A
list of 10 notable educational apps available for the iPad, iPhone and
iPod has been assembled by eSchool News. Recommended apps include the
free app Molecules, which allows students to view and manipulate 3-D
molecule models. Another free app allows students and teachers access to
Blackboard from Apple devices, while the $5.99 Essay Grader helps
teachers speed up their essay grading process. The free Today in History
app lists historical events that took place that day, and Math Ref Free
offers 600 formulas, figures and math tips. eSchool News
Musings, reflections and comments on educational technology, online learning, faculty development issues, and anything else that comes to mind.
Tuesday, January 11, 2011
Saturday, January 8, 2011
Essays on Teaching Excellence available online, free of charge
As per the Professional and Organizational Development Network Core Committee's approval, all of POD's Essays on Teaching
Excellence are now available online, free of charge, including Volume
21, the newest collection. These essays are available to all; POD membership is not
required. The essays present innovative viewpoints on college
and university instruction. Written in concise and
non-technical language, and supported by research, the
essays seek to assist instructors in reflecting upon and
refining their practice of teaching to achieve the results
they seek - students learning to the best of their
abilities.
The eight titles and authors of Volume 21 are listed below. Look for Volume 22 in late spring.
The eight titles and authors of Volume 21 are listed below. Look for Volume 22 in late spring.
Essays on Teaching Excellence | VOLUME 21
Facilitating Group Discussions: Understanding Group Development and Dynamics Kathy Takayama, Brown University
Transparent Alignment and Integrated Course Design
David W. Concepción, Ball State University
Multiple-Choice Questions You Wouldn’t Put on a Test: Promoting Deep Learning Using Clickers
Derek Bruff, Vanderbilt University
Engaging Students, Assessing Learning—Just a Click Away
Linda C. Hodges, Loyola University Maryland
Research-Based Strategies to Promote Academic Integrity
Michele DiPietro, Kennesaw State University
Using Undergraduate Students as Teaching Assistants
Joseph “Mick” La Lopa, Purdue University
The Value of the Narrative Teaching Observation
Niki Young, Western Oregon University
Deep/Surface Approaches To Learning In Higher Education: A Research Update
Monday, January 3, 2011
Cell phones are becoming more accepted as classroom tools
More
Chicago-area schools are allowing cell phones in school, and some are using them
in the classroom. One high-school teacher had his students researching political
candidates in government class using only their cell phones, with students
working in groups to include those who did not have a phone. "It's one of those
things -- if you can't beat them, join them," one principal said. Chicago Tribune (10/11)
Using YouTube and Music Lyrics to Help Students Learn
From "SchoolHouse Rock" to YouTube: How video in schools has
changed teaching
School-technology specialist Patrick Ledesma reflects in this blog post how the use of video in schools has changed in the past four decades. Ledesma looks back at the "SchoolHouse Rock" videos from the 1970s and 1980s, the evolution from the VCR to DVDs and the Internet in the early 2000s. Ledesma writes that today's students have many educational videos -- posted on YouTube and across the Internet -- at their disposal. The changes offer teachers the opportunity to act as facilitators for learning, rather than gatekeepers. Teacher Magazine/Leading from the Classroom blog
School-technology specialist Patrick Ledesma reflects in this blog post how the use of video in schools has changed in the past four decades. Ledesma looks back at the "SchoolHouse Rock" videos from the 1970s and 1980s, the evolution from the VCR to DVDs and the Internet in the early 2000s. Ledesma writes that today's students have many educational videos -- posted on YouTube and across the Internet -- at their disposal. The changes offer teachers the opportunity to act as facilitators for learning, rather than gatekeepers. Teacher Magazine/Leading from the Classroom blog
A junior-high school teacher in Illinois is singing science lessons set to popular
music and posting the recorded lessons on YouTube. Doug Edmonds rewrites the
lyrics to popular songs such as ABBA's "Dancing Queen" with lessons on chemical
bonds and other science concepts. He also holds diagrams and flash cards to
accompany the songs. "If I'm ever struggling on a quiz, I'll just sort of sing
them to myself," one student said. "People are going around singing them in the
hallways. They're actually really catchy." TribLocal.com (Chicago)/Northbrook, Ill.
