This document discusses eBooks in education. It begins with an introduction that defines eBooks and describes different types. It then discusses features of eBooks like animations, sound effects, and games. It analyzes the potential benefits and pitfalls of these features. Principles of effective eBook design are outlined. The document proposes an activity to create eBooks or lessons and discusses aligning eBooks with Ontario curriculum expectations. It concludes that eBooks can help achieve literacy when used effectively with print books.
The document discusses research on the use of ebooks to help young children learn to read. While the research is still limited, some studies have found benefits to ebooks such as increased reading engagement for children ages 3-6, opportunities for independent reading practice, and scaffolding supports like narration, animations and interactive features. Ebooks may provide scaffolding to develop emergent literacy skills like alphabet knowledge, print awareness, phonological awareness and comprehension when they include digital features that mirror evidence-based instructional techniques used by teachers. Overall, ebooks show potential as an engaging medium that can ease classroom implementation and provide individualized practice, but more research is still needed as the literature remains limited.
This document discusses digital literacy and computing education in primary schools. It makes three main points:
1. Computing education teaches students computational thinking and how to use technology to understand the world. It focuses on computer science and programming.
2. Students should become digitally literate - able to use and express themselves through technology. They should understand how and when digital tools are useful.
3. The goals of computing education are for students to understand computer principles, solve problems computationally, evaluate technology, and be competent and creative users of IT.
1. The document discusses a presentation on visual literacy and nonlinguistic representations, specifically focusing on infographics.
2. It defines key terms like visual literacy and nonlinguistic representations and discusses different types of infographics like diagrams, timelines, and graphs.
3. The presentation emphasizes why focusing on infographics is important for students of all ages and abilities, and provides teaching strategies for helping students understand and interpret different infographic representations.
This document discusses the importance of visual literacy and visual thinking in learning. It defines visual literacy as the ability to interpret and understand visual images. Teachers need to recognize the significant role of visual thinking in learning, as people think and learn in different ways, and the modern world relies heavily on visual communication. The document explores strategies for creating a learning environment that supports visual thinking, such as using images, graphics, and multimedia authoring. It discusses how visuals can help with comprehension, engagement, and as advance organizers to structure information. Developing visual literacy is important for both students and teachers.
Doing digital multimodal composing on English for specific purposes coursescahafner
The document discusses doing digital multimodal composing in English for specific purposes courses. It provides an overview of emerging needs of ESP learners, digital multimodal composing, and research findings and evaluation. It defines digital multimodal composing as going beyond traditional writing forms to include other modes made available by digital media like videos, infographics, posters and brochures. Benefits of digital multimodal composing include meeting real-world learner needs, enhancing language teaching strategies, engaging students with authentic audiences, and increasing learner autonomy.
Visual literacy relates to interpreting and creating meaning from graphics and symbols across various disciplines like visual arts, communication, and education. It involves understanding visual representations like illustrations, photos, signs, and diagrams. Visual literacy skills are important for interpreting media, data visualization, and navigating an increasingly visual world. It can be developed by having students analyze images, think critically about visual design elements, and learn to "read" different types of visual formats.
Educating the whole child prepares students to be future-ready by addressing their academic, social, emotional, and physical needs. This holistic approach connects different content areas and allows schools to meet the needs of all learners. Evaluating programs is important to ensure all students are supported.
The document discusses research on the use of ebooks to help young children learn to read. While the research is still limited, some studies have found benefits to ebooks such as increased reading engagement for children ages 3-6, opportunities for independent reading practice, and scaffolding supports like narration, animations and interactive features. Ebooks may provide scaffolding to develop emergent literacy skills like alphabet knowledge, print awareness, phonological awareness and comprehension when they include digital features that mirror evidence-based instructional techniques used by teachers. Overall, ebooks show potential as an engaging medium that can ease classroom implementation and provide individualized practice, but more research is still needed as the literature remains limited.
This document discusses digital literacy and computing education in primary schools. It makes three main points:
1. Computing education teaches students computational thinking and how to use technology to understand the world. It focuses on computer science and programming.
2. Students should become digitally literate - able to use and express themselves through technology. They should understand how and when digital tools are useful.
3. The goals of computing education are for students to understand computer principles, solve problems computationally, evaluate technology, and be competent and creative users of IT.
1. The document discusses a presentation on visual literacy and nonlinguistic representations, specifically focusing on infographics.
2. It defines key terms like visual literacy and nonlinguistic representations and discusses different types of infographics like diagrams, timelines, and graphs.
3. The presentation emphasizes why focusing on infographics is important for students of all ages and abilities, and provides teaching strategies for helping students understand and interpret different infographic representations.
This document discusses the importance of visual literacy and visual thinking in learning. It defines visual literacy as the ability to interpret and understand visual images. Teachers need to recognize the significant role of visual thinking in learning, as people think and learn in different ways, and the modern world relies heavily on visual communication. The document explores strategies for creating a learning environment that supports visual thinking, such as using images, graphics, and multimedia authoring. It discusses how visuals can help with comprehension, engagement, and as advance organizers to structure information. Developing visual literacy is important for both students and teachers.
Doing digital multimodal composing on English for specific purposes coursescahafner
The document discusses doing digital multimodal composing in English for specific purposes courses. It provides an overview of emerging needs of ESP learners, digital multimodal composing, and research findings and evaluation. It defines digital multimodal composing as going beyond traditional writing forms to include other modes made available by digital media like videos, infographics, posters and brochures. Benefits of digital multimodal composing include meeting real-world learner needs, enhancing language teaching strategies, engaging students with authentic audiences, and increasing learner autonomy.
Visual literacy relates to interpreting and creating meaning from graphics and symbols across various disciplines like visual arts, communication, and education. It involves understanding visual representations like illustrations, photos, signs, and diagrams. Visual literacy skills are important for interpreting media, data visualization, and navigating an increasingly visual world. It can be developed by having students analyze images, think critically about visual design elements, and learn to "read" different types of visual formats.
Educating the whole child prepares students to be future-ready by addressing their academic, social, emotional, and physical needs. This holistic approach connects different content areas and allows schools to meet the needs of all learners. Evaluating programs is important to ensure all students are supported.
The document discusses the educational value of digital storytelling. It notes that stories are powerful ways for people to remember and explain things. The document then describes how digital storytelling is being used at Simmons College, including as introductory and culminating assignments. Student feedback indicates they found digital storytelling engaging and memorable. The document also examines what story creators say about the process, relating it to embodied learning principles. It suggests digital storytelling allows for reflection, expression across media, and connecting learning to other experiences.
This document discusses the importance of visual literacy and visual thinking in learning. It makes the following key points:
1) Visual images are becoming the predominant form of communication and interpreting visual language plays an important role in learning. Some people are visual thinkers.
2) Early childhood development involves drawing on visual language before words. Visual thinking is a fundamental part of the learning process but approaches need to support both visual and verbal thinking.
3) Teachers need to recognize the role of visual thinking in a multimodal world and consider strategies to create a learning environment that supports visual thinking. Being visually literate allows people to interpret and evaluate visual texts.
This document provides information about composing multimodal texts. It defines what multimodal texts and semiotic systems are. It explains that multimodal texts convey meaning through a combination of elements that draw upon several semiotic systems, including linguistic, visual, gestural, audio, and spatial. It also discusses the four roles of the reader - code breaker, meaning maker, text user, and text analyst. Finally, it defines the three main types of texts - imaginative, informative, and persuasive - and provides examples of each.
The document discusses the benefits of using handheld devices like EDAs in primary education. It provides examples of how students can use EDAs to independently collect information on trips through pictures and voice recordings, and then write up presentations after. EDAs allow students more freedom to express their ideas and build confidence with technology compared to traditional paper and pencil methods. The final paragraphs argue that EDAs enhance speaking, listening, and collaboration skills when used with guidance during lessons.
Progress of Distance Education in Maharastra, India with reference to IGNOURamesh C. Sharma
The document discusses growth in learner support centers (LSCs) and student enrollment over the last three years in the Indira Gandhi National Open University (IGNOU) Pune Regional Centre. It provides demographic details of learners, including gender breakdowns, age ranges, areas of residence, and employment statuses from 2007-2008. It highlights top performing students who received awards and cash prizes. It also outlines technology-based learner support initiatives like teleconferencing networks, information kiosks, and EDUSAT and GYANVANI networks. Planned future initiatives include health training programs, establishing more study centers, coordinating meetings, and providing training to learner support center functionaries.
