Wednesday, October 27, 2010

Are you not maximizing your Interactive Whiteboard?

According to teacher Patrick Ledesma, many educators are not be using their interactive whiteboards to their full potential.  To make the most of the technology, he suggests writing important class notes on an interactive whiteboard and using its software to convert notes to a PDF that can be shared online and elsewhere. This system will allow teachers and students greater access to the material, and teachers can share the notes with peers. Finally, Ledesma suggests that teachers use their whiteboards to create videos of their lessons. Teacher Magazine/Leading from the Classroom blog

Blogging helps students transition to middle school

A New York school is helping sixth-graders transition to middle school and relieve anxiety by allowing them to blog and take photos of their experiences. The blogging is part of a new documentary class, which allows them to share their thoughts on the first day of school, tests and more. The class culminates with a video message from the students to the next group of sixth-graders. Rochester Democrat and Chronicle (N.Y.)

Tuesday, October 19, 2010

7 social-media sites for teachers

Mashable is recommending seven free social-media tools for teachers, including EDU 2.0, which is similar to Blackboard and Moodle, and an organizational tool called SymbalooEDU that allows teachers to store their work and share it with others. Two recommended blogging sites are Edublogs, which allows students and teachers to create blogs, and Kidblog, which is a simple platform that is good for younger users. Mashable (10/16)

More Learning Resources from Mashable:


- The Case For Social Media in Schools
- HOW TO: Help Your Child Set Up a Blog
- 5 Fun and Safe Social Networks for Children
- Social Media Parenting: Raising the Digital Generation
- 10 Essential Tips for Building Your Small Biz Team

Sunday, October 17, 2010

Goals for EDU271

Reflective teaching means looking at what we do in the classroom (either f2f or online), thinking about why we do it, and thinking about whether it works and why or why not. It is a process of self-observation and self-evaluation. By collecting information about what goes on in the classroom and by analyzing and evaluating this information, we can identify and explore our own practices and underlying beliefs. This may then lead to changes and improvements in our teaching.  

I began teaching an online course in Educational Technology last week. One of the assignments is to maintain a reflective blog. My students are required to post a minimum of four times/week. Their first post is to include their goals for this course. Since this is the first time I have taught this course, I feel that the reflective practice will also help me as a teacher. Therefore, I intend to follow the blogging assignment I have given my students.

My goals for this course:
  • To provide the information my students need to develop an understanding of how technology fits into their teaching practice. 
  • To help my students develop the skills necessary to apply this information and knowledge when it is needed. 
  • To allow my students the freedom to find things out for themselves. 
  • To guide my students to gain a better understanding of themselves and the world they live in.
How I want my students to interact
I want my students to collaborate as often as possible. I want them to be able to ask each other questions and make demands on each others' thinking. I want my them to not only challenge but also support each other in their educational journey. I also want them to have an open mind when it comes to their peers' opinions and feedback. I want my students to question--to ask why? and how? I want my students not to be afraid to take risks--to understand that failure is not "bad". I want my students to persevere and not give up in the face of adversity. I want them to examine themselves and their assumptions about teaching and learning. I want them to enjoy this course.

Thursday, October 7, 2010

Purdue Develops New App Syncs Students in Facebook

A team at Purdue University has developed a new application that lets its students create online study groups and participate in them within Facebook. The program also lets users sync and share documents via Dropbox. Mixable was created by some of the same people who released HotSeat last year, an application that lets students text during their class and have their messages viewed by other participants in that class.

Tuesday, October 5, 2010

How to Overcome Glitches When Teaching with Technology

Technical glitches such as frozen computers and unsaved or lost work are among the inevitable frustrations of integrating technology into the classroom, high-school technology-integration specialist Andrew Marcinek writes in this blog post. Some "technology fails" can be prevented with careful planning, but others must just be overcome by perseverance and a willingness to adapt, adjust and learn through trial and error, he writes.

Educators Learn About Benefits of Technology

Over 400 educators and administrators from schools across the country, including New York, New Jersey and Connecticut, attended a conference Saturday in New Jersey to help them learn hands-on skills for incorporating social media and other technology into classroom lessons and lesson planning. "I used to be the principal that banned everything, blocked everything, and the change for me was when I became educated on how different people were using technology effectively," one administrator said. The Record (Hackensack, N.J.) (10/3)

Wednesday, September 29, 2010

Students create, collaborate using Google Apps for Education

A Colorado teacher is using Google Apps for Education to allow her students to create online portfolios and complete projects online. The program also allows students and teachers to view students' work and provide feedback. "I just talked to a kindergarten teacher yesterday who's ready to get kids on Google Apps," the district education-technology specialist said. "The demand is huge, and it seems to be meeting a need in this 21st-century learning environment."

Monday, September 27, 2010

Overcoming Glitches When Teaching With Technology

Technical glitches such as frozen computers and unsaved or lost work are among the inevitable frustrations of integrating technology into the classroom, high-school technology-integration specialist Andrew Marcinek writes in this blog post. Some "technology fails" can be prevented with careful planning, but others must just be overcome by perseverance and a willingness to adapt, adjust and learn through trial and error, he writes. Edutopia.org/Andrew Marcinek's blog (9/24)

Friday, September 24, 2010

Communication Tools for Online Teachers

Online teachers say that students view e-mail as archaic, and although it is still a good way for teachers to communicate, many virtual students prefer instant messaging, videoconferencing and social networking. Experts say calling or texting students is often the best way to communicate with students. "The phone is all about delivering the message that I care about you [the student], and let's learn together, and let me facilitate learning your way," one teacher said. Virtual teachers also are making use of blogs and wikis, but experts say those methods have the potential to be ineffective when it comes to reaching out to students. Education Week (9/22)

Thursday, September 2, 2010

Readin' and writin' and iPads

The principal of a Pennsylvania middle school is proposing a two-year pilot program that would have six teachers and about 120 students using iPad tablet computers in the classroom. "With the iPad, our students would be able to jump on at any point to do a quick search or even use apps pertinent to what they are learning," Principal David Muench said, adding that the devices could also cut classroom-material costs. Pittsburgh Post-Gazette

Monday, August 23, 2010

DimensionM

DimensionM is an immersive video game world that engages students in the instruction and learning of mathematics. Important learning objectives are covered through a series of missions that bring math into a world that today's students understand. Students become so captivated in solving problems that they forget they're learning but they don't forget what they've learned. Research with  demonstrates how well these programs align with the way today's students learn and how naturally immersed students become in their learning. The result is increased student motivation, increased time on task, and the application of learning to real world situations.

