The document describes a project at Brescia House School in South Africa where 72 grade 10 students each received a Dell laptop to participate in a digital learning program focused on the novel "Cry, the Beloved Country". The objectives of the project were to provide an introduction to the novel, create an online space for analysis of themes and characters, show how themes are reflected in other subjects, and support students in using their new laptops. Students collaborated online and in groups to create a wiki analyzing the novel, relating it to other content, and demonstrating their understanding through online assessments. Learning extended beyond the classroom as students rearranged space, connected wirelessly, and worked at their own pace to build knowledge around the novel's themes.
The 16th Annual International Conference focused on harnessing Web 2.0 for education. The conference objectives were to reflect on educational uses of Web 2.0, how it can transform education, and exchange best practices. Web 2.0 tools like blogs, wikis, social bookmarking, media sharing, and social networking were discussed. Benefits of Web 2.0 in education included motivating and engaging students through interactive learning, collaboration, and flexibility. The conference concluded with ways educators can start using Web 2.0 through exploring, commenting, and contributing online content.
Advances in technology have changed the way learning and instruction are carried out. Formal and informal learning are blending, with students now learning 80% informally. Learners today have new literacies and need teachers with 21st century skills who are computer-savvy, creative, critical thinkers and good communicators. New tools like podcasts, videocasts, mind maps and online editors are supporting more personalised, visual, collaborative and hands-on styles of learning.
Reinventing information literacy instruction through experimentation and playSophie McDonald
The document discusses reinventing information literacy instruction through experimentation and play. It summarizes that traditional library instruction was seen as scary and stern, but that cultural changes in libraries and information needs have led to more expansive and engaging forms of instruction. New approaches discussed include gaming elements, interactive online videos and social media, collaboration with faculty, and fun events to promote engagement and a positive library experience. Evaluation of these new approaches has been positive based on student feedback.
Universal Design for Learning (UDL) in Practice was implemented at Algonquin & Lakeshore Catholic District School Board. The document discusses constructivism as an educational model and how technology can help develop constructivist classrooms. It describes how UDL was used in a classroom, including tools like SMARTBoards, laptops, and software. Student and teacher skills developed through participating. UDL allowed for inclusive, accessible education for all students.
This document summarizes a group's evaluation of several WebQuests according to how well they could be applied in a Philippine classroom setting and how efficiently they make use of classroom time. The group identified the Landfills and Poetry of War WebQuests as the best choices because they are relevant to Philippine issues and can be completed in one class period. They noted the John Wilkes Booth and Ancient Egypt WebQuests as poorer choices because their topics are too narrow or could be completed without using online resources. The document also reflects that while technology is useful, the primary purpose of a WebQuest is educational content, not just technology use.
Jaconette digital storytelling presentationtracjac
The document provides an overview of digital storytelling and dynamic media being used at Spectrum School. It discusses how 37 upper elementary students ages 9-12 are studying all subjects through an "Inspiration Africa" curriculum. The document defines digital storytelling and dynamic media, provides examples of student projects, and explains how these tools engage students and incorporate multiple intelligences and 21st century skills. It emphasizes that digital storytelling is a constructivist learning experience and discusses essential questions, resources, and assessment.
New digital ecologies of learning are emerging as technologies evolve and new digital literacies develop. Learning is becoming more personalized, task-oriented, and social. A range of technologies like mobile devices, social media, and open educational resources are changing the nature of education. Effective design of learning requires conceptualizing pedagogical approaches and mapping them to appropriate technologies. This creates new digital ecologies where tools and practices co-evolve to support learning.
ALLA Taking Distance out of Distance Educationaaaldridge
This document discusses the evolution of distance education due to advances in technology. It provides examples of different technologies used in distance education, such as audio/video conferencing, social networking, blogs/RSS feeds, and digital tools. Popular programs like Blackboard and Wimba are highlighted that help bridge the gap between online and in-person learning. The growth of distance education enrollment is also summarized, showing it has doubled between 1995-1998 and the market is expected to continue expanding significantly.
The 16th Annual International Conference focused on harnessing Web 2.0 for education. The conference objectives were to reflect on educational uses of Web 2.0, how it can transform education, and exchange best practices. Web 2.0 tools like blogs, wikis, social bookmarking, media sharing, and social networking were discussed. Benefits of Web 2.0 in education included motivating and engaging students through interactive learning, collaboration, and flexibility. The conference concluded with ways educators can start using Web 2.0 through exploring, commenting, and contributing online content.
Advances in technology have changed the way learning and instruction are carried out. Formal and informal learning are blending, with students now learning 80% informally. Learners today have new literacies and need teachers with 21st century skills who are computer-savvy, creative, critical thinkers and good communicators. New tools like podcasts, videocasts, mind maps and online editors are supporting more personalised, visual, collaborative and hands-on styles of learning.
Reinventing information literacy instruction through experimentation and playSophie McDonald
The document discusses reinventing information literacy instruction through experimentation and play. It summarizes that traditional library instruction was seen as scary and stern, but that cultural changes in libraries and information needs have led to more expansive and engaging forms of instruction. New approaches discussed include gaming elements, interactive online videos and social media, collaboration with faculty, and fun events to promote engagement and a positive library experience. Evaluation of these new approaches has been positive based on student feedback.