This document provides guidance on scriptwriting conventions for radio. It discusses the purpose of scripted material to ensure all necessary content is covered. It also outlines several linguistic conventions for radio scripts, such as using abbreviations, writing out numbers, expanding acronyms, and using punctuation to guide presenters. Additional conventions covered include using formal vs. colloquial language, including jargon definitions, and phonetically spelling difficult words. The document also discusses writing for the ear, following a station's house style, using standard cues and signposting, and different genres of radio scripts like music, documentaries, speech packages, and live features.
This document discusses the history and development of radio broadcasting in India from its origins with the Indian Broadcasting Company to the current organization All India Radio (AIR) under Prasar Bharati. It outlines the organizational structure and functions of AIR, the different types of radio broadcasts, and the autonomy and privatization of radio over time. It also describes the code of conduct for radio broadcasts, particularly regarding elections.
The document summarizes the history and methodology of All India Radio (AIR), India's national public radio broadcaster. It traces AIR back to broadcasts started by the Radio Club of Bombay in 1923. Control passed to the government in 1930 and it was renamed All India Radio in 1936. The document also describes the basic principles and components of radio transmission and reception, as well as different types of microphones used in radio broadcasting.
The document provides guidance on writing effective radio scripts, including formatting, structuring different types of scripts, technical considerations, and best practices. It outlines the key elements of a radio script, such as formatting, structuring stories, using clear and concise language, and ensuring scripts are well-organized, easy to understand, and timed appropriately. The document also provides examples of different script elements and a sample 5-minute radio script.
The commercial uses humor and stereotypes to associate the Mercedes Benz car with luxury, status and beauty.
9. How effective was the commercial in
getting its message across using humor
and stereotypes? Justify your answer.
10. Do you think humor and stereotypes
should be used in advertising? Why/Why
not? Justify your answer.
This unit plan aims to teach 5th grade students how to create book trailers using web 2.0 tools to motivate other students to read. Students will learn how to properly cite sources from the internet and avoid plagiarism. They will brainstorm ideas, develop a script, and create a book trailer with correct citations. Formative assessments will check understanding of book trailers and ethical internet use. The performance task requires students to create an original book trailer to share what they have learned. Teachers will provide examples, checklists, and modeling to support students through the project.
This unit plan is for an 8th grade Language A class that will last 8-10 weeks. The unit will focus on how educating ourselves can help prevent discrimination and stereotyping. Students will learn about Iranian culture to reflect on their own biases. They will examine how discrimination can be prevented. Assessments include a persuasive essay and graphic cartoon on an issue of passion. Learning activities incorporate research, presentations, letter writing, and analyzing the graphic novel Persepolis to develop cultural understanding and persuasive writing skills. The unit successfully engaged students in learning about Iranian culture and reflecting on discrimination.
The Common Core: Getting There Globally (MS)primarysource
The document discusses strategies for integrating global content into middle school classrooms to meet Common Core standards. It provides an overview of the Common Core, highlighting skills like critical thinking, analysis of complex texts, and literacy across genres. Examples are given of using memoirs, speeches, images and other informational texts to analyze central ideas, point of view, and integrate visuals with text. Resources for finding international nonfiction are also shared.
This activity is designed to help you develop a lesson that teaches .docxhowardh5
This lesson teaches character education through a math curriculum by focusing on the trait of perseverance. Students will watch video clips from Finding Nemo that demonstrate perseverance and discuss how the character shows this trait. They will then discuss how perseverance can be applied in math class and beyond. As an assessment, students will post responses on a collaborative digital bulletin board about how they can demonstrate perseverance in math. The teacher plans to continue developing character education by working with colleagues to identify important virtues and implement them across the curriculum.
This document outlines the details and requirements for a final project called "Taking a Stand" for a course on literacy, instruction, and leadership. The project asks students to apply what they have learned in the course to effect change in their own schools. It involves identifying a need, taking action to address it, gathering evidence of the effects, and reflecting on the experience. Students will then create a portfolio with 5 sections showcasing their project and learning. The sections address how literacy is complex, about effecting change, participatory, identity-making, and involves continuous learning. The portfolio will be submitted and evaluated based on completeness, the details and impact of the taking a stand activity, the quality of artifacts included, and the depth
This document discusses using digital storytelling to support student learning and meaning making. It provides examples of how digital stories have been used in different academic contexts, such as to document student experiences, demonstrate conceptual understanding, and reflect on course learning. The document also reflects on the benefits of digital storytelling for learning, such as encouraging reflection, demonstrating learning progression, and engaging students through an authentic process. Educators are challenged to help students spend more time reflecting, articulate what they are learning, and make their learning memorable through approaches like digital storytelling.
Writing Project 2: Critical Evaluation Essay
Technology & Literacy
Context & Description
Technology impacts most of our lives on a daily basis. From the smart phones we hold in our
hands to the laptops and tablets we use for school, work or leisure, technology has changed, and
continues to influence the ways in which we communicate, work, learn, and play.
While some developments in technology are well-received and widely used in effective ways that
benefit society, other developments bring about controversy and disagreement over how specific
technologies are used and to what extent. For instance, video games have become popular
among people of all generations, but its uses and effects on people and society has created
some very different views. Video games are sometimes blamed for promoting negative behavior
among children and adolescents, such as criminal activities and physical violence (Barlett, et al.,
O’Toole). Some people also argue that habitual uses of video games lead to health issues such
as addiction and obesity (Grüsser et al.). Video game addiction can also lead to sleep
deprivation and lack of concentration, and in some cases affect people’s performance at work or
school. Others argue that not all video games or all uses of video games are problematic. James
Gee, a literacy specialist and advocate for the use of video games in teaching and learning,
argues that “any learning, whether it's books, a movie, or a game, can lead to bad or good
results depending on the environment in which it's [played], not the game itself” and that good
video games can be extremely useful as a learning tool, facilitating the development of problem-
solving abilities and language skills” (Sheffield 11).
Various forms of technology have also changed what it means to be literate. In 2008, The
National Council of Teachers of English issued a statement defining twenty-first century
literacies, recognizing the role of technology in shaping the meaning of literacy: “Because
technology has increased the intensity and complexity of literate environments, the twenty-first
century demands that a literate person possess a wide range of abilities and competencies.”
Literacy in this sense includes many types of activities that are “multiple, dynamic, and
malleable”--such as reading online newspaper articles to participating in virtual class discussion
and even interacting on social networking sites such as Facebook and Twitter. The goal of this
project is to critically assess the impact that a specific type of technology has had on our literacy
practices.
When we think about “literacy,” what usually comes to mind is a knowledge of reading and
writing. The story of how a person first learns to read and write can offer unique insights into
different cultures and ways of learning and knowing language. But literacy can also mean much
more than learning to read and write: when we learn a second.
UNIT 9 CC6553 TEXTBOOK DEVELOPMENT 11aiou.pptxMuhammadBoota15
This unit discusses the future of textbooks and e-learning. It explores how textbooks may become digital e-books and how e-books could evolve beyond their current format. The objectives are to understand ongoing textbook development, foresee changes to textbooks and e-Books, and participate in future textbook creation. Key challenges to digital adoption include bureaucratic adoption processes, lack of ubiquitous technology access, and limited distance learning models. However, e-books may become richly interactive living documents. The future could see personalized, modular content and global electronic tutoring systems.
The document discusses the educational value of digital storytelling. It notes that stories are powerful ways for people to remember and explain things. The document then describes how digital storytelling is being used at Simmons College, including as introductory and culminating assignments. Student feedback indicates they found digital storytelling engaging and memorable. The document also examines what story creators say about the process, relating it to embodied learning principles. It suggests digital storytelling allows for reflection, expression across media, and connecting learning to other experiences.
This document discusses the importance of visual literacy and visual thinking in learning. It makes the following key points:
1) Visual images are becoming the predominant form of communication and interpreting visual language plays an important role in learning. Some people are visual thinkers.
2) Early childhood development involves drawing on visual language before words. Visual thinking is a fundamental part of the learning process but approaches need to support both visual and verbal thinking.
3) Teachers need to recognize the role of visual thinking in a multimodal world and consider strategies to create a learning environment that supports visual thinking. Being visually literate allows people to interpret and evaluate visual texts.
This document provides information about composing multimodal texts. It defines what multimodal texts and semiotic systems are. It explains that multimodal texts convey meaning through a combination of elements that draw upon several semiotic systems, including linguistic, visual, gestural, audio, and spatial. It also discusses the four roles of the reader - code breaker, meaning maker, text user, and text analyst. Finally, it defines the three main types of texts - imaginative, informative, and persuasive - and provides examples of each.