Calculation Nation

Calculation Nation is a free, easy to use, mathematics game site, offering Serious Games for most K-12 students. Calculation Nation offers students the opportunity to practice their mathematics skills individually or in a head-to-head format playing against other students. For parents and teachers, Calculation Nation offers suggestions for using Calculation Nation.

Calculation Nation™ uses the power of the Web to let students challenge opponents from anywhere in the world. At the same time, students are able to challenge themselves by investigating significant mathematical content and practicing fundamental skills. The element of competition adds an extra layer of excitement.

The National Council of Teacher’s of Mathematics (NCTM) hired Interactive Knowledge (IK) to design a system for middle school students to play math-related online games against live opponents. The site features five online games and a customized game room where thousands of students can challenge one another to test their math skills. Before going live, Calculation Nation was tested by hundreds of math teacher’s during NCTM’s annual conference held in April 2009.

Wednesday, July 28, 2010

Teacher Uses Web 2.0 Tools to Manage AP English Assignments

Andrew Marcinek, a high-school teacher is using Google, wikispaces, blogs and other tools to help track the progress of his Advanced Placement English students as they read a novel (1 Dead in Attic by Chris Rose), answer questions and keep a journal over the summer. In his blog post, Marcinek writes that he had his students create blogs on the Wikispace, and he was able to post assignments onto the wiki using Google Calendar. Students respond to the assignments on their blogs. Edutopia.org/Andrew Marcinek's blog (7/26) 

Tools 
  • Google Voice 
  • Google Calendar 
  • Blogger 
  • Wikispaces Process

Tuesday, July 27, 2010

Interactive lecture: How to Engage Students and Deepen Comprehension

Harvey F. Silver and Matthew J. Perini, joint authors of best-selling books on education, have recently developed a new Strategic Teacher PLC Guide focused on the Interactive Lecture. Their latest professional-development tool teaches educators how to improve their students' abilities to think actively about the content of a lecture and lock the critical information in their memories. It explores how teachers can plan and evaluate lessons, as well as review and utilize the student work that results.

Thursday, June 10, 2010

iPad as Educational Tool

Envision Schools founder Bob Lenz, fresh from a conference on innovation and technology in education, considers in this blog post the role the iPad and other new technology will play in the future of student learning. Lenz sees the iPad -- in perhaps its next generation -- as a low-cost way to expand student access to books, research and other media and envisions a time when teachers may create apps instead of paper handouts or assignments posted on the Web.

Thursday, May 20, 2010

Elluminate Wins Silver for Best Advance in Technology for Virtual Classroom, Training, or Conferencing

Elluminate, Inc., the leading provider of web, audio, video, and social networking solutions for 21st century education and training, won a coveted Brandon Hall silver award for technology excellence in the Best Advance in Technology for Virtual Classroom, Training, or Conferencing category.  Elluminate’s win was announced on Thursday, April 29.  For a complete list of winners, visit  www.brandon-hall.com.

The Brandon Hall Excellence in Learning Technology Awards are presented by Brandon Hall Research, one of the leading research firms in training and development.  The Learning Technology Awards program showcases innovations in the products in the marketplace for creating and managing learning, talent, and performance.  The entries were evaluated by independent judges around the world.

Flagship product Elluminate Live!® was evaluated on the basis of features and functionality, ease of use, and unique differentiators.  A virtual environment optimized for learning, Elluminate Live! enables teachers and learners to interact and collaborate in real time to add synchronous content to asynchronous distance learning or combine blended online/onsite learning activities, all while reducing travel-related costs.

“These outstanding tools and systems propel the learning profession forward,” said Brandon Hall, Ph.D., chairman of the Awards program.  “These innovative products let customers make learning faster, better, and easier.”

“Receiving this prestigious award validates Elluminate’s strengths in the eLearning, online collaboration, and web conferencing arena,” said Elluminate President Maurice Heiblum.  “For almost a decade, Elluminate has focused on the needs of educators and learners.  Our unique approach facilitates instant communication, continuous collaboration, and learning that is accessible, personal, and meaningful.”

About Brandon Hall Research
Brandon Hall, Ph.D. is the CEO of Brandon Hall Research and author of the ground-breaking “Web-Based Training Cookbook.” Since 1992, Brandon Hall Research (www.brandon-hall.com) has been providing independent research reports and expert advice on using technology in learning. Brandon Hall Research conducts Awards programs each year to recognize the best in innovative learning.

Friday, May 14, 2010

VenueGEN offers 3D virtual meetings

For those of us looking at replicating the feel of a face-to-face meeting as much as possible, VenueGEN’s new app might be the key. Instead of focusing on shared content—as with current web-conferencing apps such as Elluminate and Adobe Connect—VenueGEN seeks to develop immersive, engaging shared experiences.  The controls are aimed at replicating the real-world experience of sitting in a meeting room along with the unique online experience of sharing onscreen presentations and having private back-channel conversations while watching a public presentation. According to Rafe Needham from CNET, “Webex features include screen-sharing, markup tools, text chatting, and the like. Virtual screens (movie screens, TVs, and laptops) in the virtual space are used for sharing computer imagery.”

The program is built on a gaming platform but is definitely not a game or a virtual world like Second Life. VenueGen is a world of 3D rooms including a coffee shop table with 5 seats or even a university lecture hall with 46 seats. inhabited by human-appearing avatars with photo-mapped faces of you and other meeting participants. There are no cameras involved. The 3D avatars automatically start moving their lips when participants talk and participants can set their mood (which controls body language and facial expressions).  Positional audio give clues as to where other participants are located and the system tracks where everyone is so your avatar is pointed and “looking” at another person when talking.

VenueGEN boasts a low learning curve for participants—just click on the link in the e-mail. Needham concurred that learning to use the app was simple and fun. However, he also indicated that one of the drawbacks of the program was that setup was tedious and that users have to upload three plain photos of their faces from different angles to get the avatar to resemble them accurately.

