eSafety Kit We believe that the best way to protect younger users is to educate and empower them by providing the tools they need to safeguard themselves, as part of our commitment to 'Promoting a Digital Society'. The safety of young people as they access the digital world is becoming an increasingly important issue, as internet and digital TV use continues to increase worldwide. Insafe and Liberty Global have developed a Family eSafety Kit for children aged 6–12 years, which explores online safety issues such as security, communication, cyberbullying and entertainment, while offering parents, teachers and young people advice on how to overcome these issues. To date, over one million copies of the Family e-Safety Kit have been distributed in 18 languages across 23 countries. On the interactive website, you can find quizzes, online games, golden rules and fun downloads on the four topics discussed in the eSafety Kit. Visit the eSafety Kit website and select your country from the site homepage.
Wine (software) Wine is a free and open source software application that aims to allow applications designed for Microsoft Windows to run on Unix-like operating systems. Wine also provides a software library, known as Winelib, against which developers can compile Windows applications to help port them to Unix-like systems. The name Wine initially was an acronym for windows emulator. Its meaning later shifted to the recursive backronym, wine is not an emulator in order to differentiate the software from CPU emulators. While the name sometimes appears in the forms WINE and wine, the project developers have agreed to standardize on the form Wine. The phrase "wine is not an emulator" is a reference to the fact that no processor code execution emulation occurs when running a Windows application under Wine. Wine officially entered beta with version 0.9 on 25 October 2005. Version 1.0 was released on 17 June 2008, after 15 years of development. Software that runs flawlessly ("Platinum")
Droits d’auteur, droits de copie, droits de l’image : 4 bons réflexes L’espace pédagogique de l’Académie de¨Poitiers met à disposition sur son site Internet, un document ressource sous la forme d’un dépliant 4 volets (en pdf) intitulé Droits d’auteur, droits de copie, droits de l’image : les bons réflexes… pour informer les élèves sur ces notions. Plus largement, cette brochure sera utile aux acteurs de terrain des EPN, à leurs usagers et aux internautes qui souhaitent s’informer « pour un meilleur respect de la propriété intellectuelle » avec des réponses à des questions concrètes notamment sur le Droit et Internet. Les points abordés dans l’aide-mémoire Droits d’auteur, droits de copie, droits de l’image : les bons réflexes : Qu’est-ce que le droit d’auteur ? Ce document propose 4 bons réflexes à adopter pour l’Internet : Je respecte le droit moral.Je consulte les mentions légales des sites Web.Je m’adresse à l’auteur si nécessaire.Je me réapproprie l’information pour donner plus d’intérêt à mon travail et j’évite ainsi le copier-coller. Licence :
GNU Project The GNU logo, by Etienne Suvasa The GNU Project i/ɡnuː/ is a free software, mass collaboration project, announced on 27 September 1983, by Richard Stallman at MIT. Its aim is to give computer users freedom and control in their use of their computers and computing devices, by collaboratively developing and providing software that is based on the following freedom rights: users are free to run the software, share it (copy, distribute), study it and modify it. GNU software guarantees these freedom-rights legally (via its license), and is therefore free software; the use of the word "free" always being taken to refer to freedom. In order to ensure that the entire software of a computer grants its users all freedom rights (use, share, study, modify), even the most fundamental and important part, the operating system (including all its numerous utility programs), needed to be written. Origins GNU Manifesto Philosophy and activism Participation Free software
Bientôt en librairie : Éducation: émancipation ? | Le carnet de Tracés Alors que, face au reflux des projets de démocratisation scolaire, l’école semble plus que jamais prise dans la contradiction entre reproduction indéniable des inégalités scolaires et sociales et persistance d’une ambition à former des citoyens libres et égaux, ce numéro choisit de réinterroger l’articulation classique entre éducation et émancipation. L’accent y est tout d’abord mis sur les discours et dispositifs qui organisent les parcours des élèves, depuis le principe même de l’obligation scolaire (Elsa Roland) jusqu’aux mécanismes d’orientation (Fabien Truong) et aux réformes qui individualisent l’encadrement des élèves (Camille Giraudon). L’éducation au prisme de l’émancipationpar Hourya Bentouhami, Adrien Chassain, Gilles Couffignal, Clémence Fourton, Chloé Le Meur, Marc Lenormand, Damien Simonin et Marine Trégan Rendre l’école obligatoire : une opération de défense sociale ? Récit d’une expérience : l’école Nadi al Toufoula (Damas, 1993-2012)par Damien Simonin Guillaume Calafat