The document discusses the benefits of using handheld devices like EDAs in primary education. It provides examples of how students can use EDAs to independently collect information on trips through pictures and voice recordings, and then write up presentations after. EDAs allow students more freedom to express their ideas and build confidence with technology compared to traditional paper and pencil methods. The final paragraphs argue that EDAs enhance speaking, listening, and collaboration skills when used with guidance during lessons.
Progress of Distance Education in Maharastra, India with reference to IGNOURamesh C. Sharma
The document discusses growth in learner support centers (LSCs) and student enrollment over the last three years in the Indira Gandhi National Open University (IGNOU) Pune Regional Centre. It provides demographic details of learners, including gender breakdowns, age ranges, areas of residence, and employment statuses from 2007-2008. It highlights top performing students who received awards and cash prizes. It also outlines technology-based learner support initiatives like teleconferencing networks, information kiosks, and EDUSAT and GYANVANI networks. Planned future initiatives include health training programs, establishing more study centers, coordinating meetings, and providing training to learner support center functionaries.
This document provides guidance on scriptwriting conventions for radio. It discusses the purpose of scripted material to ensure all necessary content is covered. It also outlines several linguistic conventions for radio scripts, such as using abbreviations, writing out numbers, expanding acronyms, and using punctuation to guide presenters. Additional conventions covered include using formal vs. colloquial language, including jargon definitions, and phonetically spelling difficult words. The document also discusses writing for the ear, following a station's house style, using standard cues and signposting, and different genres of radio scripts like music, documentaries, speech packages, and live features.
This document discusses the history and development of radio broadcasting in India from its origins with the Indian Broadcasting Company to the current organization All India Radio (AIR) under Prasar Bharati. It outlines the organizational structure and functions of AIR, the different types of radio broadcasts, and the autonomy and privatization of radio over time. It also describes the code of conduct for radio broadcasts, particularly regarding elections.
The document summarizes the history and methodology of All India Radio (AIR), India's national public radio broadcaster. It traces AIR back to broadcasts started by the Radio Club of Bombay in 1923. Control passed to the government in 1930 and it was renamed All India Radio in 1936. The document also describes the basic principles and components of radio transmission and reception, as well as different types of microphones used in radio broadcasting.
The document provides guidance on writing effective radio scripts, including formatting, structuring different types of scripts, technical considerations, and best practices. It outlines the key elements of a radio script, such as formatting, structuring stories, using clear and concise language, and ensuring scripts are well-organized, easy to understand, and timed appropriately. The document also provides examples of different script elements and a sample 5-minute radio script.
The commercial uses humor and stereotypes to associate the Mercedes Benz car with luxury, status and beauty.
9. How effective was the commercial in
getting its message across using humor
and stereotypes? Justify your answer.
10. Do you think humor and stereotypes
should be used in advertising? Why/Why
not? Justify your answer.
This unit plan aims to teach 5th grade students how to create book trailers using web 2.0 tools to motivate other students to read. Students will learn how to properly cite sources from the internet and avoid plagiarism. They will brainstorm ideas, develop a script, and create a book trailer with correct citations. Formative assessments will check understanding of book trailers and ethical internet use. The performance task requires students to create an original book trailer to share what they have learned. Teachers will provide examples, checklists, and modeling to support students through the project.
This unit plan is for an 8th grade Language A class that will last 8-10 weeks. The unit will focus on how educating ourselves can help prevent discrimination and stereotyping. Students will learn about Iranian culture to reflect on their own biases. They will examine how discrimination can be prevented. Assessments include a persuasive essay and graphic cartoon on an issue of passion. Learning activities incorporate research, presentations, letter writing, and analyzing the graphic novel Persepolis to develop cultural understanding and persuasive writing skills. The unit successfully engaged students in learning about Iranian culture and reflecting on discrimination.
The Common Core: Getting There Globally (MS)primarysource
The document discusses strategies for integrating global content into middle school classrooms to meet Common Core standards. It provides an overview of the Common Core, highlighting skills like critical thinking, analysis of complex texts, and literacy across genres. Examples are given of using memoirs, speeches, images and other informational texts to analyze central ideas, point of view, and integrate visuals with text. Resources for finding international nonfiction are also shared.
This activity is designed to help you develop a lesson that teaches .docxhowardh5
This lesson teaches character education through a math curriculum by focusing on the trait of perseverance. Students will watch video clips from Finding Nemo that demonstrate perseverance and discuss how the character shows this trait. They will then discuss how perseverance can be applied in math class and beyond. As an assessment, students will post responses on a collaborative digital bulletin board about how they can demonstrate perseverance in math. The teacher plans to continue developing character education by working with colleagues to identify important virtues and implement them across the curriculum.
This document outlines the details and requirements for a final project called "Taking a Stand" for a course on literacy, instruction, and leadership. The project asks students to apply what they have learned in the course to effect change in their own schools. It involves identifying a need, taking action to address it, gathering evidence of the effects, and reflecting on the experience. Students will then create a portfolio with 5 sections showcasing their project and learning. The sections address how literacy is complex, about effecting change, participatory, identity-making, and involves continuous learning. The portfolio will be submitted and evaluated based on completeness, the details and impact of the taking a stand activity, the quality of artifacts included, and the depth
This document discusses using digital storytelling to support student learning and meaning making. It provides examples of how digital stories have been used in different academic contexts, such as to document student experiences, demonstrate conceptual understanding, and reflect on course learning. The document also reflects on the benefits of digital storytelling for learning, such as encouraging reflection, demonstrating learning progression, and engaging students through an authentic process. Educators are challenged to help students spend more time reflecting, articulate what they are learning, and make their learning memorable through approaches like digital storytelling.
Writing Project 2: Critical Evaluation Essay
Technology & Literacy
Context & Description
Technology impacts most of our lives on a daily basis. From the smart phones we hold in our
hands to the laptops and tablets we use for school, work or leisure, technology has changed, and
continues to influence the ways in which we communicate, work, learn, and play.
While some developments in technology are well-received and widely used in effective ways that
benefit society, other developments bring about controversy and disagreement over how specific
technologies are used and to what extent. For instance, video games have become popular
among people of all generations, but its uses and effects on people and society has created
some very different views. Video games are sometimes blamed for promoting negative behavior
among children and adolescents, such as criminal activities and physical violence (Barlett, et al.,
O’Toole). Some people also argue that habitual uses of video games lead to health issues such
as addiction and obesity (Grüsser et al.). Video game addiction can also lead to sleep
deprivation and lack of concentration, and in some cases affect people’s performance at work or
school. Others argue that not all video games or all uses of video games are problematic. James
Gee, a literacy specialist and advocate for the use of video games in teaching and learning,
argues that “any learning, whether it's books, a movie, or a game, can lead to bad or good
results depending on the environment in which it's [played], not the game itself” and that good
video games can be extremely useful as a learning tool, facilitating the development of problem-
solving abilities and language skills” (Sheffield 11).
Various forms of technology have also changed what it means to be literate. In 2008, The
National Council of Teachers of English issued a statement defining twenty-first century
literacies, recognizing the role of technology in shaping the meaning of literacy: “Because
technology has increased the intensity and complexity of literate environments, the twenty-first
century demands that a literate person possess a wide range of abilities and competencies.”
Literacy in this sense includes many types of activities that are “multiple, dynamic, and
malleable”--such as reading online newspaper articles to participating in virtual class discussion
and even interacting on social networking sites such as Facebook and Twitter. The goal of this
project is to critically assess the impact that a specific type of technology has had on our literacy
practices.
When we think about “literacy,” what usually comes to mind is a knowledge of reading and
writing. The story of how a person first learns to read and write can offer unique insights into
different cultures and ways of learning and knowing language. But literacy can also mean much
more than learning to read and write: when we learn a second.
UNIT 9 CC6553 TEXTBOOK DEVELOPMENT 11aiou.pptxMuhammadBoota15
This unit discusses the future of textbooks and e-learning. It explores how textbooks may become digital e-books and how e-books could evolve beyond their current format. The objectives are to understand ongoing textbook development, foresee changes to textbooks and e-Books, and participate in future textbook creation. Key challenges to digital adoption include bureaucratic adoption processes, lack of ubiquitous technology access, and limited distance learning models. However, e-books may become richly interactive living documents. The future could see personalized, modular content and global electronic tutoring systems.
Digital storytelling involves using computer tools to tell stories that usually include some combination of images, text, audio narration, video clips, and music. Stories are typically 2-10 minutes long. Benefits include serving as a multidimensional assessment tool that fosters 21st century skills like creativity, collaboration, and digital literacy. Elements of an effective digital story include a dramatic hook, emotional content, concise writing or script, and pacing. Teachers can use digital stories for novel studies, assessments, writing assignments, autobiographies, and more.