VenueGEN is currently only available for the PC—no Mac or mobile versions yet. VenueGEN  says they are in development. Not sure what kind of PC is required for a smooth virtual experience since I use a pretty up-to-date machine.

Right now VenueGEN is offering a 30-day free trial. Subscriptions are based on number of participants in each meeting.

Tuesday, May 4, 2010

Play Games That Give to fight hunger!

Games That GiveTM are now available on The Hunger Site. Play fun, free, classic games and fight hunger at the same time. The more you play, the more funds you raise for the charity partners to help the hungry. There are currently more than 20 games available.

How does it work? Games that GiveTM provide some of the most popular "casual games" of all time. The games contain sponsor advertising, and 70% of that advertising is donated to fight hunger. 

Everybody wins! The Hunger Site's charity partners get funding to help the hungry, sponsors get good advertising, and you get to play fantastic classics like Solitaire, Gems, Snake, Memory, Sudoku, and more. 

Check it out: play to fight hunger today! Don't forget to also click everyday to help fight hunger.

Tuesday, April 27, 2010

National Park Service Delivering 3D Underwater Imagery to Students

According to an article published in the latest T.H.E. Journal, camera and monitor company JVC is working with the Denver-based National Park Service Submerged Resources Center (SRC) to create underwater 3D recordings through a partnership with the Advanced Imaging and Visualization Laboratory (AIVL) at the Woods Hole Oceanographic Institution in Woods Hole Oceanographic Institution. SRC performs inventory and evaluation of submerged resources, such as shipwrecks, in the National Park System. 

They are currently working on three projects together that are expected to be released in 2011.
  1. "Alien Invaders," which looks at invasive underwater species found in Lake Mead National Recreation Area in Clark County, NV
  2. Underwater 3D HD footage of the USS Arizona Memorial in Honolulu
  3. A sample of the underwater wonders in national parks, which will also include specific footage for several visitor centers.
Students love 3D content because it engages them, said Brett Seymour, an AV production specialist with the Park Service. "3D also provides a 'wow' factor, which is great," he said but added that the SRC avoids 3D gimmicks in its videos. "We are using 3D to bring a new dimension to the underwater world of the National Park Service." 

Friday, April 23, 2010

College Students Use Wikipedia for Research

According to a March 16, 2010 posting to The Chronicle of Higher Education's Wired Campus, more than half of college students frequently use Wikipedia for course-related research. Students were more likely to use Wikipedia at the start of the research process to obtain background information or a summary of the topic--although Wikipedia is used in combination with other information resources. Wikipedia meets the needs of today's college students because it offers a mixture of coverage, currency, convenience, and comprehensibility. Architecture, engineering and science majors were more likely to use Wikipedia, especially if they were frequent users of Google for course-related research. Those at four-year institutions were more likely to use Wikipedia than those enrolled in two-year colleges. Only 16% indicated they used Wikipedia for its wiki capabilities.

These results were originally published in a report published in First Monday, an online peer-reviewed journal. The study surveyed 2,318 students at six different U.S. colleges with 86 focus group responses.

Thursday, April 22, 2010

New 3D Technology for Handhelds

Nintendo says it will begin selling a 3D version of the DSi portable within a year, tentatively called Nintendo 3DS. Sharp recently announced that its latest 3D displays (designed for smaller screens on mobile devices) work without 3D glasses. Mass production of the 3D LCDs was set to start earlier this month. Both Sharp and Hitachi (which released 3D-glasses free technology for cell phones last year) both supply LCD screens for Nintendo.

"3-D will really benefit education if it's relevant to the subject -- for example, a 3-D version of the human body for biology, or seeing how a plane flies for physics," noted Kurt Squire, a research scientist at the Academic Advanced Distributed Learning Co-Lab and a co-founder and current director of the Games + Learning + Society Initiative, a group of more than 50 faculty and students investigating game-based learning.. 3D technology paired with games-based learning allow for more interactive learning--a way to engage students using the technology they are familiar with. The key is to making the games curriculum-based that involve more than rote memorization or electronic versions of worksheets.
eSchool News (free registration)  

Tuesday, April 20, 2010

Access e-learning Tutorials Available Through MERLOT

Georgia Tech's Center for Assistive Technology and Environmental Access (CATEA) offers a free, online ten-module tutorial that provides information, instructional techniques, and practice labs on how to make the most common needs in distance education accessible for individuals with disabilities and to enhance the usability of online materials for all students. The tutorials were the the 2007 Faculty Development Award winner and are available through MERLOT.

MERLOT is a leading edge, user-centered, searchable collection of peer reviewed and selected higher education online learning materials catalogued by registered members and a set of faculty development support services. MERLOT's vision is to be a premiere online community where faculty, staff, and students from around the world share their learning materials and pedagogy. 

To view a video of the award winning author, go to View Access eLearning - Faculty Development Award Winner 2007 video.

Friday, April 16, 2010

Teacher creates YouTube videos to reinforce math concepts

A first-year math teacher at a Pennsylvania middle school is reinforcing math concepts with his students by creating and posting math videos on YouTube. The irony is that access to the site is blocked on school computers, so students have to watch Tyler Binkley's problem-solving videos at home. "If I don't understand something I go on the Web site, and I stop it and try and do the problem. Then I see how he did it to get the answer," one student said. The Patriot-News (Harrisburg, Pa.) (2/11) 

 

Friday, April 9, 2010

Virtual Dissection Offered as Alternative to Dissection in Connecticut Bill

Connecticut lawmakers are considering a bill to allow students to opt out of dissections during science classes. Some biology teachers say there is no acceptable alternative to the hands-on activity, but some schools allow students to meet the requirement by completing a virtual dissection on a computer or using a model. Policies that offer alternatives are on the books in 13 states.

Thursday, January 28, 2010

3D: The Next Big Wave

The global financial success of James Cameron’s “Avatar” – already the top revenue producing movie of all time – clearly demonstrates that 3D is no longer a fad but big business. How might 3D affect your livelihood, your career, your business? Mark your calendar for Feb. 24. WRAL (NC) Local Tech Wire is assembling a program of global 3D leaders to discuss how the technology is changing the Internet, social media, entertainment, software development, product development, and much more. Click here to learn more.