SoftwareCenter Ubuntu Software Center is a one-stop shop for installing and removing software on your computer. It is included in Ubuntu 9.10 and later. In Ubuntu 9.10, 10.04, 10.10, and 11.04 (Classic environment): Open the “Applications” menu. In Ubuntu 11.04 (Unity environment) and Ubuntu 11.10: Ubuntu Software Center is in the Launcher. The interface is simple and easy to work with, especially once you know how to navigate around. This is the main area of USC. Now to figure out how to use Ubuntu Software Center for its main purpose: installing applications! Clicking on a subcategory will further filter the list of applications, making it easier to find what you are looking for. Next, you highlight the application's listing. Either from the application's details, or from the previous list of applications, users have the option to click “Install.” Note: You may notice that the “Install” button on the applications description page also says that the software is Free. 1 - start up the computer
6 Open Educational Resources There's a subtle but steady shift happening in classrooms across the nation. More and more, schools are seeking efficient, cost-effective alternatives to using paper and supporting over-priced textbook companies. One way is by supporting technology in schools. Schools are seeking ways to upgrade and sustain wireless infrastructures and integrate mobile devices that broaden teaching and learning opportunities. Similarly, schools are decreasing their dependency on paper and incorporating digital workflows. Setting the Stage for Creative Exploration and Inquiry What's exciting about this shift in content curation, creation and distribution is that it allows teachers opportunities to work with the most current information available and serve as the expert when vetting content. Time is the hurdle here. Once you narrow down your digital collaboration space, the next hurdle is content. Resources for Exploring, Sharing and Integrating Curriki Connexions Smarthistory MIT OpenCourseWare OER Commons
The 10 Most Popular Teacher Tools Being Used This Year This image shows absolutely no teacher tools. Aside from that pencil maybe. But seriously, that says a lot about how far we’ve come! The school year is upon us. It’s quite literally the time for teachers, students, parents, school administrators, and everyone else to begin spending the vast majority of their day at a school. Whether it’s college, high school, middle school, or elementary levels, it’s school time. ‘Battle-tested’ might be a more appropriate term. In any case, these teacher tools are useful for a variety of reasons. 1.Google Apps Okay, this one is more than a single tool. 2. The king of PLNing (is that a word?) 3. I’ve been using Skype in education for years now and it’s proven to be an effective way to collaborate and communicate with others around the world. 4. What can’t you find on YouTube? 5. Evernote is valued to be worth more than the New York Times. 6. Like Evernote, Dropbox lets you keep your digital life in sync. 7. 8. 9. 10.
Ideas for Using iPads for Digital Storytelling By Sam Gliksman The following is the first of a series of excerpts from Gliksman’s book iPad in Education for Dummies. The digital aspect of storytelling raises the art to a new level of experience. The emergence of technology and digital media has resulted in some significant departures from the traditional role of storytelling in education: Stories have become media-rich experiences. Reading and writing remain crucial educational components. When you think of storytelling from a traditional perspective, you might conjure up any of these images of Danny Kaye telling a story to a group of children seated on the ground; a kindergarten teacher reading a book to a group of young students; a parent reading a bedtime story to a child. Then we reached the information age. Students are becoming producers of knowledge: digital storytellers who use technology to express themselves. Students traditionally produced a product for an audience of one: their teacher. Related