This document summarizes a presentation on trialling an audiobook platform with disabled students at Cambridge University. It begins with a literature review on audiobooks and inclusion in higher education. It then discusses the trial of an EBSCO audiobook platform, which received positive feedback from students but also identified areas for improvement. Finally, it examines the implications of audiobooks for information literacy based on Cambridge University's framework, such as resource discovery, critical assessment, managing information, and creating/communicating knowledge. The presentation concludes that audiobook usage warrants further instruction and advocacy to promote inclusion.
This document provides an overview of using an inquiry workshop model to teach comprehension of informational texts. It discusses:
1) The components of an inquiry workshop, which includes modeling strategies, lessons specific to projects, and small and independent group work.
2) How an inquiry workshop aligns with Common Core standards by having students write arguments, explanations, and conduct investigations.
3) A planning process for an inquiry workshop, which involves creating a guiding question, determining final projects, and backwards planning lessons and activities to build students' inquiry skills.
Squeak is an educational multimedia software program that allows students to create their own models, stories, and games to stay engaged in learning subjects like math, science, and language arts in a fun and interactive way. It aims to motivate students and teach concepts in a hands-on manner by allowing them to visualize and explore abstract ideas. Teachers guide students as they interact with and respond to Squeak, while students follow non-linear instruction to build their own projects and experiments.
This document outlines the 7 steps for planning a project-based unit anchored in literature (PUBLIT). The steps include: 1) generating an essential understanding from the text; 2) developing an essential question; 3) devising a culminating project; 4) breaking the project into skills-based tasks; 5) sequencing the tasks; 6) connecting the tasks to understandings and questions; and 7) scheduling the unit. Students are assigned to apply these steps to plan a PUBLIT unit based on one of their summer reading texts.
The document discusses using technology to promote higher-order thinking in students. It suggests asking open-ended questions to encourage creative problem solving rather than fact memorization. Specific strategies mentioned include project-based learning, using different modes of expression, and creating student-centered stories to make learning meaningful.
Inaugural Lecture
John Cook
Date: Tuesday 3rd of Feb, 2009
Time: 6pm
Venue: Henry Thomas room, Holloway Road, London Metropolitan University
Introduced by Brian Roper, Vice-Chancellor London Metropolitan University
Digital media can encourage social interaction and promote learning outcomes. Teacher-librarians at four Brisbane schools – two boys' and two girls' schools - initiated a collaborative project to foster creative writing in Year 8 students. This project explored the notion of shared writing, challenging students to produce a joint story.
This six-week unit introduces first grade students to basic research skills through studying animal books. Each student will choose an animal book and take notes to become experts. In the final lesson, students will present their research in an "Animal Museum." The unit aims to teach students to use guides like contents pages, indexes, and pictures to find information. By the end, students will be able to use these guides and demonstrate enthusiasm for reading non-fiction.
Deborah Baker believes that every child can reach their potential given the right opportunities and developmentally appropriate instruction with high expectations. She emphasizes student-centered learning that focuses on student success. Her philosophy is to ensure students feel cared for, believed in, and supported to reach their learning goals and dreams. She provides experiences to help students gain skills to compete in a changing world, including guiding safe technology use and encouraging collaboration.
Similar to eBooks in Education - iPad Workshop by Katia Ciampa (20)
This document introduces the TPACK Design Framework for designing effective technology-enhanced science instruction. The framework is based on characteristics of effective science learning, science teaching, and technology-enhanced instruction. It uses the TPACK model and a framework of TPACK-in-Practice to create criteria (questions) to guide the design, implementation, and reflection of technology-enhanced science lessons. The goal is to help teachers assess how digital technologies can meet science learning goals and 21st century skills. Going through the TPACK Design Framework is intended as a recursive process that can develop teachers' TPACK knowledge for technology-integrated science teaching.
Tools! Tools! Tools! Using Web 2 Tools in the ClassroomCandace Figg
This document discusses using Web 2.0 tools in the classroom. It provides links to two tools, Twiddla and a Wiki, for an activity called Web 2 Jigsaw. It also lists some questions teachers should consider when planning to use these tools pedagogically, such as how to use the tools, what preparation and classroom management is required, technology needs, and required technical skills.
Create digital learning for your students in 30 seconds with AnimotoCandace Figg
In 30 seconds or less, educators can create digital learning for their students using the free online Animoto video creation tool. Attendees of the August 2014 Lagniappe Workshops are encouraged to sign up for an Animoto education account in preparation for the workshop, which will demonstrate how to make 30-second introduction videos and brainstorm uses of the tool for classroom instruction and management while considering technology needs and skills.
This document provides instructions for setting up and using Pinterest, including how to sign up for an account, create boards, pin images, add the Pin It button, and collaborate by adding other users. Key aspects covered are setting up boards, using the Pin It button to save images, understanding the anatomy of individual pins or posts, and how to add other collaborators to boards. The document suggests considering classroom uses for Pinterest and addresses related pedagogical and technical considerations. It concludes by having the reader build their own Pinterest board and pins and add a collaborator.
The document provides instructions for an online workshop on using collaborative tools like OneDrive, Popplet, and Twiddla. Participants are asked to set up accounts, add comments to a Twiddla page about using collaborative activities in the classroom, organize the comments into an idea map on Popplet, add to a shared presentation on uses of collaborative tools, and edit an Office 365 document together. The goal is to build knowledge collaboratively using different web tools.
The document provides instructions for participants attending the Lagniappe Workshops in August 2014. It directs users to set up a Twitter account, explore curation tools like Paper.li, Scoop.it and Storify, and tweet about what they are learning using the #lagniappe2014 hashtag. It also prompts users to create curated materials using one of the tools and share it on Twitter.
The document discusses using the website Polleverywhere.com to create polls and surveys to enhance in-class discussion and learning. It outlines an activity where participants will: 1) Use Polleverywhere.com to create polls, 2) Discuss how polls can be applied in the classroom, 3) Learn how to create open-ended and multiple choice polls on the site. The goal is to demonstrate how creating polls can engage students and connect to different content areas.
This document provides instructions for teachers to assess students through games and polls using various online tools. It outlines how to create a Jeopardy game using Jeopardy Labs to review class topics, have students answer survey questions using Socrative to gauge understanding, and set up a Socrative quiz with multiple choice, short answer, and true/false questions to assess learning. Key website addresses and sign-in information are provided to allow teachers to immediately start setting up these assessment activities online.
The document provides instructions for teachers on how to use blogs to build community and engage 21st century learners in the classroom. It recommends that teachers first brainstorm potential uses of blogs and consider technology needs and classroom management. Teachers are then instructed to set up their own blog in 5 easy steps by going to the Blogger website and creating posts, adding links, images and videos, and saving and sharing the blog. Finally, teachers are prompted to try commenting on a neighbor's blog to start building interaction and community.
Virtual field trips for cooperative learningCandace Figg
This document provides instructions for setting up virtual field trips using wikis and blogs. It explains that virtual field trips allow cooperative learning without leaving the classroom by taking students on online explorations. Readers are guided through setting up their own wiki virtual field trip in 5 steps and their own blog virtual field trip in 4 steps. Resources for planning virtual field trips are also provided.
This document discusses using QR codes and iPads for interactive web searches. It provides background information on a topic and mentions using BINGO and a shortened URL (goo.gl). The essential information is conveyed in a concise 3 sentence summary as requested.
VoiceThreads for Collaborative Knowledge BuildingCandace Figg
This document discusses using VoiceThread, an online tool, for collaborative knowledge building. It provides instructions on how to set up a VoiceThread account and create a VoiceThread presentation in 5 steps by adding slides, text, images, and an initial message. The document also includes links to a sample VoiceThread demonstration and a website with more resources on using VoiceThread for different classroom activities and pedagogical thinking.
This document discusses the reasons to use ePortfolios, including that they allow students to collect artifacts from key courses to demonstrate their knowledge, skills and development over time. ePortfolios also facilitate program assessment by programs being able to evaluate students' work at different assessment points using rubrics and identify gaps. Finally, the document mentions different platforms like PassPORT and Google Sites that can be used to create and submit ePortfolios for evaluation.
This document discusses using QR codes and iPads for interactive web searches. It provides background on the topic and mentions using BINGO and goo.gl in relation to interactive web searches with QR codes and iPads.
This document outlines the schedule and activities for a workshop on integrating technology into instruction. The workshop will take place on December 7th from 9:00-2:15 at Brock University and will feature demonstrations of tools that can be used and repurposed for teaching. It will include an essential modeling activity to set the stage, followed by a tool demonstration and "TechSlam" where additional examples of instructional uses are provided. Participants will have an opportunity for guided practice with a concluding activity. The workshop aims to model new technology skills while keeping technical instruction minimal.