Tuesday, January 26, 2010

Students Learn New Ways to Use Technology to Learn

According to Janet Copenhaver, director of technology for Henry County Schools (VA), 70% of children already own a portable device such as an iPod. Therefore, it is important to teach them how to use these devices to help them with their education. Dictionary and encyclopedia applications already are available, and in some cases, entire textbooks can be loaded onto the tiny device.

John Inman teaches an elective digital input technology class at Fieldale-Collinsville Middle School in which students learn new ways to use technology for education or completing school work. Inman said about half the students in his class already owned an iPod Touch when they enrolled, but none of the teachers did. When the middle school received 24 of them to use in the classroom, a representative from Apple taught the teachers to use them during a two-day workshop.

Learning to use new technology in school not only teaches students a new way to learn, but it also prepares them for successful futures, Inman said. “Getting to use an iPod touch in class makes the lessons a lot more fun,” said Logan Huffman one of Inman's students.

Podcasts enhance math learning at Georgia school

Teachers at Georgia's LaFayette High School are enhancing math lessons with technology and helping students take ownership of their learning by asking them to prepare and record podcast lessons to be posted to a Web site and shared with the class. "We used it for an entire unit review," one teacher said. "I gave them a topic -- probability -- and they had to develop a lesson on that particular concept. The next day, we listened to everyone's lesson and critiqued each one." 

The Walker County system's other high school, Ridgeland, has received a grant that will focus on its Honors Academy. With $64,580 from the Georgia Department of Education, the school will buy 120 iPods for advanced placement classes and training for teachers to teach students how to make podcasts.   Chattanooga Times Free Press (Tenn.) (1/26)

Friday, January 22, 2010

Video Games Help Students Learn Math

According to T.H.E. Journal, Austin Independent School District (AISD) in Texas recently expanded the use of the DimensionM educational video games to seven middle schools and 15 charter schools after receiving the results of a summer pilot program to help 350 students who had failed the math portion  of the Texas Assessment of Knowledge and Skills (TAKS) test 3 or more times. All eighth-graders must pass the TAKS in order to advance to the ninth grade. Ocoee Middle School, in Orange County, FL, was one of Tabula Digita's first clients. Educators and students at Ocoee, a Florida State Demonstration School, have worked closely with all of the DimensionM games and have learned, and taught others, quite a bit. See more of their story by clicking here. Download the Case Study >> CaseStudy_OcoeeMS.pdf

DimensionM™is an immersive video game world that engages students in the instruction and learning of mathematics. Pre-algebra and algebra objectives are covered through a series of missions that bring math into a world that today's students understand. The games are research-based and linked to specific objectives. Download demos to try out this new phenomena.

Tuesday, January 12, 2010

Using Second Life in Education

You can date in Second Life. You can try out new marketing schemes. You can attend a play at the Globe Theatre. Second Life, an online virtual world, began in 2003 as a place to meet others and socialize. But an increasing number of colleges and universities are embracing it as a tool to reach students raised on computers and video games. Users can create avatars and interact in realistic spaces and communities.

According to an article in the Dallas News, the University of Texas at Dallas, Southern Methodist University, and the Dallas County Community College District all have a presence in Second Life. Students don't necessarily sign up for a course in Second Life, but their professors may incorporate Second Life as an added dimension to the learning environment. Virtual campuses may replicate actual campus buildings or they may offer opportunities/facilities not available on campus. The possibilities are endless. One student even conducted a research project on human behavior in Second Life. One professor was able to bring business processes to life by allowing his students to virtually track an order. One theater major worked on a group project to build a theater and re-create scenes from Shakespeare. Matthew Campbell presented the results of the pilot study at the ascilite Auckland 2009 conference for using Second Life for an ethics course.



The medical field has long been involved in the use of simulations and other interactive programs to allow their students to practice skills. However, instructors are now venturing into the world of Second Life to provide an interactive 3D, participatory experience. According to Discover magazine, students can learn their way around an OR before they enter the real thing in the virtual copy of an operating room or they can test their knowledge in the Virtual Respiratory War--all part of Imperial College London’s virtual hospital. Clinical students at San Jose University can use the Heart Murmur Sim to listen to real cardiac sounds to identify heart murmurs.  Nursing students at the University of Auckland in New Zealand have been able to participate in a postpartum-hemorrhage sim since last January.

The MUVErs Medical Simulation, launched in early 2009 by John Miller, a nursing instructor at Tacoma Community College, involves an avatar patient operating with a set script who is experiencing chest pain and other symptoms. The student must interact with the patient, ask the right questions, and “use” equipment such as IV pumps, defibrillators, and medication to treat the problem. The Nursing Education SIM (NESIM) has been recognized by the Chronicle of Higher Education, the Robert Wood Johnson Foundation, Nurseweek Magazine, and many other publications and blogs. Check out the these videos on Youtube for a virtual walkthrough.

The program requires students wear a headset with a display similar to those used by pilots, which shows data like the patient’s blood pressure, heart rhythm, and medical history. They can click on objects such as the medication dispenser or the controls of an IV pump, which triggers another  display allowing students to make selections to use the machines. The patient avatar reacts realistically--if a students gives too much medication, the patient will exhibit the appropriate response, such as low blood pressure and shock.

While no studies have emerged about the benefits of using Second Life to educate students, it offers a richer set of resources, often with lower costs than training in a physical space such as an operating room. In addition, creating 3D models/simulations provides users with the opportunity of "treating" diseases and symptoms not often encountered in real life. Instead of purchasing expensive equipment, colleges and universities can have students use virtual versions. Second Life also offers the opportunity of bringing in experts from around the world to speak to students.

Friday, January 8, 2010

3DVinci Offers Resources for Students Creating 3D Designs

3DVinci, a producer of three-dimensional design project materials that blend left-brain analytical skills with right-brain creativity, recently announced the updated version of ModelMetricks, a series of books for ages 8 - 15 that use free software to teach K-12 students to visualize, create, and analyze in 3D. Projects are based on Google SketchUp, an easy-to-use 3D design application. ModelMetricks' products help students learn to do 3D design projects for a variety of academic disciplines. The ModelMetricks project-based approach enables new users to create their first designs in SketchUp within a few minutes. The 3DVinci site has a variety of resources for K-12 as well as higher education teachers.

