sur de bonnes bases en 2013, j’ai jugé bon de vous concocter un article sur votre vie numérique. En effet, si celle-ci peut vous sembler anodine, elle peut vous pourrir la vie dans certains cas. Afin de ne pas sombrer dans l’improductivité, voici 8 aspects de votre vie numérique à nettoyer en 2013… 1. Twitter est un superbe service de microblogging. 2. A force de tester des services en ligne, vous ne vous souvenez même plus de tous ceux qui ont demandé une autorisation pour la connexion à votre compte Twitter ou Facebook. 3. La barre de favoris contient tous les favoris et dossiers de favoris créés dans votre navigateur Internet. 4. Si vous êtes un blogueur, alors vous avez forcément plusieurs noms de domaines. 5. Il n’y a rien de pire que de voir sa boite de réception se remplir de mails ! 6. Votre ordinateur rame ? 7. Newsletter et flux RSS sont des outils agréables. 8. Une “todo list” est une liste de choses à faire. Etiquettes : aspectsnettoyernumériqueVie

Using SAMR to Teach Above the Line - Getting Smart by Susan Oxnevad - 1:1 program, Apple, edchat, EdTech, SAMR, technology For as long as I can remember I have been an advocate for helping teachers understand the stages of technology integration to help them effectively use tech as a tool for learning. I’ve adopted a few different tech integration models over the years, discussed the ideas with administrators for use as a starting point for tech integration, and kept the ideas front of mind as I invent and discover new ways for using technology as a tool for learning. Discussing the stages of tech integration has led to some thought provoking and inspiring conversations, but the ideas have not gained a lot of momentum in my face-to-face teaching environment until now. As many districts jump on board with 1:1 implementation, Apple’s use of the SAMR model as a framework for tech integration presents a consistent, clear and powerful message that is spreading! About SAMR Researchers have determined that technology integration typically moves through specific levels. Image created by Dr. An Emphasis on Task Design

Deux enfants américains sur trois lisent en numérique La popularité du format numérique auprès des plus jeunes ne serait plus à démontrer, selon une étude présentée par Digital Book World. En effet, 54 % des enfants qui disposent de la version imprimée d'un livre demanderait à en posséder l'ebook. On apprend également que les deux tiers des enfants de moins de 13 ans et moins, lisent en numérique. nooccar, CC BY 2.0 Réalisée en collaboration avec PlayCollective, l'étude montre donc que 67 % des enfants américains sont des lecteurs passés au monde digital, contre 54 % l'année passée. Près de 92 % des enfants qui lisent des ebooks le font une fois par semaine, avec près de la moitié qui passe quotidiennement du temps sur ses ebooks. Cette étude, qui repose avant tout sur les réponses apportées par des parents, suite à un questionnaire en ligne diffusé en octobre 2013, serait grandement influencée par la présence des appareils de lecture dans les écoles. « Maintenant, les données montrent clairement que le marché est là.

20 video project ideas to engage students Videos are engaging. They can be a powerful tool to draw students in and connect them to content in innovative ways. Here are 20 ways to do it. In my classroom, video usually equals instant engagement. Students like to record it — especially because many of them get to use their phones for school purposes. But they like to watch them even more, and if those videos are produced by their peers, the interest skyrockets. That power has huge potential to be harnessed for educational gain. There are plenty of tools to make it happen, too. Integrating video projects into the classroom can be as simple or complex as you want. Here are some video project ideas, divided into ideas for any classroom and ideas for specific subject areas: 10 ideas for (almost) any classroom: 1. 2. 3. 4. 5. Here’s one of the introduction to this blog post: 6. 7. 8. 9. 10. 10 ideas for specific subject areas: 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. How else can video be used for gains in the classroom? Related In "Ed Tech"

HABOUKI : le réseau social sécurisé pour enfants « made in France » Les jeunes internautes peuvent désormais communiquer avec leurs amis grâce à un réseau social combinant plusieurs fonctionnalités. Le projet « Habouki », terme utilisé pour désigner affectueusement le papa en arabe, a émergé en 2009 lorsque Fouad Riskalla, en observant ses jeunes enfants, a remarqué l’intérêt qu’ils manifestaient pour les appareils mobiles et le web. Il a donc eu l’idée de créer un espace sécurisé et ludique proposant du contenu adapté pour les enfants. Les plus jeunes pourraient ainsi créer leur propre identité virtuelle, appartenir à une communauté et accéder à des activités en ligne. Fouad Riskalla s’est entouré de développeurs, de psychologues et de professeurs pour imaginer et concevoir pendant 4 ans le réseau social pour enfants. Habouki.com est dédié aux 5-16 ans avec un cœur de cible situé entre 5 et 12 ans. Un site sécurisé - onglet signalement : qui permet aux utilisateurs de signaler un abus à l’équipe Habouki => incitation aux bonnes pratiques sur le web

online teacher training for using ICT in education How to work with screencasting tools www.teachertrainingvideos.com uses Camtasia for making the training videos. I also use JING for making short videos. If you look at the menu on the left-hand side, you can see a complete list of the screencasting tools that I have worked with and made videos for. Camtasia 7-Two sets of videos All the videos I have made on this site use Camtasia 7. SnagIt SnagIt is not free but it is a very reasonably priced option for creating screencasts and it also allows for doing much more. SnagIt part two ScreenR A simple screen cast tool that works on the web. ScreenCast-o-matic Another free screen casting tool that does not need any download and allows you to record quite long videos. Russell Writes in the Teacher Training Journal

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