Two
teachers in Hawaii are using technology to engage students in history lessons,
says this blog post by education writer Valerie Strauss. The teachers set
lessons to popular music and create videos they then post on YouTube. The French
Revolution is taught with Lady Gaga's "Bad Romance," and students learn other
lessons through tunes from popular artists. One of the teachers writes that the
videos offer a great introduction to or a recap of lessons, and have inspired
students to create their own videos. The Washington Post/The Answer Sheet blog
Sunday, January 2, 2011
Teacher-n-Teacher Connecting Classrooms
LearnCentral Web Event
Event Creator: Kimberly Lightle
Thu 6 Jan 08:00PM New York / Fri 7 Jan 01:00AM GMT / Fri 7 Jan 12:00PM Sydney
Detail Description:
Innovative classrooms today create opportunities for students to collaborate locally, nationally, or globally and empower them to forge new, purposeful academic relationships. This presentation provides educators with a framework that supports student learning communities around STEM concepts. Learn how to involve students in relevant, project-based learning with authentic audiences, nurture critical thinking, and facilitate the development of interpersonal and global communication skills.
Event Creator: Kimberly Lightle
Thu 6 Jan 08:00PM New York / Fri 7 Jan 01:00AM GMT / Fri 7 Jan 12:00PM Sydney
Detail Description:
Innovative classrooms today create opportunities for students to collaborate locally, nationally, or globally and empower them to forge new, purposeful academic relationships. This presentation provides educators with a framework that supports student learning communities around STEM concepts. Learn how to involve students in relevant, project-based learning with authentic audiences, nurture critical thinking, and facilitate the development of interpersonal and global communication skills.
Monday, December 13, 2010
Create Your Own Comic Book
If
you have ever dreamed of creating your own superhero comic, now's your chance.
With Thursday's release of "Comic Life 2," Plasq is giving comic book geeks the
tools to build their own comics with the ability to import photos and upload the
finished product to Facebook. The new version includes "smart shape" and
free-form drawing tools, as well as a slew of new templates that users can
customize at will. According to the manufacturer's website, "With a comprehensive set
of features, Comic Life 2 gives you numerous ways to explore your
creativity - liven up holiday snaps, tell a story, even create how-to
guides!"
At $29.95, the program is a steal. For a special time, they're offering a $9.95 upgrade and a free trial if you're new to the program. NOTE: Requires Mac OS X 10.4+
Improve Classroom Technology Use
According to a recent article in eSchool News, during a recent Consortium for School Networking webinar
on technology in schools education leaders were encouraged to hire technology-integration specialists who could
help teachers use classroom technology to improve teaching and learning. The webinar, entitled “Bridging the Chasm Between Curriculum &
Technology,” featured a panel of four superintendents and educational
technology directors from across the country who shed light on what
adding more technology in the classroom has done for their students. Panelists also encouraged educators to use various digital resources -- such as
Facebook, Twitter and blogs -- and to include education-technology directors in
curriculum planning.
Sunday, December 12, 2010
IUP Takes Students on Virtual Archaeology Dig
Indiana University of Pennsylvania has carved out a virtual dig for its
archaeology students in Second Life. Archaeology Island is
the creation of Beverly Chiarulli, associate professor and director of
IUP Archaeological Services, and Scott Moore, associate professor of
history. In the IUP Second Life world, students can explore accurate
re-creations of a Mayan pyramid, a Native American village, ruins in
Cyprus and a sunken ship. Students
can see re-created versions of what structures that are now in ruins
once looked like. Images of artifacts have been scanned and can be
viewed in 3-D. They can even take a virtual dive around the shipwreck.
Thursday, December 9, 2010
iPad Projects in Higher Education
iPad pilots are permeating higher education. Two of the latest announcements
involve institutions in Texas and Canada, both of which are running tests
projects that put the Apple tablet devices into the hands of their students.
At CDI College, a
career college with several locations in Canada, both nursing and business
students have been equipped with iPads that hold electronic course textbooks and
a suite of educational Web-based instructional portals. In a statement the
college explained that it targeted those students for the initiative especially
because the program will help them develop their skills for using technology in
the workplace.
"The iPads have WiFi capabilities that allow learners to study, take e-notes,
and review course materials not only in the classroom and on campus, but
anywhere, any time," said Bohdan Bilan, vice president of academics. "As a
result, students will become comfortable and familiar with technology as a tool
for education and healthcare services."
Review of Portfolios in Higher Education
An article in Campus Technology reports that the Association for Authentic, Experiential and Evidence-Based Learning (AAEEBL.org) conducted a survey of its 100 institutional members in five countries this year regarding their use of portfolios. A portfolio is (almost always, now) a digital repository that is used to
develop reflective and integrative critical thinking skills. The organization found 61 distinct uses
of portfolios among the 20 institutions that responded. When so
many people become this inventive with a technology, we can assume the
technology has been institutionalized. At the same time, the number of vendors providing portfolio products is now at 30-40 world wide, a large number for a technology
and market that is not yet mature and may not be for years to come.