TV makers ready to test depths of market for 3-D

The biggest TV makers (Panasonic, LG, Sony, Samsung, Vizio) began revealing their 3D models Wednesday before the official opening of the International Consumer Electronics Show in Las Vegas. Tim Baxter, president of Samsung Electronics Co.'s consumer division, said in an interview that 10 to 14 percent of the roughly 35 million TVs sold in the U.S. this year will be 3-D-capable.

Technically speaking, 3D viewing in the home has been possible for the past few years, but there has been no good way to get 3D movies and shows to watch. However, that obstacle was removed recently with plans for a 3D version of the Blu-ray disc. Viewing 3-D discs will require new Blu-ray players that could cost a few hundred dollars, to the possible annoyance of people who invested in regular Blu-ray players in the past several years. However, PlayStation 3 owners are in luck: Sony says that a free software upgrade will enable them to play 3D movies.

ESPN and Direct-TV recently announced they plans for 3D channels. Toshiba and Samsung aren't waiting for 3D programming. Instead, they indicated that their TVs will be able to convert 2D to 3D on the fly. Toshiba plans roll out a new line of five TVs this year that will perform the 2D to 3D conversion in a separate box with a powerful processor similar to one used in the Sony PlayStation 3.

Wednesday, January 6, 2010

ESPN to launch 3D network in June

USA Today reports that ESPN is going 3D. The sports network will launch ESPN 3D on June 11 with a World Cup soccer match, creating what it says will be the first all three-dimensional television network to the home.

ESPN 3D expects to showcase at least 85 live sporting events during the first year. There'll be no reruns initially, so the network will be dark when there's no 3D event. Among other events planned for 3D broadcast: the Summer X Games (extreme sports), NBA games, college basketball and college football. ESPN, which is part of Disney, has been testing 3D for more than two years.

Of course, as with all cutting edge technology, there will be challenges. Consumers will have to upgrade their TVs and may have to pay premium prices. There are reports that DirecTV will also launch a 3D channel.  Read the entire article here.

Monday, December 7, 2009

Digital divide can make completing assignments complicated for students

While the digital divide has narrowed among students nationwide, the use of technology in learning is still difficult for students who do not have access to the Internet at home. Students without home computers work to complete assignments during limited hours at school computer labs or travel to public libraries, where they struggle to complete their work during timed sessions. At one Virginia school, administrators have instituted a special study period during the school day to provide computer time for students who cannot come in early or stay late. The Washington Post

Friday, December 4, 2009

Teachers calculate value of games at math workshop

Educators in a Colorado district are learning new ways to provide differentiated instruction in math, thanks to a series of workshops by Nanci Smith, a consultant with ASCD. Teaching math and problem-solving skills through hands-on activities like puzzles and card games can be "more fun and engaging than problems on a worksheet," said Smith, who used many of the games during her tenure as a high-school math teacher. Journal-Advocate (Sterling, Colo.)

Classroom wikis are collaborative tools for young writers

Young writers at a Massachusetts middle school are using online wikis, or collaborative Web sites, to share and revise written work in a group setting. A recent class wiki project featured fall poems written by sixth-grade students who collaborated on revisions to each other's work. Even shy students are empowered to participate, language-arts teacher Neil Kulick said. "The wiki is an equalizer in classroom participation," he said. The Boston Globe

Wednesday, November 25, 2009

Flagship Ed-Tech Conference

Chatsworth, Calif. – More than 400 of the nation’s top technology companies, dozens of global experts on educational technology, thousands of educators and a well-known actor and environmentalist will converge on Orlando, Fla., in January when FETC 2010 convenes for its 30th anniversary conference.

Teachers, administrators, technology enthusiasts, bloggers and Web 2.0 experts have begun planning and registering to attend FETC 2010, one of the nation’s oldest and largest conferences devoted entirely to educational technology. The conference, which will be held at Orlando’s Orange County Convention Center January 12-15, provides K-12 educators and administrators an opportunity to explore different technologies across the board, while increasing their familiarity with the latest hardware, software and successful strategies promoting student technology use.

The conference includes dynamic speakers, exhibitors and events, as well as the highly anticipated Opening Keynote Session on Jan. 13 which features Ed Begley Jr. – actor, environmental activist and star of the Planet Green series, Living with Ed! Begley will speak on the importance of education and personal responsibility for the environment.

“FETC is a great opportunity for educators from around the country to explore the latest in educational technology through workshops, speakers and hands-on experiences,” said Michael Eason, executive director of FETC. “Not only do attendees have the opportunity to learn about best practices from national experts, but they can also see and purchase the latest innovations in classroom technology from more than 400 exhibitors.”

FETC is known for being one of the most comprehensive and progressive ed-tech conferences in the country. This year’s conference will present more than 200 concurrent sessions and 80-plus ticketed workshops focusing on hot-topic areas such as 21st century skills, accountability, community connections, digital content, future and emerging technologies, virtual learning and many more. In addition, educators will be able to find solutions for working with tight budgets, improving curriculum and effectively integrating technology into the classroom.

New to this year’s conference is a “Brown Bag and Pre-Keynote Session” which will give attendees a first glimpse of the newest tech tools before the Opening General Session. Three of the nation’s foremost education technology leaders – Hall Davidson, Leslie Fisher and John Kuglin – will share their personal favorites while attendees enjoy a brown-bagged lunch. The 90-minute session will conclude with participants casting votes for their favorite “must have” ed-tech tool.

In addition to the keynote address, the conference will again present the signature “Eye-Opener Keynote” series, which are held each morning prior to the start of the session/workshop day. These informal, early morning gatherings feature inspirational speakers and innovative topics designed to generate thought and discussion throughout the day.

“Today’s economic and budget challenges make it even more essential for educators and administrators to attend professional development events such as FETC in order to learn about best practices and tools for extending limited resources,” said Eason. “Technology offers a way to do more with much less, and attending FETC is the best investment the budget-conscious educator can make in today’s economic climate. Plus, there are many resources, including American Recovery and Reinvestment Act (ARRA) and Title I and II monies, available to help defray some of the costs of attending.”