Universal Design for Learning (UDL) in Practice was implemented at Algonquin & Lakeshore Catholic District School Board. The document discusses constructivism as an educational model and how technology can help develop constructivist classrooms. It describes how UDL was used in a classroom, including tools like SMARTBoards, laptops, and software. Student and teacher skills developed through participating. UDL allowed for inclusive, accessible education for all students.
This document summarizes a group's evaluation of several WebQuests according to how well they could be applied in a Philippine classroom setting and how efficiently they make use of classroom time. The group identified the Landfills and Poetry of War WebQuests as the best choices because they are relevant to Philippine issues and can be completed in one class period. They noted the John Wilkes Booth and Ancient Egypt WebQuests as poorer choices because their topics are too narrow or could be completed without using online resources. The document also reflects that while technology is useful, the primary purpose of a WebQuest is educational content, not just technology use.
Jaconette digital storytelling presentationtracjac
The document provides an overview of digital storytelling and dynamic media being used at Spectrum School. It discusses how 37 upper elementary students ages 9-12 are studying all subjects through an "Inspiration Africa" curriculum. The document defines digital storytelling and dynamic media, provides examples of student projects, and explains how these tools engage students and incorporate multiple intelligences and 21st century skills. It emphasizes that digital storytelling is a constructivist learning experience and discusses essential questions, resources, and assessment.
New digital ecologies of learning are emerging as technologies evolve and new digital literacies develop. Learning is becoming more personalized, task-oriented, and social. A range of technologies like mobile devices, social media, and open educational resources are changing the nature of education. Effective design of learning requires conceptualizing pedagogical approaches and mapping them to appropriate technologies. This creates new digital ecologies where tools and practices co-evolve to support learning.
ALLA Taking Distance out of Distance Educationaaaldridge
This document discusses the evolution of distance education due to advances in technology. It provides examples of different technologies used in distance education, such as audio/video conferencing, social networking, blogs/RSS feeds, and digital tools. Popular programs like Blackboard and Wimba are highlighted that help bridge the gap between online and in-person learning. The growth of distance education enrollment is also summarized, showing it has doubled between 1995-1998 and the market is expected to continue expanding significantly.
This document discusses the evolution of distance education due to advances in technology. It provides examples of different technologies used in distance education, such as audio/video conferencing, social networking, blogs/RSS feeds, and digital tools. Popular platforms like Blackboard and Wimba are highlighted that aim to bridge the gap between students and instructors by facilitating online communication and collaboration. The growth of distance education enrollment over time is also summarized.
Digital Storytelling Literacy Symposium 2009Susan Wegmann
The document discusses the history and principles of digital storytelling. It provides examples of how digital storytelling can be used in classrooms across different subject areas like social studies, science, and language arts. Key aspects of digital storytelling include combining multimedia tools like images, audio, and video to tell stories. The document also discusses how digital storytelling engages students and supports different learning styles. Resources for creating and evaluating digital stories are provided.
This document provides an overview of digital storytelling. It discusses how digital stories can reinforce critical thinking and communication skills. Digital stories combine various forms of digital media like photos, video, and audio to tell a narrative. They are viewable on digital devices and shareable online. The document explores how digital storytelling is being used in educational settings and the benefits it provides to student engagement, writing skills, and preparation for future communication.
The document discusses predicting the future of technology and learning. It makes three key points:
1) It is difficult to accurately predict future technology trends and adoption due to rapid changes, but some trajectories are emerging like the growth of mobile devices and social networking tools.
2) Pedagogies are evolving to harness new technologies, from e-training to inquiry learning, and situated learning using virtual worlds is emerging.
3) While technologies offer promising applications for learning, issues remain around fully realizing that potential and a gap often exists between the promise of technologies and their reality in educational practice.
Digital storytelling is the practice of using computer tools to tell stories. It combines images, music, narrative, and voice. Teachers use digital storytelling to incorporate multimedia into the curriculum and teach 21st century skills like communication and technology literacy. Digital storytelling allows students to weave together various media to give depth and color to experiences. A digital story is typically a 3-5 minute personal video created by a non-professional using tools like PhotoStory, Movie Maker, and Audacity. Various free online tools like Animoto, StoryBird, and ToonDoo can also be used to create digital stories and engage students in visual storytelling.
This document discusses innovation and creativity through new media in education. It outlines technological trends like mobile learning, games-based learning, and the internet of things. It also discusses different pedagogical approaches like e-learning, inquiry-based learning, collective intelligence, and connectivism. Finally, it introduces learning design frameworks like the 7Cs framework to help design open educational resources and online courses.
Digital storytelling involves weaving together various digital media such as images, music, narrative, and voice to tell a story. It is a modern expression of the ancient art of storytelling. The process of creating digital stories engages students and makes learning active rather than passive. Digital storytelling can be used across subject areas to give writing new purpose and engage visual and auditory learners. It follows typical stages of pre-production, production, and presentation and can be assessed based on content learned, technology skills, and creativity.