Many of the reported uses stressed the value of students learning to communicate in writing about their work. One chemistry major program required all undergraduate majors use
portfolios to demonstrate their research skills by collecting evidence of
their work in the portfolio and analyzing results in writing within the
portfolio. A program in social geography uses its portfolio requirement to develop
project-working skills in its students. Another program in fashion
apparel design use portfolios in a more traditional
way: collecting photos of various stages of the design.
Many of the institutions reported adding a course in portfolio course specifically tasked with integrating knowledge from the various courses in the program. Others introduced a capstone or culminating portfolio requirement, encouraging students to
integrate and synthesize their work over the full program.
Tuesday, December 7, 2010
Project-based Learning in the Classroom
With employers looking for graduates who can communicate effectively, think critically, and solve problems in collaboration with other team members, more and more schools are looking to project-based learning as a way to better prepare students for these demands. Besides helping students develop the same 21st-century skills that employers covet, project-based learning also helps students retain the information they learn, proponents of the approach say--and it engages students' interest and motivates them to learn.
With the generous support of The Alan Sitomer BookJam published by
Recorded Books K-12, eSchool News has assembled a collection of stories from their archives that exemplify how teachers
are implementing project-based learning effectively in their classrooms.
Thursday, December 2, 2010
Time to Apply for Projects: Flat Classroom, Digiteen, NetGenEd
Cool Cat Teacher (Vicki Davis) posted the following on November 29:
For those of you who follow these projects and may want to participate.
Here are the upcoming deadlines for applications. If you apply - watch
your email because part of the acceptance process is to see that you are
responsive and involved - otherwise you're not ready for this yet.
Sunday, November 28, 2010
NCATE Panel Calls for Turning Teacher Education "Upside Down"
A
national blue ribbon panel convened last year by the National Council
for Accreditation of Teacher Education (NCATE) last week called for
teacher education to be "turned upside down" by revamping programs to
make clinical practice the centerpiece of the curriculum. The panel
also recommended that teacher education institutions and school
districts partner and make teacher education more of a shared
responsibility. Eight states—California, Colorado, Louisiana, Maryland,
New York, Ohio, Oregon, and Tennessee—have already agreed to implement
the panel’s recommendations and will work with national experts to pilot
approaches to implementation and bring new models of clinical
preparation to scale.
“The
new approaches will involve significant policy and procedural changes
in both the state higher education and P–12 education systems and
entail revamping longstanding policies and practices that are no longer
suited to today's needs. The changes called for will require state
higher education officials, governors, and state P–12 commissioner
leadership working together to remove policy barriers and create policy
supports for the new vision of teacher education,” says the NCATE press
release on the panel’s recommendations.
Using Web 2.0 in Your Classroom
I've written a number of posts on the use of Web 2.0 tools such as blogs, wikis, and Facebook in education. Despite many IT barriers, usage tends to be greater in the K-12 arena, but higher education has also seen a rise in use.
One particularly useful resource is the Web 2.0: New Tools, New Schools and the companion book, Web 2.0 How-to for Educators, published
by International Society for Technology in Education (ISTE). The first
is more of an overview and best-practices manual, whereas the second is
a directed guide on how to use the tools in your classroom. Both are
written by a professor of education and a technology in education
specialist.
From the ISTE website:
And regarding Web 2.0 How-to for Educators,
Table of Contents
Read excerpt
Wednesday, November 24, 2010
Social Media as Teaching Tool
A
Chicago-area English teacher is using social media to help interest his
high-school students in literature and reading. Chuck Moore uses PBworks and edmodo, which both offer free social networks for students to collaborate and
discuss assignments. Moore's students use the Internet to further their
understanding of books and social networking to discuss books online. "It's like
what they're used to doing when they socialize with each other," Moore said. The SouthtownStar (Chicago)
Tuesday, November 23, 2010
Integrating wikis into lessons to improve learning
High-school technology-integration specialist Andrew Marcinek offers suggestions
in this blog post for reviving students' interest in learning. Marcinek set up a
wiki for his English 101 class and outlined a new set of classroom expectations
that included reminding students to have fun with assignments and encouraging
them to collaborate, share and not be afraid to make mistakes along the way. Edutopia.org/Andrew Marcinek's blog
Thursday, November 18, 2010
Wednesday, November 17, 2010
Middle School Students Share What Learned in Blogs
Students
at a Pittsburgh-area middle school are blogging about what they learn
during lessons in science, art and other subjects as part of an effort to make
21st-century skills part of the classroom. "The power of classroom blogging is
that students are not merely writing to their teachers, what they think the
teacher wants to read, and only for a grade," one educational consultant said.