The $4.35-billion Race to the Top Fund, which is part of the 2009 ARRA, is the largest competitive and federally-funded investment in school reform. The plan rewards schools for past accomplishments and creates incentives for future improvements. According to the U.S. Department of Education, one of the ways this federal stimulus money can be used is to recruit, retain, develop and reward effective teachers and principals. For more information on federal funding, go to www.ed.gov and search “ARRA.”

For more information on FETC 2010 – including a detailed list of sessions, exhibitors, ticketed workshops and registration information – visit www.fetc.org.

Thursday, November 19, 2009

I think critically, therefore I am

Times Higher Education, August 6 2009 Dr. Linda Elder

Teaching students to read and understand a text properly is essential to their intellectual survival in a complex world. Elder has developed a four-part approach to teaching her psychology students to think critically. As you read through the series of activities, remember that any of the details can and should be contextualized to fit the situation, student group, and so forth. I also found the comments interesting.
  • Part one: reading closely
  • Part two: analyzing the text
  • Part three: sharing papers and giving feedback to one another
  • Part four: speaking in the voice of the author (role-playing)

Monday, November 16, 2009

History-based video games inspire more indepth study

Game developers are hoping history-based video games will inspire more interest in subjects as diverse as Leonardo da Vinci and World War II. Recognizing that the games help with technical, critical-thinking and literacy skills, some libraries are including the games in their collections. "My hope is that bringing the idea of these types of characters into more popular culture will arouse some people's curiosities to investigate further and learn more," a game designer said. The Washington Post/Reuters (11/12)

Thursday, November 12, 2009

PC trends in education: Thin is in

Despite new trends in computing with devices such as the iPhone and the Kindle, simple personal computers and laptops are likely to remain the center of a student's technological universe, according to this review of the latest technology. Users can expect to see fewer optical drives and increasing touch-screen capabilities. Netbooks are also growing in popularity as a lightweight alternative for students who are already loaded down with heavy backpacks. eSchool News (11/11)

NJ Students Collaborate Online Using Web 2.0 Tools

More educators in New Jersey are utilizing the tools of Web 2.0 technology, which allows students shared access to content and more collaborative learning. While some educators caution about the downside to the latest technology -- like its propensity for distracting students -- others say wiki pages, classroom blogs, video conferences and online chats help students learn how to be creative and prepare them for college and the real world. The Star-Ledger (Newark, N.J.) (11/7)

Friday, November 6, 2009

North Carolina district prepares for technology overhaul

Educators in the Pamlico school system in North Carolina are preparing for a digital overhaul as they plan to spend $1.25 million in technology stimulus money awarded in September through an Enhancing Education Through Technology grant and the federal American Recovery and Reinvestment Act stimulus money. Laptops for middle-school and high-school students as well as iPod Touch technology for primary schools are all being considered for fall 2010. Pamlico administrators will also travel to other districts to find answers to technology-related questions. Joseph Spruill, the school system’s director of technology, said officials may travel to a district that no longer uses paper textbooks, and another to see how they are using technology in their math classrooms. Sun Journal (New Bern, N.C.) (11/5)

Thursday, November 5, 2009

Schools are using robotics to teach math and science

Educators in some Washington state schools are using robotics projects as a hands-on way for students to learn math and science as well as improve teamwork, innovation and problem-solving skills. Members of the business community hope the program will also spur an interest in science and technology careers. "It's so empowering to children to build something and program it to do something, and it does it. It's better than any video game," one teacher said. The Spokesman-Review (Spokane, Wash.)

Tuesday, November 3, 2009

Digital course-management tool is used to engage students

Connect, a new interactive course-management tool by McGraw-Hill, is being used by college professors and their students to share materials over the Internet. At a cost of about $40 a semester -- or $80 with a digital textbook included -- students have access to video lectures, class notes and practice exams that offer more questions in the areas where an individual student's scores are poorest. The Wall Street Journal (10/28)

Monday, November 2, 2009

Students learn from new, more interactive generation of video games

A trend to include gaming in school curricula has students playing a new generation of educational video games that are more social and interactive, allowing students to collaborate and solve problems related to the real world. Video game designers have integrated science, math and language concepts into game mechanics, so they no longer seem to students like schoolwork. The New York Times

Wednesday, October 28, 2009

Texting may help students improve informal writing skills

Despite a myriad of concerns about the increasing use of text messaging by teens, some teachers and researchers say texting does not interfere with students' ability to use language properly and may in fact help students better express themselves through informal writing. "Writing is good. Writing is expressing thoughts. Expressing thoughts is good. We just don't like their modality," says Larry Rosen, a researcher and author of a book on the issue. The Charlotte Observer (N.C.) (10/26)

Friday, October 23, 2009

Alvin Toffler Quote

So, let's sit down as a culture, as a society, and say, "Teachers, parents, people outside, how do we completely rethink this? We're going to create a new system from ground zero, and what new ideas have you got?" And collect those new ideas. That would be a very healthy thing for the country to do. - Alvin Toffler on our public education system

Thursday, October 22, 2009

Smart phones are being used to help math students

At six high schools in North Carolina, students are participating in a corporate-sponsored experiment using school-issued smart phones to help them learn math. Figuring out how to use the phones effectively in the classroom is a "learning process," says one educator, but teachers and students say math concepts are being better understood, and students are even using the phones at home to record how they solved math problems and sharing the solutions with their classmates. Fast Company (11/2009)

Wednesday, October 21, 2009

Research shows trial and error helps students learn

Students learn more effectively through trial and error in answering questions about challenging material, according to researchers who found that getting answers wrong actually helps learning. Their research revealed that students perform better if they try to answer questions about a textbook passage before reading it. For example, students should try to answer questions before reading a textbook chapter, then read the chapter and answer them again during and after reading. ScientificAmerican.com (10/20)

Friday, August 21, 2009

Study Finds That Online Education Beats the Classroom

A recent 93-page report on online education, conducted by SRI International for the Department of Education concluded that “On average, students in online learning conditions performed better than those receiving face-to-face instruction.”



The report actually reviewed quantitative studies conducted from 1996-2008 that compared online and f2f versions of the same courses. On average, those in the f2f courses scored in the 50 percentile while those in the online versions scored in the 59th. It is a modest but significant difference. The report validates online learning as a viable alternative, which could significantly impact in transforming the educational experience.



