Think Quest
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Think Quest

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  • ThinkQuest inspires students to think, connect, create, and share. Students work in teams to build innovative and educational websites to share with the world. Along the way, they learn research, writing, teamwork, and technology skills and compete for exciting prizes.
  • ThinkQuest is open to Teams from any country in the world. Each Team must consist of one Primary Coach and at least three students, with a maximum of six students. The Primary Coach must be an employee of an accredited educational institution (a school, college or university). The Team may also include one additional Assistant Coach (optional), who does not need to be a school employee.How many Teams can I Coach?Coaches may enroll any number of Teams for a competition.
  • What is the role of a Coach and do I need any special skills? The Primary Coach guides the students through the competition and serves as the primary adult responsible for the Team. The Primary Coach may also determine how best to integrate ThinkQuest with classroom curriculum (if applicable). The Assistant Coach can provide additional guidance and support to the Team.You don't need to be a technical wizard to participate in ThinkQuest. A basic understanding of web publishing is helpful, but there are many online resources available to learn about web publishing, and we will provide you with all of the instructions necessary to use the ThinkQuest systems. Please see Coach Resources for tips on getting started.Coaches may provide guidance to their Team(s), help students form Teams, and locate resources (human, technical, and information). Coaches may NOT work directly on any portion of the Website
  • Teams are permitted to include student members of different ages. The age of the oldest student on the Team as of the Entry Submission Deadline will determine the age division in which the Team competes.
  • Prizes: Each Team member (students, Primary Coach, and Assistant Coach, if any) whose Entry is selected for an Age Division Award or Global Perspectives Award, and each Eligible School that is selected for a School Award, will receive a prize (\"Prize\").
  • 2007 ThinkQuest Live was in November

Think Quest Think Quest Presentation Transcript

  • Presented by Julie Mathiesen, TIE Deputy Director
  • Outcomes My goal for today is to have you:  Increase your knowledge base of ThinkQuest  Question how you can become involved  Gain valuable ThinkQuest Library resources  Develop a desire to integrate ThinkQuest into your curriculum or school activities
  • Annual international competition sponsored by Oracle Education Foundation Students and teachers work in Teams Innovative and Educational Websites Research Writing Teamwork Technology skills Compete for exciting prizes
  • How do I participate? Students, ages 9-19, form a Team and Students, ages 9-19, form a Team and recruit a teacher to act as Coach recruit a teacher to act as Coach Coach enrolls the team Students work together to create an innovative website Topics fall within a broad range of educational categories
  • Evaluation Criteria Content  Writing and Organization  Originality  Educational Relevance  Global Impact  Citations  Collaboration  Team Diversity  Website Structure, Appearance and Function  Media Use 
  • Schedule Team Enrollment opens: August 15, 2007 Entry Submission Deadline: April 2, 2008 Winners Announced: May 29, 2008
  • What is the role of a Coach? Help students form teams  Guides students through the competition  May choose to integrate ThinkQuest with  classroom curriculum Locate resources (human, technical,  information) Coaches may NOT work directly on any  portion of the Website
  • Do I need any special skills? You don’t need to be a technical wizard Basic understanding of web publishing is helpful, but many online resources are available
  • Adobe Software Grant Dreamweaver 9.0 Flash Professional 9.0 PremiereElements 3.0 PhotoshopElements 5.0 Coaches of teams registered in the 2008 ThinkQuest competition were able to apply for a grant of 1-3 sets of software per team, for use by student team members who have financial need and lack web publishing tools.
  • Students benefit from involvement The opportunity to-  engage in hands-on learning While building -  skills in teamwork  Technology  Project management  Expertise in their chosen topic
  • Age Divisions  Age 12 and under  Age 15 and under  Age 19 and under
  • Prizes in Each Age Division 1st Place: Laptop computer valued at $1,500 2nd Place: Laptop computer valued at $1,250 3rd Place: Laptop computer valued at $1,000 Honorable Mention: Laptop computer valued at $750 Global Perspectives Award: Digital camera valued at $750 School Award: $1,000
  • In addition to these great prizes… The winning teams also receive an all expense paid trip to ThinkQuest Live in San Francisco! An approximate retail value of $3,030 per winner traveling alone, and $5,765 per winner traveling with a Chaperone.
  • Arts & Entertainment Philosophy, Religion & Mythology Books & Literature Science & Technology Business & Industry Social Sciences & Computers & the Culture Internet Sports & Recreation Geography & Travel Health & Safety History & Government Math
  • ThinkQuest Library Red Alert Computer Living on the Brink Security 2007 2002 Award: Award: 1st Place – 12 and 2002 Silver – Senior under Div. Global Perspectives Category: Category: Computers & the Geography & Travel Internet Science & Technology Beresford, SD Social Sciences & Culture
  • Hand Over the Loot Sustainability-A Window to the 2004 Future Award: 2007 Best of Category – Award: 12 & under 1st Place – 15 & under Category: Category: History & Government Science & Technology Social Sciences & Culture
  • The Credibles e-Divide: Information Inequality 2007 2006 Award: Award: 2nd Place - 19 & under 1st Place – 19 & under Category: Best of Category Computers & Internet Category: Philosophy, Religion & Mythology Computers & Internet Science & Technology
  • A Dollar a Day finding solutions to poverty 2006 Award: 1st Place – 15 & under Category: Business & Industry Social Sciences & Culture