The document summarizes activities at the Nikolay Vranchev District Library in Smolyan, Bulgaria related to providing computer and internet literacy training to various community groups through a program called Glob@l Libraries. The library opened a new training center and computer workstations to offer basic computer skills courses to children, university students, seniors, and others. Trainings covered topics like how computers work, internet searching, and email. Feedback found that participants were interested in learning practical computer skills. The library also provided technology resources and training to partner organizations serving youth and teachers.
Using iPad apps for science inquiry projects can provide students with engaging ways to research, write, and share information. Some key affordances of iPad apps include interactivity that allows students to both consume and produce knowledge, multimodality which combines different media types, and connectivity through hyperlinking. Effective apps support inquiry-based learning through engaging students in asking questions, gathering evidence, and developing arguments on an issue. Note-taking, annotation, blogging, and mapping apps can be used to support each step of the scientific process.
Randy Bass gave a presentation on the problem of learning in the post-course era. He discussed how the rise of digital technologies and social media have changed learning from static to dynamic. Learning now occurs across multiple modalities like blogs, wikis, and social networking rather than just in the classroom. Bass argued we are entering a post-course era where high-impact learning happens outside of traditional courses. He suggested academics will need to better connect courses to experiential learning, make courses more dynamic, and shift resources from courses to high-impact experiences.
ES ELL Tech Integration (for oral presentation)strifman
This document discusses strategies for integrating technology into an elementary school English Language Learner classroom. It proposes using interactive storybooks, presentation aids, lesson design support software, and instructional mobile apps to help ELL students improve their language skills and engagement. Each strategy is explained in terms of its relative advantages and expected outcomes. The document provides several resource links for specific technologies that could implement each strategy, such as websites hosting interactive stories and apps for creating multimedia presentations.
Digital storytelling involves using computer tools like graphics, audio, and video to tell stories. It has benefits for both teachers and students in the classroom. Teachers can use digital storytelling to teach new concepts across subjects and share personal or historical stories. Students can improve skills like fluency by recording themselves and share their work worldwide. They also learn new concepts and digital media skills through creating digital stories.
This document discusses digital storytelling and related topics. It provides several quotes from experts on how digital media and storytelling skills are important literacy skills. It also summarizes the steps involved in creating a digital story, including writing a proposal, researching, developing a script, storyboarding, gathering audio/video, assembling the story, sharing it, and getting feedback. Finally, it briefly introduces topics like podcasting, iTunes U, and using Creative Commons licensing.
This document provides 25 tips for using Voicethread in the classroom, including having students collaborate on mystery images, peer review artwork, discuss videos, practice analyzing historical sources, write poems and stories, and connect with families by sharing work. Tips also include using Voicethread for science experiments, interpreting graphs, public speaking practice, and connecting with experts through conference presentations. The document encourages sharing additional ideas for using the tool and collaborating to expand the list of classroom application examples.
The Digital Storytelling Cafe: Intro to digital storytelling with PhotostoryJen Hegna
Digital storytelling combines a story with digital visuals, text, narration, video and music. It revolves around a theme and viewpoint. Stories can be interactive and connected to other stories. Digital storytelling builds 21st century skills like creativity, critical thinking, problem solving and communication skills. It can be used to explore historical themes or teach informational topics. Teachers can use digital storytelling to engage students and make difficult content more understandable. The creation of digital stories involves researching a topic, writing a story, adding digital elements, and refining the final product.
This document provides an overview of technology enhanced learning. It discusses lessons learned from the past evolution of e-learning and emerging trends, challenges and technologies. It presents frameworks for understanding e-pedagogies and how they map to different technologies. Examples of inquiry-based, collaborative and reflective learning approaches using tools like virtual worlds, blogs and social media are also provided.
This document discusses professional development for teachers and provides examples of web tools that can be used, including Wikispaces, Google Sites, EdWeb2, YouTube, Voicethread, and Prezi. It describes how each tool can be used, such as having students create multimedia posters on Glogster or recording conversations on Voicethread. Examples are given of other teachers' sites that utilize these tools. Critical thinking skills for evaluating online content are also addressed.
Group 3 Presentation - Wikispaces for Educatorstsbrazile
Wikis provide a dynamic learning experience by allowing students and teachers to collaboratively share work, ideas, pictures, links and other content online. They offer opportunities for students to create online portfolios, collaborate on projects, and access class information from any device. Wikispaces wikis are free for educators to use, with visual editing tools and other features that make sharing content easy. Wikis are well-suited for project-based and inquiry-based learning across subjects for grades 5 and up.
This document discusses the evolution of distance education due to advances in technology. It provides examples of different technologies used in distance education, such as audio/video conferencing, social networking, blogs/RSS feeds, and digital tools. Popular platforms like Blackboard and Wimba are highlighted that aim to bridge the gap between students and instructors by facilitating online communication and collaboration. The growth of distance education enrollment over time is also summarized.