What I found interesting in the comments that followed was that several people commented that instead of showing causation, the study actually shows correlation. The population of people taking course online tend to be a self-selected group. They are often older, more motivated individuals. They tend have greater access to technology in order to participate in online learning. What no one brought up was retention rates for f2f vs online. How many students started out in an online class but dropped? Those that continued and finished the class would definitely be the more motivated, independent learners.



Another trend in the conversation related to how we learn--whether independently or in community. Several comments reflected the idea that community could not be adequately created online. Although I agree that it is more difficult because of the distance and lack of body language cues, I disagree that online learners have to forgo community. I think the growth of social networks such as Facebook and Nings or even Yahoo and Google Groups shows that the Internet can actually bring people together.



In order to create an online learning community, however, takes forethought and facilitation. It should be a primary goal of the course. All too often students report that they feel isolated from their peers and colleagues, that they crave the human interaction. That's what discussion boards, chat sessions, video conferencing, group projects are for. As the article points out, "Until fairly recently, online education amounted to little more than electronic versions of the old-line correspondence courses. That has really changed with arrival of Web-based video, instant messaging and collaboration tools." If we are to truly transform education, then we need to look at how technology affords us (and our students) to do things we were not previously able to do/see/hear.

Thursday, August 20, 2009

Top 10 Tools for Learning


For the last three years, Jane Hart with the Centre for Learning and Performance Technologies (UK) has been soliciting suggestions for her list of 100 top 10 tools for learning. With so many new and amazing ways to find and share knowledge out there today, narrowing to 10 is a tough task. Between March and November, 2009, she has invited learning professionals to contribute their top 10 tools for learning to help compile the top 100 list for 2009. Check out the current voting or contribute your own list.

The Top 10 Tools for 2008 were:

  1. Delicious (Social bookmarking tool)
  2. Firefox (Web browser)
  3. Google Reader (RSS / Feed reader)
  4. Skype (Instant messaging, VoIP tool)
  5. Wordpress (Blogging tool)
  6. Google Search (Web-based search tool)
  7. Google Docs (Web-based documents)
  8. PowerPoint (Presentation software)
  9. Moodle (Free Course management system)
  10. Blogger (Blogging tool)

Monday, August 10, 2009

15 Online Resources to Supplement Classroom Learning

Guest post from Karen Schweitzer, the About.com Guide to Business School. Karen also writes about online colleges for OnlineColleges.net.




Are you looking for a great way to engage and motivate your students to learn? Many newspapers, magazines, museums, TV stations, and other institutions provide educational websites to supplement classroom learning. This article offers a list of 15 educational sources worth exploring:



NASA - NASA provides a series of resources for K-12 and higher to motivate students in math, science, technology, and engineering. Resources include NASA e-clips, video podcasts, research tools, games, and NASA television.

Scholastic - A trusted name in learning, Scholastic offers programs that make reading and learning fun. One such program, The Stacks, features several book lists, games, and videos.

History Classroom - The History Channel provides an online History Classroom and Education page loaded with tons of great features. Just a few of the resources you can find are interactive lesson plans, study guides, videos, and speeches.

Smithsonian Education - The Smithsonian Center for Education and Museum Studies offers several supplemental resources for teachers, families, and students. Their site features fun and interactive games and references for elementary and middle school children, along with lesson plans and tools for teachers.

National Geographic - This educational site for students and teachers provides a number of great resources for learning about geography, culture, and conservation. Fun and interactive projects and games are available for students of all ages.

PBS Teachers - PBS Teachers is an educational branch of PBS.org. It is designed specifically for teachers and houses several classroom resources, initiatives, activities, and lesson plans.

Discovery Education - Discovery Education hosts a number of engaging resources to help students learn more effectively. Some of the valuable resources you can find include classroom tools, interactive games, and a homework helper.

CNN Student News - This educational site, provided by CNN.com, features several different news resources to connect students with events occurring around the world. CNN Student News also offers quizzes, learning activities, news articles, podcasts, and more.

Newspapers in Education - The NIEonline.com links to newspapers in several states that provide innovative tools to connect students to local and world events. When you click on your local link or sign up for free, Newspapers in Education will provide lesson plans by grade, quizzes, Cartoons for the Classroom, and Words in the News.

Time for Kids - Time for Kids.com is a site dedicated to motivating kids to read. This online version of the classroom magazine features teaching resources, homework helpers, entertainment news, and animal news. Teachers can also find the table of contents and a PDF of the full magazine online.

Kids.gov - Kids.gov is an educational portal to the U.S. government for grades K-8. This site links you to an age appropriate web page from federal agencies and other educational sources. Many of these pages incorporate lesson plans and activities.

Learning Network - The Learning Network, provided by The New York Times, offers a wealth of resources for grades 3-12. Within this site, visitors can find news summaries, lesson plans, science Q & A, and education news.

White House - The White House gives children a look into several aspects of the U.S. government, including government branches, history, and issues. One fantastic feature for elementary education is the White House 101. Within this page, you can find information on past presidents, fun facts, and first pets.

Highlight Teachers - Highlight Teachers features several different resources to supplement classroom learning. Resources include activities, articles, interactive games, and more.

BrainPOP - This site features colorful interactive games and resources to motivate students to learn. BrainPOP is broken down into subjects and includes activities, lesson plans, quizzes, and classroom tools.



Saturday, July 11, 2009

Links for Online Course Content Resources

Much front-end production time in creating a new course or converting a course to online will be spent planning and producing content.



In considering media for inclusion in your online course, consider
Fleming's six-element typology of teaching tasks and objectives: 1) attention, 2) perception and recall, 3) organization and sequencing, 4) instruction and feedback, 5) learner participation, and 6) higher-order thinking and concept formation. The following media and modes are considered because they are common and familiar, and also because they constitute the tools most available to online teachers, trainers, and learners: 1) print and text, 2) still graphics and illustrations, 3) sound and music, 4) video and moving graphics, and 5) multimedia.



Over the next few postings, I plan to provide a variety of annotated links to resources on the web for instructors to use in developing their lessons. We’ll start with Science.