This document outlines the design of a professional development workshop and coaching session for grade 4 teachers on using WebQuests in their medieval studies curriculum. It includes analyzing the learning goals, designing model activities and learning objects to demonstrate how to create a WebQuest using Zunal, developing the workshop materials, and plans for implementing the workshop and evaluating its effectiveness. The overall goal is to teach teachers how to build their own WebQuests and incorporate them into lessons to enhance student learning.
This document outlines a professional development plan for four Grade 2 teachers to learn how to use podcasts in the classroom. The plan includes analyzing the learners' needs, designing a workshop to model and practice creating podcasts using Audacity and PodBean, developing materials over winter break, implementing the workshop in February, and evaluating its effectiveness. The workshop will introduce podcasts, demonstrate the tools, provide a sample podcast and tutorial, and have teachers practice recording an interview podcast.
This document discusses how digital learners named Kylie use cloud tools and web 2.0 technologies for learning. It explains that the cloud refers to data storage and web 2.0 tools that can be accessed online and shared with others. Examples of specific cloud tools used by Kylie include YouTube, SlideShare, Popplet, and Prezi for communicating, creating, and collaborating as a digital learner across different platforms and media.
This document provides tips for creating effective PowerPoint presentations. It recommends keeping designs simple with no more than 3 fonts and using images that match content. Bullets should include only key points, not full stories. Text within images can be difficult to read, and empty space makes presentations more restful. Balance and proper image placement according to rules of thirds enhances visual design. Animations and transitions should be used sparingly to avoid distraction. The goal is to organize information clearly and tell a story through visuals to engage 21st century learners.
Seven Skills Of Highly Effective Web2 Science TeachersCandace Figg
The document discusses seven skills for highly effective science teachers using Web 2.0 tools: 1) social bookmarking to share resources using tags, 2) edublogging to create blogs for educational purposes, 3) wikis as editable collaborative web pages, 4) streaming video for demonstrations and experiments, 5) podcasting to create audio files, 6) RSS feeds to automatically update on new content without daily checking, and 7) social networking to connect based on shared interests. Examples are provided for using each tool to promote scientific literacy.
Chapter wise All Notes of First year Basic Civil Engineering.pptxDenish Jangid
Chapter wise All Notes of First year Basic Civil Engineering
Syllabus
Chapter-1
Introduction to objective, scope and outcome the subject
Chapter 2
Introduction: Scope and Specialization of Civil Engineering, Role of civil Engineer in Society, Impact of infrastructural development on economy of country.
Chapter 3
Surveying: Object Principles & Types of Surveying; Site Plans, Plans & Maps; Scales & Unit of different Measurements.
Linear Measurements: Instruments used. Linear Measurement by Tape, Ranging out Survey Lines and overcoming Obstructions; Measurements on sloping ground; Tape corrections, conventional symbols. Angular Measurements: Instruments used; Introduction to Compass Surveying, Bearings and Longitude & Latitude of a Line, Introduction to total station.
Levelling: Instrument used Object of levelling, Methods of levelling in brief, and Contour maps.
Chapter 4
Buildings: Selection of site for Buildings, Layout of Building Plan, Types of buildings, Plinth area, carpet area, floor space index, Introduction to building byelaws, concept of sun light & ventilation. Components of Buildings & their functions, Basic concept of R.C.C., Introduction to types of foundation
Chapter 5
Transportation: Introduction to Transportation Engineering; Traffic and Road Safety: Types and Characteristics of Various Modes of Transportation; Various Road Traffic Signs, Causes of Accidents and Road Safety Measures.
Chapter 6
Environmental Engineering: Environmental Pollution, Environmental Acts and Regulations, Functional Concepts of Ecology, Basics of Species, Biodiversity, Ecosystem, Hydrological Cycle; Chemical Cycles: Carbon, Nitrogen & Phosphorus; Energy Flow in Ecosystems.
Water Pollution: Water Quality standards, Introduction to Treatment & Disposal of Waste Water. Reuse and Saving of Water, Rain Water Harvesting. Solid Waste Management: Classification of Solid Waste, Collection, Transportation and Disposal of Solid. Recycling of Solid Waste: Energy Recovery, Sanitary Landfill, On-Site Sanitation. Air & Noise Pollution: Primary and Secondary air pollutants, Harmful effects of Air Pollution, Control of Air Pollution. . Noise Pollution Harmful Effects of noise pollution, control of noise pollution, Global warming & Climate Change, Ozone depletion, Greenhouse effect
Text Books:
1. Palancharmy, Basic Civil Engineering, McGraw Hill publishers.
2. Satheesh Gopi, Basic Civil Engineering, Pearson Publishers.
3. Ketki Rangwala Dalal, Essentials of Civil Engineering, Charotar Publishing House.
4. BCP, Surveying volume 1
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!"
The chapter Lifelines of National Economy in Class 10 Geography focuses on the various modes of transportation and communication that play a vital role in the economic development of a country. These lifelines are crucial for the movement of goods, services, and people, thereby connecting different regions and promoting economic activities.
Philippine Edukasyong Pantahanan at Pangkabuhayan (EPP) CurriculumMJDuyan
(𝐓𝐋𝐄 𝟏𝟎𝟎) (𝐋𝐞𝐬𝐬𝐨𝐧 𝟏)-𝐏𝐫𝐞𝐥𝐢𝐦𝐬
𝐃𝐢𝐬𝐜𝐮𝐬𝐬 𝐭𝐡𝐞 𝐄𝐏𝐏 𝐂𝐮𝐫𝐫𝐢𝐜𝐮𝐥𝐮𝐦 𝐢𝐧 𝐭𝐡𝐞 𝐏𝐡𝐢𝐥𝐢𝐩𝐩𝐢𝐧𝐞𝐬:
- Understand the goals and objectives of the Edukasyong Pantahanan at Pangkabuhayan (EPP) curriculum, recognizing its importance in fostering practical life skills and values among students. Students will also be able to identify the key components and subjects covered, such as agriculture, home economics, industrial arts, and information and communication technology.
𝐄𝐱𝐩𝐥𝐚𝐢𝐧 𝐭𝐡𝐞 𝐍𝐚𝐭𝐮𝐫𝐞 𝐚𝐧𝐝 𝐒𝐜𝐨𝐩𝐞 𝐨𝐟 𝐚𝐧 𝐄𝐧𝐭𝐫𝐞𝐩𝐫𝐞𝐧𝐞𝐮𝐫:
-Define entrepreneurship, distinguishing it from general business activities by emphasizing its focus on innovation, risk-taking, and value creation. Students will describe the characteristics and traits of successful entrepreneurs, including their roles and responsibilities, and discuss the broader economic and social impacts of entrepreneurial activities on both local and global scales.
2. Agenda:Agenda:
1.1.Introduction: Storybooks Go DigitalIntroduction: Storybooks Go Digital
2.2.Bells and Whistles in eBooksBells and Whistles in eBooks
3.3.Pitfalls & Potentials of eBooks: A CriticalPitfalls & Potentials of eBooks: A Critical
AnalysisAnalysis
4.4.Principles of Effective eBooks DesignPrinciples of Effective eBooks Design
5.5.Activity: Creating eBooks/eBook LessonsActivity: Creating eBooks/eBook Lessons
6.6.eBooks in Accordance with OntarioeBooks in Accordance with Ontario
Curriculum ExpectationsCurriculum Expectations
7.7.ConclusionConclusion
8.8.QuestionsQuestions
3. Introduction: Storybooks Go DigitalIntroduction: Storybooks Go Digital
What is an eBook?
•An electronic storybook is defined in this study as a book composed
in or converted to digital format for display on a computer screen or
handheld device (Hutchison, Beschorner, & Schmidt-Crawford, 2012; Kim, 2014).
Types of eBooks
Portable document format (PDF) Interactive/Animated eBook
Traditional Transformative
(Simple) (Complex)
4. Bells & Whistles in eBooksBells & Whistles in eBooks
How do eBook features affect children's’
and adolescents’ language and literacy
development?
1.Animated Illustrations
2.Sound Effects and Music
3.Games
4.Hotspots
5.Questions
6.Highlighting Print
1) International Children's
Digital Library
2) LAZ Reader level M (How to
make lemonade)
3) Green Eggs and Ham Dr.
