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Scientific American

Scientific American

Edukowanie graczy: Czy gry Future of Education? | Obserwacje, Scientific American Network Blog CAMBRIDGE, Mass.—Smart phones, tablets and video game systems are often seen as distractions to school children in developed countries, which tend to adhere to a strict teacher-student educational model. At Technology Review‘s Emerging Technologies (EmTech) conference here on October 25, a panel of technologists and educators posited that it’s time to embrace students’ use of such technologies and rethink learning in both developed and developing countries. “The issue isn’t education or schools—it’s learning,” panelist Nicholas Negroponte, founder and chairman emeritus of M.I.T.’s Media Lab and the chairman of the One Laptop Per Child (OLPC) foundation, said. “The fork in the road is the difference between knowing and understanding. Not a new argument, but Negroponte’s approach to resolving it has been novel. Instead, within four minutes the village children had opened the boxes and learned how to turn on the tablets, he said. Credit: paz.ca/Flickr

Citizen CyberScience Blog Rubrics for Teachers - Assessment A collection of rubrics for assessing portfolios, group work/cooperative learning, concept map, research process/ report, PowerPoint, oral presentation, web page, blog, wiki, and other social media projects. Quick Links to Rubrics Social Media Project Rubrics Wiki RubricCriteria for assessing individual and group Wiki contributions. Blog RubricAssess individual blog entries, including comments on peers' blogs. Twitter RubricAssess learning during social networking instructional assignments. Discussion, Teamwork, and Group Work Rubrics Online Discussion Board RubricAssessing ability to share perspectives, refine thoughts through the writing process, and participate in meaningful discussionPrimary Grade Self-Evaluation Teamwork Rubric (PDF)Features of a sandwich to graphically show the criteria Upper Elementary Teamwork RubricKaren Franker's rubric includes six defined criteria for assessing team and individual responsibility PowerPoint and Podcast Rubrics ePortfolio and Web Page Rubrics

Łukasz Andrzejowski - Portfolio Keep eLearning Real: 4 Basic Story Types to Link Learning to the Real-World Everybody loves a good story, even your (seemingly) staid and somber corporate learners. That's because, a child lurks inside all of us; he loves to peek into other people's lives and go with them on their journeys. Unconsciously, he tries to identify himself with the good guy in the story—the one who overcomes all challenges, bashes the baddies, and emerges as the hero in the end. Stories are captivating. The actions of the protagonist, who we can relate to, inspire us to think or act similarly. There are four basic type of stories. 1) Case-Based Instruction Try advising someone on the ill effects of eating out every other night, and he will turn a deaf ear. We are social creatures. But developing case-based instruction is not just about dumping the facts and hoping the learners will take the cues. Find out cases from real life and enhance their credibility by using photographs, testimonials, and videos, if any. 2) Narrative-Based Instruction Think of the movies you watch. Here you go!

UCLA = SNC | Technologie tekst - S12 I came across a very interesting post from Miriam Posner this past week linking to a web design research project from UCLA. The website is essentially for an undergraduate research assistantship at UCLA in which the class will be building websites for something entitled, “Immersive Coordinates: Digital Anatolia.” After doing some research on exactly what this means I found that it is a project dealing with the development of a software program that uses archaeological data relating to digs in Turkey. As I looked deeper into this website as well as the Digital Anatolia project it got me thinking about how cool it would be if we, as undergraduate digital humanists at SNC, had the opportunity to do just this.

Today’s Education Should Be About Giving Learners Voice and Choice Some of the recurring themes of my conference presentations and blog posts include: The underlying theme of all of my ideas, of all of my blog posts is about setting up the conditions where learners’ choice and voice flourish. I have come to believe that the only real education is one that fully embraces learner choice and voice. All instructional practices in this era of learning should revolve around learner choice and voice: Education works when people have opportunities to find and develop unaccessed or unknown voices and skills. Audre Lorde poignantly describes this “transformation of silence into language and action [as] an act of self-revelation.” Internet accessibility, technologies that permit the user-generated media, and social media allow for unlimited potential for learner choice and voice. Learner Choice can be facilitated through: Learner Voice can be facilitated by: As John Dewey notes (as is often the case, he says it best): Like this: Like Loading...