Digital Storytelling Literacy Symposium 2009Susan Wegmann
The document discusses the history and principles of digital storytelling. It provides examples of how digital storytelling can be used in classrooms across different subject areas like social studies, science, and language arts. Key aspects of digital storytelling include combining multimedia tools like images, audio, and video to tell stories. The document also discusses how digital storytelling engages students and supports different learning styles. Resources for creating and evaluating digital stories are provided.
This document provides an overview of digital storytelling. It discusses how digital stories can reinforce critical thinking and communication skills. Digital stories combine various forms of digital media like photos, video, and audio to tell a narrative. They are viewable on digital devices and shareable online. The document explores how digital storytelling is being used in educational settings and the benefits it provides to student engagement, writing skills, and preparation for future communication.
The document discusses predicting the future of technology and learning. It makes three key points:
1) It is difficult to accurately predict future technology trends and adoption due to rapid changes, but some trajectories are emerging like the growth of mobile devices and social networking tools.
2) Pedagogies are evolving to harness new technologies, from e-training to inquiry learning, and situated learning using virtual worlds is emerging.
3) While technologies offer promising applications for learning, issues remain around fully realizing that potential and a gap often exists between the promise of technologies and their reality in educational practice.
Digital storytelling is the practice of using computer tools to tell stories. It combines images, music, narrative, and voice. Teachers use digital storytelling to incorporate multimedia into the curriculum and teach 21st century skills like communication and technology literacy. Digital storytelling allows students to weave together various media to give depth and color to experiences. A digital story is typically a 3-5 minute personal video created by a non-professional using tools like PhotoStory, Movie Maker, and Audacity. Various free online tools like Animoto, StoryBird, and ToonDoo can also be used to create digital stories and engage students in visual storytelling.
This document discusses innovation and creativity through new media in education. It outlines technological trends like mobile learning, games-based learning, and the internet of things. It also discusses different pedagogical approaches like e-learning, inquiry-based learning, collective intelligence, and connectivism. Finally, it introduces learning design frameworks like the 7Cs framework to help design open educational resources and online courses.
Digital storytelling involves weaving together various digital media such as images, music, narrative, and voice to tell a story. It is a modern expression of the ancient art of storytelling. The process of creating digital stories engages students and makes learning active rather than passive. Digital storytelling can be used across subject areas to give writing new purpose and engage visual and auditory learners. It follows typical stages of pre-production, production, and presentation and can be assessed based on content learned, technology skills, and creativity.
The document summarizes activities at the Nikolay Vranchev District Library in Smolyan, Bulgaria related to providing computer and internet literacy training to various community groups through a program called Glob@l Libraries. The library opened a new training center and computer workstations to offer basic computer skills courses to children, university students, seniors, and others. Trainings covered topics like how computers work, internet searching, and email. Feedback found that participants were interested in learning practical computer skills. The library also provided technology resources and training to partner organizations serving youth and teachers.
Using iPad apps for science inquiry projects can provide students with engaging ways to research, write, and share information. Some key affordances of iPad apps include interactivity that allows students to both consume and produce knowledge, multimodality which combines different media types, and connectivity through hyperlinking. Effective apps support inquiry-based learning through engaging students in asking questions, gathering evidence, and developing arguments on an issue. Note-taking, annotation, blogging, and mapping apps can be used to support each step of the scientific process.
Randy Bass gave a presentation on the problem of learning in the post-course era. He discussed how the rise of digital technologies and social media have changed learning from static to dynamic. Learning now occurs across multiple modalities like blogs, wikis, and social networking rather than just in the classroom. Bass argued we are entering a post-course era where high-impact learning happens outside of traditional courses. He suggested academics will need to better connect courses to experiential learning, make courses more dynamic, and shift resources from courses to high-impact experiences.
ES ELL Tech Integration (for oral presentation)strifman
This document discusses strategies for integrating technology into an elementary school English Language Learner classroom. It proposes using interactive storybooks, presentation aids, lesson design support software, and instructional mobile apps to help ELL students improve their language skills and engagement. Each strategy is explained in terms of its relative advantages and expected outcomes. The document provides several resource links for specific technologies that could implement each strategy, such as websites hosting interactive stories and apps for creating multimedia presentations.
Digital storytelling involves using computer tools like graphics, audio, and video to tell stories. It has benefits for both teachers and students in the classroom. Teachers can use digital storytelling to teach new concepts across subjects and share personal or historical stories. Students can improve skills like fluency by recording themselves and share their work worldwide. They also learn new concepts and digital media skills through creating digital stories.
This document discusses digital storytelling and related topics. It provides several quotes from experts on how digital media and storytelling skills are important literacy skills. It also summarizes the steps involved in creating a digital story, including writing a proposal, researching, developing a script, storyboarding, gathering audio/video, assembling the story, sharing it, and getting feedback. Finally, it briefly introduces topics like podcasting, iTunes U, and using Creative Commons licensing.
This document provides 25 tips for using Voicethread in the classroom, including having students collaborate on mystery images, peer review artwork, discuss videos, practice analyzing historical sources, write poems and stories, and connect with families by sharing work. Tips also include using Voicethread for science experiments, interpreting graphs, public speaking practice, and connecting with experts through conference presentations. The document encourages sharing additional ideas for using the tool and collaborating to expand the list of classroom application examples.
