Let's use the iPad to create not be another electronic worksheet. Simple apps to create content that reflect student's understanding of the curriculum.
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.
Digital storytelling involves creating short, first-person videos that combine recorded voice, images, and music. The document outlines the process of creating digital stories including pre-production, production, and post-production stages. It discusses types of digital stories like instructional, narrative, or issue-based stories. Key criteria for effective digital stories are an emotional connection, clear message, and appropriate pacing and flow between elements. The document provides examples of digital stories and curriculum expectations around digital storytelling in language arts and media literacy.
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.
This document provides an overview of digital storytelling and its implementation in the classroom. It discusses:
1) The benefits of digital storytelling for student learning such as developing multimedia literacy, communication skills, and motivation.
2) The steps involved in creating a digital documentary (digidoc) including selecting topics, conducting research and interviews, gathering media, developing a narrative, and sharing the final product.
3) Software such as Windows Movie Maker that can be used to edit video, audio, images and create transitions/effects.
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.
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.
Digital storytelling involves creating short, first-person videos that combine recorded voice, images, and music. The document outlines the process of creating digital stories including pre-production, production, and post-production stages. It discusses types of digital stories like instructional, narrative, or issue-based stories. Key criteria for effective digital stories are an emotional connection, clear message, and appropriate pacing and flow between elements. The document provides examples of digital stories and curriculum expectations around digital storytelling in language arts and media literacy.
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.
This document provides an overview of digital storytelling and its implementation in the classroom. It discusses:
1) The benefits of digital storytelling for student learning such as developing multimedia literacy, communication skills, and motivation.
2) The steps involved in creating a digital documentary (digidoc) including selecting topics, conducting research and interviews, gathering media, developing a narrative, and sharing the final product.
3) Software such as Windows Movie Maker that can be used to edit video, audio, images and create transitions/effects.
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.
This document discusses using storytelling tools to teach students. It provides examples of online tools and apps that allow students to create digital stories by choosing characters, backgrounds, and writing text to accompany images or artwork. Some tools allow embedding the created stories, while others do not. Suggestions are made to have students brainstorm ideas for stories, use graphic organizers, storyboard, and incorporate authentic materials into their stories. Themes for potential stories are also listed. In conclusion, it recommends having students read their stories to others and signing an acceptable use policy for the tools.
This unit plan outlines a digital storytelling project for elementary students. The plan is divided into 5 parts:
1. Planning and drafting the story. Students will brainstorm ideas, create storyboards, and write first drafts of their stories in groups.
2. Researching images and music to accompany their stories. Students will find or create visuals and audio to match their narratives.
3. Storyboarding to plan how the multimedia elements will fit together.
4. Producing the digital stories by combining the narrative, images, and music based on their storyboards.
5. Presenting the completed digital stories to an audience such as parents or by posting online. The unit provides detailed
Learn how digital stories can enhance your curriculum. Teachers can use this to have students narrate original stories, conduct interviews, create biographies, describe historical events, and in many other ways.
The document discusses digital storytelling and how it can be used by corporations to humanize their communication. It defines digital storytelling as using digital tools like photos, video, and music to tell short, first person stories. It provides guidance on how to create digital stories, including deciding on a storyline, crafting a script with the appropriate tone, selecting imagery and sounds, testing the story, and publishing it online and through social media. The goal is for digital stories to inspire action, influence thinking, promote ideas, get companies' voices heard, develop relationships, and show companies' humanity.
Making a Digital Storytelling Project in iMovie '11Amy Goodloe
The presentation guides you through the process of creating a digital storytelling project in iMovie '11.
For more info, such as links to playable versions of sample stories as well as other versions of the presentation (including one that has over 20,000 views!), see:
http://digitalwriting101.net/content/presentations-on-digital-storytelling/
This post is on my DigitalWriting101.net help site, which features resources to help students and faculty compose in digital media (including separate tutorials on each step of using iMovie). Feel free to share the site with students and colleagues!
The document provides an overview of a digital storytelling workshop presented by Stephanie Dixon. The workshop agenda includes an overview of digital storytelling with samples, the digital storytelling process, tools used, a group project on Louisiana products, presenting and assessing digital stories, and a course evaluation. Digital storytelling is defined as a story told using digital media such as audio, video and images that is under 5 minutes and can be instructional, persuasive, or reflective.