Cyfrowy humanistycznych - Wikipedia, wolna encyklopedia The Digital Humanities are an area of research, teaching, and creation concerned with the intersection of computing and the disciplines of the humanities. Developing from the fields of humanities computing, humanistic computing,[2] and digital humanities praxis (dh praxis[3]) digital humanities embrace a variety of topics, from curating online collections to data mining large cultural data sets. Digital humanities (often abbreviated DH) currently incorporate both digitized and born-digital materials and combine the methodologies from traditional humanities disciplines (such as history, philosophy, linguistics, literature, art, archaeology, music, and cultural studies) and social sciences [4] with tools provided by computing (such as data visualisation, information retrieval, data mining, statistics, text mining) and digital publishing. Objectives[edit] A growing number of researchers in digital humanities are using computational methods for the analysis of large cultural data sets.

Valley of the Shadow - Wikipedia, wolna encyklopedia ...the digital article challenges the user to select their own path through the material, following what most closely aligns with their specific interests – “alternative readings” in the words of the authors. Initially, their use of the digital medium seems fairly straightforward until one realizes just how much is there, and as an extension, how much one might miss inadvertently. References[edit] Further reading[edit] Alkalimat, Abdul, The African American Experience in Cyberspace: A Resource Guide to the Best Web Sites on Black Culture and HistorySerge Noiret: "La "nuova storiografia digitale" negli Stati Uniti, (1999-2004)." in Memoria e Ricerca, n.18, January–April 2005, pp.169-185, URL: [1].Serge Noiret: "Y a t-il une Histoire Numérique 2.0 ?” External links[edit] The Valley of the Shadow website

Dziennik Wektory Kultury i Techniki w dynamicznym języku ojczystym - Wikipedia, wolna encyklopedia Vectors is an international online journal produced by the USC School of Cinematic Arts. Launched in March 2005, Vectors has produced and published over thirty scholarly new media projects. It is co-edited by Tara McPherson and Steve F. Anderson. About the journal[edit] The journal publishes two new issues per year. Vectors' mission is to publish material that can't be published in print utilizing cutting-edge tools and work processes. This investigation at the intersection of technology and culture is not simply thematic. Projects included in Vectors investigate diverse topics including evidence, indigenous communities, women's prisons, land use, war, and worker's rights. Editorial staff[edit] The journal has a dedicated editorial staff [2] to provide editorial oversight and vision, collaborate with fellows, and create discourse and tools based on research during the project creation process. List of issues and projects[edit] References[edit] External links[edit]

AEGARON | Niemiecki Instytut Archeologiczny Ein Repositorium für standardisierte Pläne und Daten ägyptischer Architektur Vollen Zugang zu den Ergebnissen und Angeboten des Projekts unter: Background Hintergrund des Projektes ist, dass Architekturpläne von Bauten aus dieser Zeit häufig schwer zugänglich oder überhaupt nicht adäquat veröffentlicht sind. Objectives In kaum einer antiken Kultur hatte das Bauen eine so hohe Bedeutung wie im Alten Ägypten. Diese Architektur war Lebenswelt und Lebenswirklichkeit, sie war gebauter Rahmen religiöser wie alltäglicher Rituale, sie war aber auch immer Spiegel von Kontinuitäten, Transformationen, Innovationen und Umbrüchen. Recent Activities Methodology © DAIDie wesentliche Arbeit des Projekts besteht darin, publizierte und teils unpublizierte Pläne einer repräsentativen Auswahl von Gebäuden zu sammeln, kritisch zu bewerten, ggf. vor Ort auf wichtige Details zu überprüfen und neu zu zeichnen. Cooperation / Cooperation partners Bibliography

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