The Digital Storytelling Cafe: Intro to digital storytelling with PhotostoryJen Hegna
Digital storytelling combines a story with digital visuals, text, narration, video and music. It revolves around a theme and viewpoint. Stories can be interactive and connected to other stories. Digital storytelling builds 21st century skills like creativity, critical thinking, problem solving and communication skills. It can be used to explore historical themes or teach informational topics. Teachers can use digital storytelling to engage students and make difficult content more understandable. The creation of digital stories involves researching a topic, writing a story, adding digital elements, and refining the final product.
This document provides an overview of technology enhanced learning. It discusses lessons learned from the past evolution of e-learning and emerging trends, challenges and technologies. It presents frameworks for understanding e-pedagogies and how they map to different technologies. Examples of inquiry-based, collaborative and reflective learning approaches using tools like virtual worlds, blogs and social media are also provided.
This document discusses professional development for teachers and provides examples of web tools that can be used, including Wikispaces, Google Sites, EdWeb2, YouTube, Voicethread, and Prezi. It describes how each tool can be used, such as having students create multimedia posters on Glogster or recording conversations on Voicethread. Examples are given of other teachers' sites that utilize these tools. Critical thinking skills for evaluating online content are also addressed.
Group 3 Presentation - Wikispaces for Educatorstsbrazile
Wikis provide a dynamic learning experience by allowing students and teachers to collaboratively share work, ideas, pictures, links and other content online. They offer opportunities for students to create online portfolios, collaborate on projects, and access class information from any device. Wikispaces wikis are free for educators to use, with visual editing tools and other features that make sharing content easy. Wikis are well-suited for project-based and inquiry-based learning across subjects for grades 5 and up.
Introduction to Web 2.0 Tools-Multimedia Unit 2mrsbrown526
This document outlines a lesson plan for introducing students to various Web 2.0 tools over two weeks. Week 1 covers blogs, wikis, podcasts, social networking, social bookmarking, virtual worlds, and mobile technologies. Students are assigned a paper and project using a Web 2.0 tool of their choice. Week 2 focuses on completing the project, with checkpoints for posting topics, journal entries, and the final project deadline. Examples and educational uses of each tool are provided.
The document discusses using wikis in the classroom to engage students in collaborative learning. It defines wikis as editable websites that allow for collaboration. Wikis can be used for students to work together on lesson summaries, notes, projects and assessments. The document provides examples of how teachers have used wikis and recommends introducing wikis to students with hands-on activities and clear expectations.
Wikipedia education program_case_studiesCyrille Frank
This document provides summaries of Wikipedia assignments used by professors around the world to meet learning objectives in their courses. It describes assignments where students copyedited Wikipedia articles, defined terms, wrote new articles, translated articles to other languages, added photos, illustrations, and videos to articles, and more. The case studies are intended to help other professors develop their own Wikipedia assignments and integrate Wikipedia as a teaching tool.
The civil rights movement ppt for itc 1 mh 2hollowaymm
Teachers from different subject areas planned a cross-curricular unit where students were placed into groups to complete research assignments on events from the Civil Rights Movement at different work stations, using technology tools to construct knowledge, collaborate, and create original work products to demonstrate understanding of the time period and incorporate 21st century skills. Students worked through 10 assignments related to important Civil Rights events, conducting research and creating deliverables such as timelines, infographics, blogs, and newscasts to showcase what they learned about each topic. A variety of digital tools were utilized throughout the project to support collaboration between students and teachers from different classes.
The document is the full text of Martin Luther King Jr.'s iconic "I Have a Dream" speech delivered at the 1963 March on Washington, in which he calls for an end to racism and envisions a future where people "will not be judged by the color of their skin but by the content of their character." King delivers the speech after recounting the history of racial injustice and discrimination faced by black Americans and argues that now is the time for justice and equality. He expresses his dream that one day black and white Americans will be able to live together as equals in a just society.
The document discusses using wikis with K-12 students for educational projects. It describes what a wiki is and why they are useful for students. Wikis allow students to easily edit web pages online and collaborate on projects, which comes naturally to "digital natives" who already use online technologies. The document provides examples of different types of wiki projects teachers can implement, including publishing tools, collaborative projects, branching simulations, and discusses considerations for designing wiki projects.
This document summarizes various Web 2.0 tools for collaboration, communication, and creativity. It describes word clouds, graphic organizers, digital storytelling, audio/visual tools, blogs, websites, comic strips, homework tools, quizzes, videoconferencing, screenshots, and emphasizes that these resources are easy to use, foster collaboration and imagination, and support learning.
Web 2.0 refers to the transition from static web pages to a more dynamic web allowing users to interact and collaborate. It enables users to connect, share and generate content. The document discusses how Web 2.0 has transformed distance learning by facilitating more interactive and collaborative learning environments compared to traditional one-way delivery of content. Educators are encouraged to incorporate Web 2.0 tools like podcasts, blogs, photo sharing, maps, video and wikis to engage students and support new styles of teaching and learning.