Seuss
4) Scholastic Storia
5) MeeGenius! Books
6) DemiBooks Storytime
7) Book Press
8) Toontastic
9) Story Creator
10) Story Maker HD
5. Pitfalls & Potentials of eBooksPitfalls & Potentials of eBooks
PROS
• eBooks can meet the need without
placing a heavy burden on the adult
• Interactivity is particularly beneficial
(word learning improved by almost 20%)
• Questions within interactive eBooks may
increase students motivation
• Useful in allowing students to engage in
independent reading before they are
capable of reading conventional printed
texts on their own
• Interactive features like hotspots and
questions targeting complex words in the
story text support growth in vocabulary
• Children at risk for literacy delays showed
gains in phonological awareness,
phoneme awareness and vocabulary.
CONS
• Extra features of enhanced eBooks may
distract adults and children alike from the
story, negatively affecting the nature of
conversation and the amount of detail
children recall
• Animated pictures that include motion
and zoom shots provide more than clues
from which children can extract meanings
of difficult words than static pictures
• Effects of visual and audio features in
enhanced ebooks (music and sounds- not
animated pictures) may interfere with SLI
children’s learning
• Children mostly prefer the animations and
iconic elements at the expense of listening
to the book’s story text
• Students with poor regulation skills do not
benefit from the interactions as much as
their peers.
6. Principles of Effective eBooks DesignPrinciples of Effective eBooks Design
- Multimedia characteristics
- Interactivity
- Usability
- Educational Value
- Features category (eBooks design)
-Age appropriateness
-Cultural sensitivity
-Satisfying plots
-Content/concept accuracy
-Rich expressions of human values, traits, and struggles
7. eBooks in Accordance with OntarioeBooks in Accordance with Ontario
Curriculum ExpectationsCurriculum Expectations
How are eBooks reflected within the
Ontario Curriculum?
How can eBooks substantively
contribute to the achievement of the
Ontario (Language) Curriculum
expectations?
8. Create Your Own eBook/eBook LessonCreate Your Own eBook/eBook Lesson
A)Choose an eBook (listed on your handout)
and develop a shared reading lesson for your
students. Remember to include all three
phases of the shared book reading routine:
Before, During, & After.
AND/OR
B) Select any eBook Creator app (listed on
your handout), and create your own eBook, or
list the many different ways it can be used by
you and your students!
9. Create Your Own eBook/eBook LessonCreate Your Own eBook/eBook Lesson
1) What is the learning goal? In what types of lessons (e.g.,
Direct Instruction, Independent Research, Project-based,
Problem-based, Collaborative Grouping Jigsaw) will this
type of activity be most effective?
2) How would this activity be adapted for content areas?
What other tools could be used for this activity?
3) What implementation strategies work most effectively
for this activity? What does the teacher need to
plan/prepare ahead of time? What classroom management
issues need to be addressed?
10.
11. What do you think this book willWhat do you think this book will
be about?be about?
Click here to go back and look atClick here to go back and look at
the title and front cover of thisthe title and front cover of this
book to help us answer thisbook to help us answer this
question.question.
12. What do youWhat do you alreadyalready know aboutknow about
meerkats?meerkats?
What do youWhat do you wantwant to know aboutto know about
meerkats?meerkats?
13. My name is Little Meerkat. I am a kind of mongoose.
14.
15. What new things did you learnWhat new things did you learn
about meerkats from reading thisabout meerkats from reading this
story?story?
16. Ontario Language Curriculum Expectations Sample Guided eBook Questions
READING
Extending Understanding (Making Connections)
1.6 -Extend understanding of texts by connecting
the ideas in them to their own knowledge and
experience, to other familiar texts, and to the
world around them
• What does this story remind you of in your life?
• Does this story remind you of something else
you have read?
• Does this story remind you of anything you saw
on TV or in a movie?
Responding to and Evaluating Texts
1.8- Express personal thoughts and feelings about
what has been read
• How does the ending of this story make you
feel? Why? If you could change the ending of
this story, what would happen?
• What was your favourite/least favourite part of
the story? Why?
Making Inferences/ Interpreting Messages
1.2- Use stated and implied ideas in texts to make
inferences and construct meaning
• What do you think the story will be about?
• What do you think will happen next?
• Why did the author say ____________?
WRITING
Form: 2.1- write more complex texts using a variety of forms (e.g., a storyboard using captions and
photographs or drawings to recount a significant event in their life; an original folk tale, fairy tale, or tall
tale, or an extension of an existing tale)
MEDIA LITERACY
Producing Media Texts: 3.4- produce media texts for specific purposes and audiences, using a few simple
media forms and appropriate conventions and techniques (e.g., a picture book to accompany a unit of
study for a younger grade; a storyboard identifying the sound effects, images, and dialogue to be used in
filming a scene from a novel)
Alignment with Ontario Language Curriculum ExpectationsAlignment with Ontario Language Curriculum Expectations
17. ConclusionConclusion
•Today we face a new challenge: to use eBooks
effectively with print books to reach higher levels of
literacy than ever before.
•In order to achieve these standards for beginning
reading, teachers need 21st
century tools that
invigorate instruction and strengthen its intensity
on a daily basis.
As number of living storybooks available on Internet and through apps and other digital media increases, it becomes more and more imperative to examine effects of electronic books that allow young children to hear a story and explore a range of activities while the tale moves along
The CCSS emphasize critical thinking with texts in all forms of media and technology. The use of technology as a tool for learning and teaching and the media habits of young children have become growing sources of interest among educators, researchers, and those in media industry.
An increasing number of picture storybooks for children have become available electronically, and there has been an explosion in children’s storybook apps especially since tablet computers have become popular (Mobile media appears to the growing choice of young children as they prefer to use their media on the go). Ebook sales have dramatically increased within the last few years, cornering about 18% of the children’s book market (Peckham, 2012). Ebooks are novel and fresh, offering different ways of touching, listening, looking, reading, and now creating texts. We still know little about ebooks as tools for learning to read and for reading in an Ontario Language Curriculum context. This presentation takes a closer look at the pedagogic future of eBooks intended for our young readers. Implicit in the discussion is the emerging role of the ebook as a curricular resource that meets the Ontario Language Curriculum expectations. In order to achieve these standards for beginning reading, teachers need resources that not only align with expectations but also that motivate children to read, write, view, and create texts within a multimodal digital context.
TYPES OF EBOOKS
It is important to first understand and categorize the different types of eBooks. We can place them on a spectrum. At one end of the spectrum, the simplest type of ebook is in a portable document format (PDF). It has the basics: start/stop buttons, front/back arrows for pagination. It may include bookmarking and annotating features plus an audio function. This type of ebook looks, feels, and acts a lot like the traditional print book, and in some cases consists of pages directly scanned from a printed book. Rapidly increasing in availability at school, includes more advanced features, such as music, animation, print highlights, hotspots (hyperlinks that leave the page), and embedded games; it may contain word decoding and word-search assistance. (E.g., Tumblebooks is example- standard format offering more hands on interactivity than PDF or print book unless book has textured illustrations, audio or music components or pop up features.) Most complex type of ebook to date is the interactive ebook or animated story. It presents a film like version of content sometimes even in 3D and allows a full range of multisensory interactions with the illustrations and text- visual, auditory, haptic and kinesthetic. Interactive ebooks include sophisticated and creative multimodal interfaces such as toolbars, virtual assistances, reading-level adjusters, embedded video, and activities (e.g., colouring an illustration, doing an experiment, listening to a song). The e in this ebook type is highly engaging and provides a glimpse into the future of children’s publishing as children’s books transition from print to digital.
Music, narration, animation, colour, hyperlinks, and motion are powerful attractors that can capture and influence viewer/reader attention
Unlike traditional printed picture storybooks, electronic storybooks show less homogeneity in design features due to a variety of bells and whistles. In some books, pictures are similar to those in the printed version of the book, but other books may include animated (details of) pictures. Apart from an oral rendition of text, electronic picture storybooks may include sound effects and background music. Some electronic stories include games or other interactive features such as hotspots often revealing some kind of audio or visual effect when clicked on. How do those eBook features affect children’s language and literacy development?
1. Animated Illustrations
-beneficial effects of eBooks that presented animated illustrations instead of static ones in addition to oral rendition of text; in these studies first and second language learners repeatedly heard either a storybook with animated illustrations that dramatize the story or an electronic version of a similar story with merely static pictures; text comprehension- especially vocabulary- improved when children read the animated eBook.
Assume that the animated parts of pictures make it easier for children to match relevant details in illustrations with oral text, thus facilitating word and text comprehension. Animated details attract more visual attention than other parts, which may promote contiguity between oral text and illustration; that is, corresponding text is pronounced simultaneously with animated details in the illustration. Camera effects such as zoom may help to match relevant details in illustrations with oral text, thereby supporting children’s text comprehension.
