Must Know Web 2.0
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Must Know Web 2.0

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Web 2.0 tools for communication, collaboration, critical thinking and creativity

Web 2.0 tools for communication, collaboration, critical thinking and creativity

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  • 1. MUST KNOW WEB 2.0 For the Classroom
  • 2. ISTE NETS FOR TEACHERS
    • After attending this session, teachers will be able to:
    • 1a. promote, support, and model creative and innovative thinking and inventiveness.
    • 1b. engage students in exploring real-world issues and solving authentic problems using digital tools and resources.
    • 1c. promote student reflection using collaborative tools to reveal and clarify students' conceptual understanding and thinking, planning, and creative
    • 2a. design or adapt relevant learning experiences that incorporate digital tools and resources to promote student learning and creativity.
    • 3b. collaborate with students, peers, parents, and community members using digital tools and resources to support student success and innovation
  • 3. TOP 10 SKILLS FOR SUCCESS
    • Creative problem-solving
    • Critical and analytical thinking
    • Information gathering, evaluation & synthesis
    • Literacy
    • Ambition, self-awareness & an inquiring mind
    • Know more about the world-(Global citizens)
    • Think outside the box- (Creativity and innovation)
    • Collaboration
    • Teamwork
    • Community involvement
    • Source: http://www.graduateopportunities.com/career_advice/graduate_skills
  • 4. WHAT ARE 21 ST CENTURY LEARNING SKILLS?
  • 5. LOOKING AT THE STANDARDS: THE NEW NETS FOR STUDENTS
    • 1. Creativity and Innovation
    • 2. Communication and Collaboration
    • 3. Critical Thinking, Problem-solving and Decision-making
    • 4. Research & Information Fluency
    • 5. Digital Citizenship
    • 6. Technology Operations
    • and Concepts
    1. Basic Operations and Concepts 2. Social, Ethical and Human Issues 3. Technology Productivity Tools 4. Technology Communications Tools 5. Technology Research Tools 6. Technology Problem-Solving and Decision-Making Tools NETS•S 1998 NETS•S 2007
  • 6. “ OUR TEACHING SHOULD INSTEAD FOCUS ON THE VERBS (I.E. SKILLS) STUDENTS NEED TO MASTER, …THAT LEARNING DEPENDS ON SKILLS INSTEAD OF TOOLS —…. MANY EDUCATORS ARE STRUGGLING TO MAKE THE CONNECTION.
    • Marc Prensky, writes:
  • 7. NEW BLOOM’S TAXONOMY Source: http://www.odu.edu/educ/llschult/blooms_taxonomy.htm
  • 8. http://edorigami.wikispaces.com
  • 9. VISUAL BLOOM’S WEB2.0 TAXONOMY Source: http://tsheko.wordpress.com
  • 10. CHARACTERISTICS OF WEB2.0 TOOLS
    • Easy to use
    • Allow user to build social networks
    • Rich user interface
    • Function like a traditional application
    • User creates data and owns their own data
    • Provide a service, not a product
    • Encourage user contribution (reviews, comments)
    • Make it easy to re-use and re-mix
  • 11. CRITICAL THINKING
    • Analyzing , Evaluating
  • 12.
    • “‘ Critical thinking’ used to be one of the goals of a liberal arts education, but wasn’t always a high priority, especially in the age of ‘teaching to the test,’ but now that the answer to any question is available through a web search—but the accuracy of the answers can only be determined by the questioner—the ability to assess the credibility of web information, and the mindset that encourages critical analysis, has become an essential survival skill for the Digital Age.”
      • — Howard Rheingold, Educator, Author, Smart Mobs
  • 13.  
  • 14. WHAT TOOLS DO YOU CURRENTLY USE TO ENCOURAGE CRITICAL THINKING?
  • 15. CRITICAL THINKING, PROBLEM SOLVING, AND DECISION MAKING  
    • Students use critical thinking skills to plan and conduct research, manage projects, solve problems, and make informed decisions using appropriate digital tools and resources.