The document provides an overview of Web 2.0, including:
- Web 2.0 emphasizes user-generated content and collaboration through tools like social networking, wikis, blogs and more.
- It marked a shift from static web pages to more dynamic and interactive experiences where users could share, tag and modify content.
- Some benefits included lower costs, increased loyalty through participation, and better marketing through viral strategies.
- Implications for education included moving from consuming to producing content, authority to transparency, and passive to passionate learning through collaboration and participation.
This document discusses Web 2.0, wikis, and the wiki platform PBworks. It defines Web 2.0 as web applications that facilitate information sharing, interoperability, user-centered design and collaboration. Wikis are described as websites that allow groups to collaboratively create and edit content without technical expertise. PBworks is a wiki platform formerly known as Pbwiki that is aimed at businesses, non-profits and education for collaboration. The document provides reasons for using PBworks and wikis in education, including for cooperative learning, projects and active learning strategies. It gives examples of how PBworks has been used for class participation, sharing resources, and educator collaboration.
The document discusses key initiatives for gearing up Elgin Academy's library resource centre for 21st century learners. It outlines pedagogical shifts towards more self-directed and collaborative learning. The library aims to integrate with Scotland's curriculum for excellence by fostering capabilities, developing literacy, and supporting attainment. Key work areas include developing information literacy, extending the curriculum, and bringing the library alive through Web 3.0 technologies and personal learning environments. The forward plan outlines directions to develop policies and procedures, streamline operations, and create a digital portal.
A new breed of collaborative,
knowledge-building tools.
Downes, S. (2006). Learning networks and
connective knowledge.
Shetzer, H., & Warschauer, M. (2000). An
electronic literacy approach to network-based
language teaching.
Pegrum, M. (2009). From blogs to bombs: The
future of digital technologies in education.
Warschauer, M. (1997). Computer-mediated
collaborative learning: Theory and practice.
38
Content Collaboration Community: Increasing Global Compentencies through Inte...Heather Weisse Walsh
The document discusses the U.S. national education technology plan and its vision for leveraging technology to improve learning, teaching, and infrastructure. The plan's goals are to engage and empower all learners through personalized and lifelong learning experiences, connect educators through collaboration and data tools, and provide ubiquitous access to educational resources through advanced networks and multimedia. Specific strategies discussed include using interactive video, virtual reality, digital collections, and Web 2.0 tools to enable global collaboration, access experts, and support interactive discussions between distributed students and teachers.
The document discusses the potential benefits and challenges of using Web 2.0 technologies in higher education, providing examples of how tools like blogs, wikis, and social bookmarking can be integrated into teaching and learning. While Web 2.0 allows for more collaboration, flexibility and access to information, there are also disadvantages like technical requirements, limited security, and a lack of definition around some Web 2.0 concepts. The author argues that educators should thoughtfully consider how to best leverage Web 2.0 tools to enhance teaching and learning.
LAND USE LAND COVER AND NDVI OF MIRZAPUR DISTRICT, UPRAHUL
This Dissertation explores the particular circumstances of Mirzapur, a region located in the
core of India. Mirzapur, with its varied terrains and abundant biodiversity, offers an optimal
environment for investigating the changes in vegetation cover dynamics. Our study utilizes
advanced technologies such as GIS (Geographic Information Systems) and Remote sensing to
analyze the transformations that have taken place over the course of a decade.
The complex relationship between human activities and the environment has been the focus
of extensive research and worry. As the global community grapples with swift urbanization,
population expansion, and economic progress, the effects on natural ecosystems are becoming
more evident. A crucial element of this impact is the alteration of vegetation cover, which plays a
significant role in maintaining the ecological equilibrium of our planet.Land serves as the foundation for all human activities and provides the necessary materials for
these activities. As the most crucial natural resource, its utilization by humans results in different
'Land uses,' which are determined by both human activities and the physical characteristics of the
land.
The utilization of land is impacted by human needs and environmental factors. In countries
like India, rapid population growth and the emphasis on extensive resource exploitation can lead
to significant land degradation, adversely affecting the region's land cover.
Therefore, human intervention has significantly influenced land use patterns over many
centuries, evolving its structure over time and space. In the present era, these changes have
accelerated due to factors such as agriculture and urbanization. Information regarding land use and
cover is essential for various planning and management tasks related to the Earth's surface,
providing crucial environmental data for scientific, resource management, policy purposes, and
diverse human activities.
Accurate understanding of land use and cover is imperative for the development planning
of any area. Consequently, a wide range of professionals, including earth system scientists, land
and water managers, and urban planners, are interested in obtaining data on land use and cover
changes, conversion trends, and other related patterns. The spatial dimensions of land use and
cover support policymakers and scientists in making well-informed decisions, as alterations in
these patterns indicate shifts in economic and social conditions. Monitoring such changes with the
help of Advanced technologies like Remote Sensing and Geographic Information Systems is
crucial for coordinated efforts across different administrative levels. Advanced technologies like
Remote Sensing and Geographic Information Systems
9
Changes in vegetation cover refer to variations in the distribution, composition, and overall
structure of plant communities across different temporal and spatial scales. These changes can
occur natural.