Normally children fixate more than 90% of their time on the illustrations in picture storybooks while they listen to an oral reading of text and what probably is most important they fixate more often and longer on details in illustrations that are highlighted in the story than on elements that are not. While looking at illustrations in books, children search for elements that are highlighted in the story text
Simultaneous processing of story text and illustrations as is facilitated by animated eBooks may explain why animated versions of picture storybook were preferable to versions with only static pictures. Holding verbal and visual information in working memory at the same time may help children build strong connections between visual and verbal information. When a word is processed through both verbal and visual channels, this stimulates dual coding of information which facilitates storing and retaining word meanings. It seems evident that the quality of animations is vital. Film like presentations of stories may have the same effects when they include wild animations that do not match the story text. The crowdedness of animated presentations, requiring children to process simultaneously through multiple modalities that do not match may cause overload of the brain which may reduce learning about the story language. We expect therefore negative results for cartoon-like eBooks that include numerous animations that do not match the story language.
2. Sound effects and Music
Additional audio features in eBooks are salient and likely to elicit and sustain children’s attention. Moreover, background music may lend support to story comprehension for instance by stressing the characters’ moods (e.g., sadness or happiness). Adding sounds may help clarify these words’ meanings. When sounds are coded simultaneously with the oral text, dual coding may facilitate storage and retrieval of unknown words.
3. Interactivity in Enhanced eBooks- Games- Too Many Choices?
Due to increased popularity of touch screen devices, many eBooks now include interactive features such as puzzles, colouring or memory games but there is concern for the educational quality of these stories (e.g., Zucker, Moody, & McKenna, 2009). These activities might be entertaining and increase children’s motivation but they may also promote a “game-playing” mode rather than stimulate children to focus on the story.
A study targeting of of the first digitized picture storybooks that appeared on the Dutch market (PB Bear’s Birthday Party; Davis, 1996) showed that too many choices of interactive options is risky given that most young children bring a game-playing mentality to the computer. Each screen of PB Bear’s Birthday Party offered a choice of hotspots to click on resulting in one or more of the following:
-speech feedback for the complete text on screen or speech feedback for single text phrases or individual worlds
-a film like presentation of the events
-animations
As none of the actions happened automatically the program opened up the possibility to revert to game playing without paying attention to the story text. The result, as concluded by de Jong and Bus (2002) was that the iconic modes of this book (animated illustrations, animations, games) attracted the 4 and 5 year old participants attention to the expense of listening to the oral story text. After six 15-minute sessions, only a minority of the children in this study had listened to the entire story text more than once, even though they had sufficient opportunity to read the story six times. A game playing disposition may dominate with such books unless teachers carefully establish what students are expected to do with their time with ebooks.
4. Hotspots
In general it is assumed that interactivity is especially effective due to children’s active involvement in extracting meanings. TV shows for young children that promote active involvement have been demonstrated to support learning more than programs without this feature. Hotspots support comprehension of text and story events (e.g., in the Dr Seuss series objects are defined when clicked on, similar to how parents or teachers may explain the meanings of difficult words. Korat and colleagues have reported that eBooks with a built in option to receive word definitions on demand promote word learning (e.g., Shamir & Korat, 2009) in both typically developing children and children at risk for language delays. The studies reveal significant pre- to post-test gains in word learning but do not offer concrete evidence for the effects of interactive word-meaning explanations beyond exposure to text alone. Therefore in a recent study we (Smeets & Bus, 2012) we tested the effectiveness of hotspots that trigger a definition of a difficult word when clicked in comparison with a read-only control condition. These hotspots enhanced growth in vocabulary beyond encounters with words in text. Hotspots were especially beneficial when words were somewhat familiar and children succeeded at the pretest to select a picture that reflects the target word. That is, when words were receptively familiar prior to the intervention, hotspots improved expressive word knowledge (e.g., saying the word and using it in a sentence). We didn’t find evidence for expressive word learning when the words were completely unknown at pretest.
5. Questions
Children are more actively involved when they are prompted to answer questions. Segers and Verhoeven (2002; 2003) for instance let children work independently with ebooks that included vocabulary games. Multiple choice questions were presented in the ebooks focused on in our study (Smeets & Bus, 2012). (pointing to pictures) To answer the question children can click on one of three pictures that appear on screen. The assistant gives feedback regarding the correctness of the response and provides clues in the cases of incorrect responses. We compared a questioning approach with hotspots that provide definitions after clicking on the hotspot. Our findings provide evidence for the assumption that effects are superior for multiple choice questions that encourage children to make rather than take meaning. Even when words were completely unfamiliar prior to listening to the story, questions promoted growth in word knowledge.
6. Highlighting Print
Most enhanced ebooks are furnished with tools of digital guidance that may focus children’s attention on print. When printed text is available, it might change while it is read by turning a different colour or size or underlined. In an eye-tracking study, de Jong and Bus (2012) have demonstrated that highlighted text attracts children’s visual attention tremendously and more so when children are more advanced in print knowledge. More importantly such features have been demonstrated to improve print knowledge such as word recognition and letter-reading skills. Besides a reading of the whole text, stories often include options to hear individual words read aloud, either entirely or in segments, which is designed to increase children’s awareness of the relation between letters and sounds (e.g., touching a word activates a read-aloud of that word). For beginning or struggling readers, whole-word reading software can lead to significant gains in written-word recognition, written-word naming, and phonological awareness (de Jong & Bus, 2002) and can even be equally effective as one-to-one tutoring with an adult in terms of phonological attainment. Especially considering that the most frequent cause of reading difficulties is weaknesses in phonological decoding skills, text-to-speech options can be valuable additions in the earliest years of reading education
PROS
-may provide new opportunities for text comprehension
-Ebooks can meet the need without placing a heavy burden on the adult
-The gold standard of book reading to 4 to 6 year olds is interactive reading that combines an oral rendition of text with clarification about the story text through the actions of pointing at pictures and highlighting details mentioned in the text.
In addition to building comprehension skills, shared book reading may also promote print knowledge, especially when parents actively focus children’s attention on print features
Comparing shared book reading with print books versus ebooks in preschool classrooms, Moody, Justice, and Cabell (2010) observed that with adult-led ebook reading, children demonstrated more persistence, an indicator of engagement however, there were more talk initiations in the adult-led traditional shared book reading.
-deJong & Bus (2004)- looked at shared print book reading with independent reading of interactive books on computer (shared book reading- adult stimulated children to make inferences or make connections. In the independent eBook condition, children read a story from the same book series on their own. Digitized book included oral rendition of the tale, click-accessible hotspots that revealed a sound or animation mostly inconsistent with the story text. Illustrations in book were animated to dramatize events highlighted in the story text.
RESULTS: Children’s retellings of the story text were of the same quality whether children shared the book with an adult who actively involved children by asking questions or read the animated interactive computer version on their own. (No evidence that the added hotspots that were not helpful for understanding story text distracted children to the detriment of story comprehension
Chiong, Ree, Takeuchi, and Erickson (2012) compared parent-child partners (in which children were 3 to 6 years old) co-reading across three book formats: print books, basic ebooks (ebook on a tablet with minimal interactive features) and enhanced ebooks (ebook on a tablet with many interactive features). In general the results suggest that the print books and the basic ebook were more advantageous for engaging children and prompting physical interaction. Interactive features like hotspots and questions targeting complex words in the story text support growth in vocabulary more than listening to text alone. When children have become active participants in the interaction with the ereader device by answering multiple choice questions interactivity is particularly beneficial (word learning improved by almost 20%)
While 4 and 5 year old children might dislike print book reading sessions when they are frequently interrupted for questions, questions within interactive ebooks may increase children’s motivation (Kamil, Intrator, & Kim, 2000). Parents might not know which words to comment on or which events to discuss. Ebooks on the other hand are often designed in collaboration with educators, which results in age-appropriate and more challenging interactions
Animated pictures that include motion and zoomshots provide more than clues from which children can extract meanings of difficult words than static pictures, especially when animations highlight elements from the oral text and nonverbal elements are coordinated with verbal elements in text.
Also examined the impact of different instructional formats (e.g., shared book, book browsing), and device type (e.g., touch screen, mobiles) on children’s engagement with ebooks. Results show that the type of device used for ereading has an impact on several key multisensory behaviours that contribute to children’s engagement with ebooks. In general mobiles appear to afford more looking and touching but less moving and gesturing than the touch screen which we might expect given that ebook reading at the touch screen is often adult-led. Given the increasing role of haptic perception (e.g., touch) in digital reading, access to mobile devices may favour behaviours that nurture literacy motivation and participation, especially for less attentive children, and support ongoing engagement with ebooks for all children- an observation also noted in the Chiong et al. (2012) research
In a series of experiences using specially designed ebooks and story-like games Bus and colleagues (2012) found that children at risk for literacy delays benefit from the enriched reading environment that ebooks provide, showing gains in phonological awareness, phoneme awareness and vocabulary. The highlighting of print and the temporal contiguity of audio (narration, music) with visual information (illustrations) draw children’s visual attention to pictures and print in ways that concretize the text, making it more real for them and more memorable.