"They are writing with the knowledge that at least their classmates will be
reading what they are writing and responding to what they are writing." Pittsburgh Tribune-Review
Tuesday, November 16, 2010
The Child-driven Education TED talk
In 1999, Sugata Mitra and his colleagues dug a hole in a wall
bordering an urban slum in New Delhi, installed an Internet-connected
PC, and left it there (with a hidden camera filming the area). What they
saw was kids from the slum playing around with the computer and in the process learning how to use it and how to go online, and then teaching each other.
In the following years they replicated the experiment in other parts of India, urban and rural, with similar results, challenging some of the key assumptions of formal education. The "Hole in the Wall" project demonstrates that, even in the absence of any direct input from a teacher, an environment that stimulates curiosity can cause learning through self-instruction and peer-shared knowledge. Mitra, who's now a professor of educational technology at Newcastle University (UK), calls it "minimally invasive education."
In the following years they replicated the experiment in other parts of India, urban and rural, with similar results, challenging some of the key assumptions of formal education. The "Hole in the Wall" project demonstrates that, even in the absence of any direct input from a teacher, an environment that stimulates curiosity can cause learning through self-instruction and peer-shared knowledge. Mitra, who's now a professor of educational technology at Newcastle University (UK), calls it "minimally invasive education."
"Education-as-usual assumes that kids are empty vessels who need to be sat down in a room and filled with curricular content. Dr. Mitra's experiments prove that wrong." Linux Journal
Monday, November 15, 2010
Notes from my iPad
I am trying something new. To celebrate my finishing my dissertation and earning my Ph.D., my husband bought me an iPad. Today I am stuck in the doctor's office, so I'm using the time to explore the possibilities. Since I don't have a smartphone, I'm still learning to use the keyboard, but so far it is really user-friendly. It is so much better than my husband's Blackberry keyboard. I typed my notes for this post and then e-mailed them to me. Worked great!
I can see several uses in the classroom already. My nephew has trouble writing on paper and currently carries around a special device that let's him type out his answers. It is limited in that it only types one line at a time and he can't write long responses or see what he has written previously. But using the iPAd, he could do so much more. The portability is another plus. The iPad actually weighs less and easily fits into his book bag. It looks just like one of his books, which helps him fit in. I can see how his teacher might be able to upload his worksheets to Google Docs or Zoho so he could complete the actual worksheet and turn it in.
The notes app would allow students to type their notes in class rather than writing them on notebook paper. Many kids type faster on their phones than they write. They could access the Internet to find information to supplement class discussions. They could use different educational apps to help them learn a new concept or to practice/reinforce what they learn. I found one iPhone app developed by eduweb called SpaceWalking that allows you to walk through the solar system.
Thursday, November 11, 2010
What you should know to write a winning technology grant
A
successful grant writer for four Alabama districts provides six tips for
successfully securing technology grants. Lana Bellew suggests avoiding grants
that might not be useful for the school or district, researching available
grants and finding ones that match schools' needs, studying those who have won
the grants in the past, creating a calendar to keep track of upcoming grants,
taking a grant-writing class and understanding that it could take several months
to write a grant proposal and receive a response. T.H.E. Journal
Are schools' firewalls too restrictive of Internet content?
Many
teachers say they are frustrated by school firewalls that limit the Internet
content available to students and educators. John Norton, co-founder of the
Teacher Leaders Network, posted portions of a recent online discussion in which
educators said firewalls have prevented them from accessing useful teaching
resources and learning tools, such as Skype, Twitter and YouTube. However, one
administrator also noted that the firewalls are there for a reason -- to protect
students. Teacher Magazine
Wednesday, November 10, 2010
New technology plan released for the nation's schools
Education
Secretary Arne Duncan released the final version of the National Education
Technology Plan. The plan, which emphasizes the role of the department as a
facilitator, is focused on enhancing academic instruction through Internet-based
learning, a decreased emphasis on "seat time" and a preference for more
flexibility. The document also includes plans to fund the creation of
open-source resources for schools and online professional learning communities
for teachers, among other initiatives. Education Week (premium article access compliments of
EdWeek.org) (11/9) , T.H.E. Journal
Mashpee High uses computer wizardry to teach technology
Students in Sal Nocella's gaming design class are learning about 3D animation and creating
video games in high-tech classes that focus on STEM fields. "The best way to say
it is that we're taking theory and applying it," one teacher said. For example,
in a 3D animation class, students must first measure objects and use math to
create 3D computer images. Though the ultimate goal is creating a fun distraction, inherent in the
game are somewhat complicated equations and calculations. In this case,
students used an X and Y axis to graph the robot's movements, while in
other applications they might use equations to calculate the size of an
object they want to turn into a 3D computer image. An added bonus to using the state-of-the-art software Nocella provides
his students is that, come college or career, they'll already be
entrenched in a field that's exploding in Massachusetts and elsewhere. "This is where the jobs are," he said. "This is how to compete with the global economy." Cape Cod Times (Mass.)