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
Executive Directors Chat Leveraging AI for Diversity, Equity, and InclusionTechSoup
Let’s explore the intersection of technology and equity in the final session of our DEI series. Discover how AI tools, like ChatGPT, can be used to support and enhance your nonprofit's DEI initiatives. Participants will gain insights into practical AI applications and get tips for leveraging technology to advance their DEI goals.
How to Setup Warehouse & Location in Odoo 17 InventoryCeline George
In this slide, we'll explore how to set up warehouses and locations in Odoo 17 Inventory. This will help us manage our stock effectively, track inventory levels, and streamline warehouse operations.
How to Fix the Import Error in the Odoo 17Celine George
An import error occurs when a program fails to import a module or library, disrupting its execution. In languages like Python, this issue arises when the specified module cannot be found or accessed, hindering the program's functionality. Resolving import errors is crucial for maintaining smooth software operation and uninterrupted development processes.
This presentation was provided by Steph Pollock of The American Psychological Association’s Journals Program, and Damita Snow, of The American Society of Civil Engineers (ASCE), for the initial session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session One: 'Setting Expectations: a DEIA Primer,' was held June 6, 2024.
Walmart Business+ and Spark Good for Nonprofits.pdfTechSoup
"Learn about all the ways Walmart supports nonprofit organizations.
You will hear from Liz Willett, the Head of Nonprofits, and hear about what Walmart is doing to help nonprofits, including Walmart Business and Spark Good. Walmart Business+ is a new offer for nonprofits that offers discounts and also streamlines nonprofits order and expense tracking, saving time and money.
The webinar may also give some examples on how nonprofits can best leverage Walmart Business+.
The event will cover the following::
Walmart Business + (https://business.walmart.com/plus) is a new shopping experience for nonprofits, schools, and local business customers that connects an exclusive online shopping experience to stores. Benefits include free delivery and shipping, a 'Spend Analytics” feature, special discounts, deals and tax-exempt shopping.
Special TechSoup offer for a free 180 days membership, and up to $150 in discounts on eligible orders.
Spark Good (walmart.com/sparkgood) is a charitable platform that enables nonprofits to receive donations directly from customers and associates.
Answers about how you can do more with Walmart!"
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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Find out more about ISO training and certification services
Training: ISO/IEC 27001 Information Security Management System - EN | PECB
ISO/IEC 42001 Artificial Intelligence Management System - EN | PECB
General Data Protection Regulation (GDPR) - Training Courses - EN | PECB
Webinars: https://pecb.com/webinars
Article: https://pecb.com/article
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বাংলাদেশের অর্থনৈতিক সমীক্ষা ২০২৪ [Bangladesh Economic Review 2024 Bangla.pdf] কম্পিউটার , ট্যাব ও স্মার্ট ফোন ভার্সন সহ সম্পূর্ণ বাংলা ই-বুক বা pdf বই " সুচিপত্র ...বুকমার্ক মেনু 🔖 ও হাইপার লিংক মেনু 📝👆 যুক্ত ..
আমাদের সবার জন্য খুব খুব গুরুত্বপূর্ণ একটি বই ..বিসিএস, ব্যাংক, ইউনিভার্সিটি ভর্তি ও যে কোন প্রতিযোগিতা মূলক পরীক্ষার জন্য এর খুব ইম্পরট্যান্ট একটি বিষয় ...তাছাড়া বাংলাদেশের সাম্প্রতিক যে কোন ডাটা বা তথ্য এই বইতে পাবেন ...
তাই একজন নাগরিক হিসাবে এই তথ্য গুলো আপনার জানা প্রয়োজন ...।
বিসিএস ও ব্যাংক এর লিখিত পরীক্ষা ...+এছাড়া মাধ্যমিক ও উচ্চমাধ্যমিকের স্টুডেন্টদের জন্য অনেক কাজে আসবে ...
2. Virtual Classroom Tour - VCT
Partners in Learning Global Forum
November 7 – 10, 2011
Washington DC
3. Virtual Classroom Tour – VCT
Name of Project:
Educator(s) Lyneth Crighton
School Brescia House School
Brief description of Brescia House School is located in Bryanston, Gauteng, South Africa. It is a Catholic school for girls which
educates 850 girls from Grade R (6) to Matric (18). The pilot “Anywhere, Anytime Learning” program was
school context
launched on the 1st March 2011 when 72 grade 10 learners each collected their brand new Dell Latitude 2110
netbooks from the IT Support Centre to embark on a digital adventure with their peers and teachers.
School Website http://www.brescia.co.za
http://Bresciahousesecondaryschool.blogspot.com
Content/Subject English (Home Language)
With links to Afrikaans, History, Consumer Studies, Physical Science, Life Orientation, Life Sciences,
Areas Religious Education, Geography and Mathematics/Mathematical Literacy
Age/Grade level Grade 10 (16 years)
Project Objectives • Provide a solid introduction to the prescribe English novel “Cry, the Beloved Country” written
by Alan Paton and published in 1947
• Provide a platform that learners could use to analysis the themes and characters of the novel
and create a central resource for further studies of the novel in English class
• How central themes of the novel are reflected in many academic subjects and by many leaders
Please note this presentation is of this century
best viewed as a presentation, • Integrate collaboration and other Web 2.0 tools to create a 21st Century Learning Environment
and it contains links to hidden • Support learners with the first-time use of their new netbook, in a wireless environment,
slides and to videos published on
YouTube and other live websites.
and its features (including webcam, Bluetooth & wireless adaptors, speakers & microphone)
4.