CONS
In sum, the extra features of enhanced eBooks appeared to distract adults and children alike from the story, negatively affecting the nature of
conversation and the amount of detail children recall.
-some early literacy researchers remain generally unimpressed with design quality of many ebooks for young children- there is too much of everything- animations, sounds, text features, and activities; frequent and annoying mismatches between print and illustrations; distractions that pull readers away from the story; and poor aesthetics (e.g., Roskos, Brueck, & Widman, 2009).
Effects of visual and audio features in enhanced ebooks are not yet unraveled with the exception of SLI children in which the music and sounds (not animated pictures) may interfere with learning
Choices between iconic features and text reading have the disadvantage that children mostly prefer the animations and iconic elements at the expense of listening to the book’s story text
There are subtle individual behavioural variations, however, that influence the potential learning quality of childrens ebook interactions. Children with poor regulation skills for example do not benefit from the interactions as much as their peers, more often resorting to random clicking in stories and games. At the same time, children with neurobiological issues who are especially susceptible to environmental factors gained ground in the enriched ebook environment. In short, the ebook differentially impacts its users, which has major implications for its electronic design. Some children may need more pedagogic supports than others to keep their attention focused on the instructional content, and some may benefit from more multimedia than others to stimulate and enrich their experience. (e.g., Korat & Shamir, 2004 focused on the dictionary hotspot as a resource for developing children’s phonological awareness and vocabulary they observed its benefits for at-risk young readers, especially in the presence of adult mediation
-some educators are of the opinion that the multimedia additions are unnecessary and may even work counterproductively
A recent study (Smeets, van Dijken, & Bus, 2012) showed that background music and sounds are not beneficial for all children- children diagnosed with severe language impairments, aural multimedia additions distort the beneficial effects of video stories. Instead of supporting text comprehension by emphasizing suspense, stressing moods (such as happiness or sadness), and clarifying the meanings of words, the addition of music and sounds seems to complicate the perception of speech by these children. Differential effects of video and music as this study revealed for SLI children have not been examined in normal populations but may be worth the effort to find out which elements of video storybooks make these ebooks more or less effective in other groups (for instance in easily distractible groups). The finding that music and sounds were detrimental for word learning in children with SLI has far reach implications for eBook development. In many storybook apps, the volume of the soundtrack is loud and not adjustable which may be a problem for children with language delays in particular. Should have an option to turn off background music and narration separately; such a feature makes an ebook more adaptive to support learning in different target groups.
A lot depends on the quality of ebooks. Some teachers are not that comfortable with technology and qualify ebooks as edutainment rather than serious learning materials. Our findings concerning the effects of electronic stories on emergent literacy skills suggest that alternative ways of encountering stories may be a profitable addition to adult-led book reading at home and in kindergarten classrooms. Electronic stories are useful in allowing children to engage in independent reading before they are capable of reading conventional printed texts on their own
Comparing shared book reading with print books versus ebooks in preschool classrooms, Moody, Justice, and Cabell (2010) observed that with adult-led ebook reading, children demonstrated more persistence, an indicator of engagement however, there were more talk initiations in the adult-led traditional shared book reading.
In short these studies suggest that the complexity and reading manner may matter in ebook shared reading to promote early literacy.
We gathered descriptive information on the use of ebooks in the shared book reading routine at preschool. Observations focused on teachers implementation of shared book reading with small groups of children at a tabletop touch screen device with an emphasis on learning target words, followed by independent reading of the ebook app on a mobile device. Results suggested a relatively easy transition from print to ebook shared reading that supported children’s word learning (Roskos & Burstein, 2012). Teachers readily applied the familiar before-during-after framework of the shared book routine and employed evidence-based instructional techniques (e.g., making predictions). Applying the known to the new during the ereading however, was often used to a fault in that the teachers didn’t capitalize on the robust text features of ebooks very well to enlarge, enrich, or expand the literacy experience. Print highlights, for example, were not pointed out; dictionary hotspots were only cursorily explored; powerful media links between picture and print were overlooked; and the hand-over of touching, tapping, swiping and other interactive activities to children was limited (perhaps due to issues of control). Further research is definitely needed in order to define, describe, and examine transitioning instructional techniques to the media-rich ebook environment, and to generate new ones that maximize its potential.
On the whole, this small but growing body of lab-based and field research suggests that the signature characteristics of ebooks- visuals, sound effects, narration, animation, print highlights/features, music effects, embedded tutors/activities- do not appear to interfere with the emerging literacy skills of most children, and in fact may be promoting essential skill development for some children, especially those who benefit from enriched reading environments. However we need to know much more about how the new, alluring text features of ebooks become well aligned, well timed, well placed and aesthetically well-constructed to produce substantive, intelligent, and instructive etexts for children
Few basic principles of effective design:
-multimedia (multimedia characteristic of digital books should enhance the reading experience. Audio, video, and image assets should be well integrated with the content and support the construction of meaning. Visuals should incorporate quality images that inform the message
-interactivity (digital medium should be fully used to allow readers choice and participation; it should support the flow of text from one screen page to the next. It should allow for augmentations that reach beyond the immediate display of the screen page.
-Usability (the digital book should be easy to navigate and use; it should employ conventions appropriate to books (e.g., a cover page) yet include adaptations best suited to the electronic environment in terms of physical interaction (e.g., touching, orienting to print, scrolling, locating, adjusting)
Other criteria:
-ease of use criteria related to children’s sense of control (page turn icons are easy to spot)
-educational value (outcomes of experience e.g., games and animations support the story)
-entertainment rates the fun in the experience (e.g., hotspots provide surprises)
-features category considers ebook design (e.g., fonts are easy to read)
- ratings indicate overall value of the book on a scale of 1 (low) to 10 (high)
-quality criteria for traditional and ebooks: age appropriateness; cultural sensitivity; satisfying plots; content/concept accuracy; and rich expressions of human values, traits, and struggles. Should offer children increasingly complex genre-varied texts to challenge and stretch their reading abilities at school. Ebooks and print books are held to anchor standard for reading 10 of the CCSS, which describes the importance of range, quality, and complexity of student reading materials. Increasingly, vendors, publishers, and library services provide information on the reading levels of digital content. Tumblebooks for example is in process of assigning a Lexile level on all ebooks in its library.
Different versions or levels of eBooks- become more sophisticated- evolved significantly from platforms that once only displayed simple digitized versions of print books to now supporting highly interactive, multimedia experiences.
At a minimum multimedia additions to electronic picture storybooks include at least an oral reading of the story text- involve elements typically not used with print books- live-action video, digital graphics, animations, music, sound effects, and interactivity of text (e.g., highlighting of text while it is narrated)
Researchers from the Joan Ganz Cooney Center (Chiong, Ree, Takeuchi, & Erickson, 2012) asked 32 pairs of parents and their 3-6 year old children to share a print book and an eBook. Half of the pairs read a basic eBook where pictures appear on the computer but no multimedia features are included) and the other half read an enhanced eBook (which included highly interactive multimedia experiences).
RESULTS buttressed the argument that it is preferable to choose print or basic ebooks when you read to children and want to prioritize literacy-building experiences over ones intended “just for fun”. The enhanced eBook was much less effective than a print and basic ebook in supporting the benefits of shared reading, probably because the eBook enhancements in the target book were not designed in a way that allows parents to customize inteiractive experiences. Apps included fun animations that may easily provoke non-content related actions (e.g., pushing hands away).
Chiong, Ree, Takeuchi, and Erickson (2012) compared parent-child partners (in which children were 3 to 6 years old) co-reading across three book formats: print books, basic ebooks (ebook on a tablet with minimal interactive features) and enhanced ebooks (ebook on a tablet with many interactive features). In general the results suggest that the print books and the basic ebook were more advantageous for engaging children and prompting physical interaction.
Ebooks show promise for helping teachers implement the CCSS. P
Potential of good eBooks for learning to read and reading to learn.
Teachers need to be wary of eBook apps that try to do too much because the time spent may not cultivate the close reading that the CCSS and other standards require, nor develop essential skills for integrating text content with pictures and words.
Teachers need resources that not only upgrade the text complexity of learning materials and align with standards but also that motivate children to read a lot in a digital world.