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
Musings, reflections and comments on educational technology, online learning, faculty development issues, and anything else that comes to mind.
Thursday, October 28, 2010
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.
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