5. Evidence of Learning
Collaboration with “teacher experts”; group
members; and other classmates via …
Email
Integrate information using Web 2.0
tools ….
Skype
Twitter
Podcast prepared
reading
To create a “Cry the
Blackberry
messenger Related YouTube
video
Beloved Country” Wiki
Word Clouds of
Facebook wiki writing Create an
Complete 3 online
individual wiki Hyperlink your
assessments on
page based your wiki page to other
Digital the Moodle portal
theme word; related content in
to assess your
School Blog images relate it to your the wiki and on
knowledge of the
Click activity focus boxes knowledge of the the web
plot of the novel
Character novel
marked with the link icon, on
the right, to link to the Online avatars
Learners’ evidence of discussion
forums
learning.
Please note that some links
are to videos published on
YouTube and live weblinks.
6. Knowledge Building & Aspects of Knowledge Building & Critical Thinking:
• Learners have to use analysis and synthesis skills as the used their own, peers and teachers
Critical Thinking knowledge to weave into their wiki page
• Learners build their own knowledge “bridges”; they made the connections of the themes to
modern times.
• The project as a whole relied on the learners building their own knowledge and experimenting
with technology to create their own opinions of which tools suited them best
• The wiki they created could not be copied from any source and relied on learners thinking
differently about what and how they learn.
• Examples of knowledge building and critical thinking from the Wiki include:
• The learners worked together, along with their Afrikaans teacher, to find the connections
between the Novel’s theme of oppression, the Afrikaans poet Ingrid Jonker and Nelson
Mandela
• They integrated Geography terrain knowledge, mapping skills and distance calculations to
discover the route Absolum Khumalo would have taken on his journey from rural KwaZulu-
Natal to the city of Johannesburg
• The critically reviewed the movie revision of the novel – did they agree that the characters
were correctly casted; the story correctly told and did the costumes reflect the period that
the story is set in?
Extended Learning Beyond The workshop did not conform the traditional restrictions of the school day. Learning was extended
the Classroom beyond the classroom in the following ways:
• The workshop took place in a space where would normally divided into two classrooms, or ridgidly
set out in an arrangement suitable for writing examinations. The learners rearrangde the learning
space as it suited them, moving desks and chairs, sitting on the floor, even making use of the
corridor outside.
• The environment allowed wireless connections, so learners video Skyped, Tweeted, Emailed,
Blackberried, Facebooked and talk to each other as the travelled their journey of knowledge
building.
• Unlike traditional school days, learners wore more comfortable clothing, ignored bells ,
signaling the end of the lessons and teachers wondered in and out of the learning space,
offering insight and guidance.
• Learning did not take place in a linear fashion, learners experimented with Web 2.0 and ideas
in order for them individually and collectively again insight in the Novel’s themes
• Most importantly, for me, their were no “wrong answers”; learners created their own
knowledge in the form that suited themselves best.
7. • Before the workshop the girls were required to read the novel “Cry the Beloved
Collaboration Country” by Alan Paton; in order to assess that the girls were reading and prepare
them for the Moodle environment the girls completed 3 online tests and
participated in class online discussion forum.
• At the start of the workshop the 72 grade 10 girls were divided into 9 groups of 8
girls, this was done by simply giving each girl a card with her name, a puzzle piece,
a coloured peak cap and a word or phrase which somehow related to one of the 9
central themes of the novel, and no instructions.
• Live debate erupted as the girls had to use their thinking caps and workout how
puzzle pieces, coloured hats and random phrases related to digital experiences. (It
was interesting to watch how different girls used the different clues to form
groups)
• The girls were each given a “press pass” type card where they listed their fields of
expertise in relation to software, digital devices and any other skills they thought
useful. This served to highlight the idea that each individual has a part to play in
creating knowledge and if we pool our expertise we can achieve great things
• Each group had 2 to 3 staff “experts”, who related to them the thread that the
group had to research. The teachers helped guide the girls through the workshop
to evaluate, research and present their own phrase and the groups theme in the
grade wiki.
• Groups collaborated on mind maps to steer their research and plan their pathway.
These were displayed during the workshop and adapted and changed as the days
progressed.
• As the girl were “creating their own knowledge” the task suggestions were merely
suggestions. The staff were there to ensure they kept within the theme but they
could find their own way and own associations.
• Learners collaborated in groups, with their peers and teachers using Skype,
Twitter and emails
• A Wiki by definition is “a Web site developed collaboratively by a community of
users, allowing any user to add and edit content” without collaboration the
learners would not succeed in producing a meaningful wiki.
• The project was structured to allow for maximum use of the collaboration tools
offered by each learner having the use of her own laptop & the tools of Web 2.0