CHEMISTRY COLLECTIVE is a collection of virtual labs, scenario-based learning activities, and concepts tests which can be incorporated into a variety of teaching approaches as pre-labs, alternatives to textbook homework, and in-class activities for individuals or teams. It is organized by a group of faculty and staff at Carnegie Mellon University for college and high school teachers who are interested in using, assessing, and/or creating engaging online activities for chemistry education.





THE BIOLOGY PLACE
(LabBench Activities)
Site maintained by Pearson--series of interactive flash demonstrations

  • Lab 1: Diffusion & Osmosis
  • Lab 2: Enzyme Catalysis
  • Lab 3: Mitosis & Meiosis
  • Lab 4: Plant Pigments & Photosynthesis
  • Lab 5: Cell Respiration
  • Lab 6: Molecular Biology
  • Lab 7: Genetics of Organisms
  • Lab 8: Population Genetics
  • Lab 9: Transpiration
  • Lab 10: Circulatory Physiology
  • Lab 11: Animal Behavior
  • Lab 12: Dissolved Oxygen

BIOINTERACTIVE VIRTUAL LABS: Maintained by the Howard Hughes Medical Institute. The Virtual Labs won top honors in the 2002 Pirelli INTERNETional Award competition.More than 1,200 multimedia entries competed for the Top Pirelli Prize, which recognizes the best multimedia products designed to use the Internet to educate about science and technology. The site a variety of video clips, animations, and virtual labs.
  • The Transgenic Fly Virtual Lab
  • The Bacterial Identification Lab
  • The Cardiology Lab
  • The Neurophysiology Lab
  • The Immunology Lab

Virtual Science: Experiments,"Hands-on", Laboratories (from MIT)
  • Links to interactive science resources gathered by MIT

VADLO: Biomedical and Life Sciences Search Engine: Vadlo was developed by two biology scientists who wish to make it easier to locate biology research related information on the web. Vadlo search engine caters to all branches of life sciences. VADLO allows users to search within five categories: Protocols, Online Tools, Seminars, Databases and Software. Feel free to copy the Cartoons for your personal use and PowerPoint presentations!

Thursday, July 9, 2009

Learning World Affairs Through Digital Media | Edutopia

Global Kids uses media and technology to foster civic participation and global awareness. In its Online Leadership Program, students make games, create animated movies, and produce videos that explore global issues.









Wednesday, July 8, 2009

20 Hi-Tech Tools for Classroom Teachers

Today's blog represents a change from my usual blogging habit. Karen Schweitzer, the About.com Guide to Business School is Guest Poster. Karen also writes about accredited online colleges for OnlineCollege.org. I am especially happy with her selection since she introduces me to several sites I hadn't found before.



There are lots of different ways to integrate technology in the classroom. You can start an online community, encourage students to blog, create your own slide shows, and use websites as part of your lesson plan. Here are 20 hi-tech tools that will help you do all of these things and more:

  1. Bloglines - Bloglines is a free online service that makes it easy to track student blogs. You can place all of the blogs you follow on one web page and access them with your PC or mobile device.
  2. Mikogo - This free screen sharing tool can be used in classrooms with multiple computers.
  3. Mikogo can display whatever is on one computer screen on up to ten other screens.
  4. Edomodo - Edomodo is a free private communication platform for students and teachers who want to share links, files, notes, and more. Edomodo can also be used to securely send assignments, test alerts, and other important information.
  5. Campfire - Designed specifically for group messaging, Campfire makes it easy to stay in touch with students and parents. This web-based tool charges a modest fee for their service, but you can try it for free for 30 days.
  6. Engrade - Engrade is an online classroom community for teachers who want to manage their classroom online. It can be used to send homework, assign grades, communicate with parents and students, and much more.
  7. SchoolTool - This free suite of administrative tools is used by schools all over the world. It includes a gradebook, attendance calendar, customizable applications, and other features that would be useful to school teachers and support staff.
  8. Bookgoo - Teachers who are tired of marking homework and tests with a pen can upload documents and mark them on a PC with Bookgoo. Documents can be highlighted, annotated, and shared with others online.
  9. ClassMarker - ClassMarker is a free online quiz maker for teachers. Quizzes can be taken online, at home, or in the classroom. When the quiz is finished, ClassMarker grades it automatically.
  10. Empressr - Empressr is a free multimedia tool that can be used to create presentations for the classroom. Empressr supports photos, video, music, audio, and text.
  11. SlideShare - Students and teachers can create online slideshows with this free tool. SlideShare works with Word documents and PowerPoint.
  12. TeacherLed IWB - TeacherLed offers a huge collection of classroom resources that can be used with an interactive whiteboard (IWB). Resources include activities for math, English, and geography.
  13. Twrivia - Teachers who want to begin using Twitter in the high school classroom will love Twrivia. This free Twitter app offers a new trivia challenge each day.
  14. Group Tweet - Group Tweet can be used to send private messages via Twitter--a great way to communicate with a select group of students, parents, or teachers.
  15. Virtual Museum - The Smithsonian Museum offers this free guided tour to students who want to take a virtual field trip to the museum. Students can explore various exhibits using a map and navigational tools.
  16. Newseum - Newseum is an interactive museum of news in Washington D.C. As a service to students and visitors, Newseum displays the front page of daily newspapers on their website--perfect for classrooms who are trying to learn about current events or news in various states/cities.
  17. GeoEdu - GeoEdu is free software that includes an atlas and a built in game for students who want to learn more about geography. The atlas includes information on all of the countries in the world and the game features more than 100,000 questions about the atlas.
  18. Footnote - Footnote combines social networking with historical documents to create a fun and unique learning experience. The site hosts millions of records and documents and provides a place for older students to share content and opinions on historical events.
  19. Academic Skill Builders - This site is a great place to find standards-aligned educational games for students to play at home or in the classroom. All of the games are designed to teach basic math, language arts, vocabulary, and thinking skills.
  20. Artopia - Artopia is a free, web-based arts community for middle school students. The site provides lesson plans for teachers, activities for students, and a place to upload student art for display.
  21. SparkTop - This non-profit website is dedicated to providing ad-free educational content for kids. The site focuses on online games and activities for students who learn differently because of a learning disability (LD) or Attention Deficit/Hyperactivity Disorder (AD/HD).