Tuesday, November 9, 2010
Use wikis to enhance students' vocabulary
Wikis
can be used to improve students' vocabulary, educator and technology specialist
Patrick Ledesma writes in this blog post. He suggests having students research
and write definitions on a class wiki in a way that will be "understandable to
their friends" instead of simply rewriting definitions. Students can also include graphics and pictures to illustrate their understanding of the terms. He also says teachers
can allow students to develop a wiki with common class vocabulary words that
students can reference for review and practice for standardized tests. Teachers can also give students practice with synonyms by having them tag the pages. Finally, he suggests that teachers have students use graphic organizers to help them design their vocabulary pages. Teacher Magazine/Leading from the Classroom blog
'Stealth Assessment' Turns to Video Games to Measure Thinking Skills
An article in The Chronicle of Higher Education reports that researchers at Florida State University are using video games to test students without them knowing as a way to administer so-called "stealth assessments." Officials say the games are a low-pressure way for educators to observe students and gather information about how they learn and what higher-order thinking skills they have. "The idea of stealth assessment is really to make it merge into the fabric of the learning environment," one researcher said.
Example of Embedding Zoho Document in Blog
This is an example of a table I created using Zoho Writer and then embedded into a blog post.
Monday, November 8, 2010
Learning better on 3D "patients"
Medical teaching software (such as iMedic,a program program creates a 3D
X-ray that allows doctors to examine the body from every angle) exemplifies how
the video gaming industry has penetrated academia. The Washington Post reported
that several video game companies have switched from the entertainment industry
to focus solely on what they call "serious games." Breakaway Games, just outside
of Baltimore, has been developing training games for the last three years. Their
clients include the University of Maryland, Johns Hopkins, and the Medical
College of Georgia.
"The sentiment to use games in learning has always existed," said Ben
Sawyer, president of Digitalmill and co-founder of the Serious Games Initiative
and one of its offshoots, the Games for Health Project. Flight simulators,
computerized war games and practice space stations have been used for decades to
train pilots, soldiers and astronauts. "What's changing drastically now is the
capability to inject much more robust and usable applications in the form of
video games and computer simulations into these environments like never before."
At the University of Maryland Medical Center, Gyusung Lee, assistant
professor of surgery, oversees a research project with similar goals but
different means. In the lab where iMedic is run, Lee employs
motion-capture technology -- used to create "Madden Football" and "The
Lord of the Rings"-- to study the movements of experienced surgeons. A
platform that functions like a large Wii Fit board captures a surgeon's
every move. A vest and motion sensors are attached to the surgeon's body
and arms. Video game developers use this method to record the movements
of football and basketball players in creating a library of motions
from which gamers can choose.
First Graders Using Facebook as a Learning Tool
A
first-grade teacher in Iowa is using Facebook as a teaching tool and a way to
update parents about what students are doing in school. The class has its own
Facebook page and, after a lesson, a student posts a status update on what
students have "learned and why it's important," a fellow teacher said. The class
updates its status two to three times a day, and parents and other students
often respond to the posts. The Daily Nonpareil (Council Bluffs, Iowa)
Tuesday, November 2, 2010
Does collaborative work offer students an opportunity for bullying?
Group
work in the classroom teaches students to collaborate, but some say it may offer
a prime opportunity for bullying, education blogger Sarah Garland writes in this
post. In a recent interview, Williams College professor Susan Engel argued in
favor of collaborative learning, which she says helps prepare students for
projects in the workplace. Author Katharine Beals disagreed, arguing that group
activities -- especially those that lack constant supervision -- offer a venue
for bullies to target vulnerable students. The Hechinger Report/EarlyStories blog
Thursday, October 28, 2010
New iPhone app is designed to teach fractions through motion
A
new iPhone app called Motion Math is aimed at helping elementary-school students better understand
fractions through a game that uses the phone's motion sensors. Motion Math is
based on the notion of embodied cognition, which the developers say will help
students develop a visceral understanding of fractions. The Wall Street Journal/Digits blog
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.
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.
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.
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.
- "Alien Invaders," which looks at invasive underwater species found in Lake Mead National Recreation Area in Clark County, NV
- Underwater 3D HD footage of the USS Arizona Memorial in Honolulu
- 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)
"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.
Labels:
3D,
biology,
computer,
dissection,
virtual
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.
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)
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
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