      • Students:
      •   a. identify and define authentic problems and significant questions for investigation.
      • b. plan and manage activities to develop a solution or complete a project.
      • c. collect and analyze data to identify solutions and/or make informed decisions.
      • d. use multiple processes and diverse perspectives to explore alternative solutions.
  • 16.  
  • 17. SWEET SEARCH
  • 18. HTTP://WWW.MICROSOFT.COM/EDUCATION/TEACHERS/GUIDES/CRITICAL_THINKING.ASPX
  • 19.  
  • 20.  
  • 21.  
  • 22.  
  • 23. EXPLORE MY LIVEBINDER
    • http://livebinders.com/ cfarrell
  • 24. COMMUNCIATION
  • 25. COMMUNICATION AND COLLABORATION
    • Students use digital media and environments to communicate and work collaboratively, including at a distance, to support individual learning and contribute to the learning of others.
      • Students:
      • a. interact, collaborate, and publish with peers, experts, or others employing a variety of digital environments and media.
      • b. communicate information and ideas effectively to multiple audiences using a variety of media and formats.
      • c. develop cultural understanding and global awareness by engaging with learners of other cultures.
      • d. contribute to project teams to produce original works or solve problems.
  • 26. TWIDUCATE
  • 27. SKYPE
  • 28. EVERLOOP
  • 29. WEEBLY
  • 30. SCHOOLOGY
  • 31. EXPLORE MY LIVEBINDER
    • http://livebinders.com/ cfarrell
  • 32. COLLABORATION
  • 33. WHY TEACH COLLABORATION?
  • 34. SOCIAL AND EMOTIONAL LEARNING IN THE COLLABORATIVE CLASSROOM 5:37
  • 35. TEACHER RESPONSIBILITY STUDENT RESPONSIBILITY Focus Lesson Guided Instruction “ I do it” “ We do it” “ You do it together” Collaborative Independent “ You do it alone” A Model for Success for All Students Fisher, D., & Frey, N. (2008). Better learning through structured teaching: A framework for the gradual release of responsibility. Alexandria, VA: Association for Supervision and Curriculum Development.
  • 36. WIGGIO
  • 37.  
  • 38. STIXY
  • 39. WIKISPACES
  • 40. SCRIBBLAR
  • 41. VOICETHREAD
  • 42. HISTORY PIN
  • 43. CREATIVITY
  • 44. CREATIVITY AND INNOVATION
    • Students demonstrate creative thinking, construct knowledge, and develop innovative products and processes using technology.
      • Students:
      • a. apply existing knowledge to generate new ideas, products, or processes.
      • b. create original works as a means of personal or group expression.
      • c. use models and simulations to explore complex systems and issues.
      • d. identify trends and forecast possibilities.
  • 45. KERPOOF
  • 46. GLOGSTER
  • 47.  
  • 48. LIVEBINDERS
  • 49. MUSEUM BOX
  • 50. SHIDONNI
  • 51. SCREENCAST-OMATIC
  • 52. THE NATIONAL ARCHIVES EXPERIENCE
  • 53. AVIARY
  • 54. VOKI
  • 55. EXPLORE MY LIVEBINDER
    • http://livebinders.com/ cfarrell
  • 56. ISTE NETS FOR TEACHERS
    • After attending this session, teachers will be able to:
    • 1a. promote, support, and model creative and innovative thinking and inventiveness.
    • 1b. engage students in exploring real-world issues and solving authentic problems using digital tools and resources.
    • 1c. promote student reflection using collaborative tools to reveal and clarify students' conceptual understanding and thinking, planning, and creative
    • 2a. design or adapt relevant learning experiences that incorporate digital tools and resources to promote student learning and creativity.
    • 3b. collaborate with students, peers, parents, and community members using digital tools and resources to support student success and innovation
  • 57. REFERENCES
    • Prensky, Marc Teaching Digital Natives; Partnering for Real Learning Corwin Press 2010
    • http://www.iste.org/standards/nets-for-students/nets-student-standards-2007.aspx