The document provides instructions for an assignment where students will create a digital story using 5 vocabulary words from their content area. Students can use PhotoStory or iMovie to create 5 slides or scene changes that define the words within a story or commercial. The story should relate to a section of the student's textbook and can be fictional, true, or borrowed, as long as credit is given. The digital story cannot simply copy one found online. Guidelines are provided on elements like time length, theme, audio, graphics, and mechanics. Resources for creating and learning digital stories are also listed.
The document describes a workshop on using digital storytelling across content areas. It provides an agenda for the workshop that includes exploring the benefits and barriers of digital storytelling, learning how to create different types of digital stories like documentaries and poetry using tools like GarageBand and iMovie, and sharing completed projects. Attendees will learn strategies for planning, managing, and assessing student digital storytelling projects.
Digital storytelling involves combining multimedia elements like text, images, audio, and video to tell a story. It can be used across content areas by having students create movies demonstrating their understanding of curricular concepts. Benefits include engaging higher-order thinking, while challenges include planning and managing student movie projects. The document provides examples of digital storytelling project types and tools to create them.
The document discusses various apps that can be used for educational purposes in the classroom with iPads. It provides descriptions and examples for apps such as iMovie, Explain Everything, ShowMe, Kahoot!, Dropbox, Book Creator, Evernote, and Discovery Education. These apps allow students to create videos, digital stories, presentations, ebooks, take notes, and access educational media resources. The document aims to showcase the potential for using iPad apps to engage students and incorporate multimedia in teaching and learning.
Benefits of images and slideshows in educationSJW01
Images and slideshows can be used to enhance oral and written tasks by providing additional visual information. They allow students to create memories by taking photos of important school events and sharing experiences with others online or in face-to-face settings. Using images and slideshows also teaches copyright issues and allows students to create animations, videos, and digital portfolios to present their research and showcase their work.
Digital Storytelling in the Classroom-Kayleigh Willard Kayleigh Grace
Digital storytelling is a modern approach to storytelling that allows students to tell stories digitally using images, music, voice, and text. It does not require any experience with movie making. Creating digital stories enhances technology-rich project learning and encourages students to think critically and present ideas creatively. To tell a digital story, students find a topic, map out the story, grab the audience's attention right away, tell the story from their unique perspective, use vivid language, provoke emotion, use their own voice, carefully choose images and sounds, keep the story brief and ensure it has rhythm. Examples of digital story projects include stories about authors, autobiographies, instructions, and book reports.
The document discusses using digital storytelling in ePortfolios, outlining the power of using digital stories to add voice and humanize portfolios. It provides examples of tools that can be used to create digital stories, such as apps, online editing programs, and websites with templates. The document also outlines a process for developing digital stories, including writing a script, recording audio, editing images and video, and combining them into a finished digital story.
Good Webinars Gone Bad: Avoid the Pitfalls of Webinars and Virtual ClassesAndy Petroski
We’ve all experienced them as attendees; the good, the bad, the ugly webinars. But, what makes a good webinar good and bad webinar bad? The presenter and the presentation material are a key to the experience, but so are many other little details. Attend this session to explore many of the before-and-after details of a webinar that can make or break the experience.
What is your process and webinar preparation checklist? Have you considered time zone differences in your promotional message? Have you established the location from which the presenter will participate? What information will you provide the audience when they enter the webinar?
The document discusses digital storytelling and provides guidance on using Microsoft Movie Maker. It defines key terms like digital storytelling, projects, movies, and collections. It offers tips for capturing and importing different media types as well as improving video quality. It provides resources for finding media content and discusses copyright considerations. Overall, the document serves as a tutorial for using Movie Maker to create digital stories and movies.
This document summarizes a learning series for parents on empowering children with technology. It includes:
- An overview of upcoming sessions on setting limits, digital lifestyles, cyberbullying and student projects.
- Questions and concerns from parents about screen time, apps, preparing teachers and managing technology at home.
- Tips provided by presenters on digital citizenship, active learning, content monitoring, communication and parental involvement.
- Examples of tools and strategies used by schools to train teachers and students on responsible iPad use.
This document discusses the use of ePortfolios and digital storytelling to support lifelong learning through reflection. It provides an overview of key concepts like identity development, metacognition, reflection and various technology tools that can be used. Reflection is important for self-awareness and evaluating one's own learning and growth over time. Digital storytelling can enhance portfolios by allowing learners to share their experiences and reflect in a more personal way using multimedia. Various tools for creating digital stories on computers, mobile devices and online are described.
The WiLife Pro Video Security System is the world's first fully-integrated, turnkey, professional digital video security system. WiLife Pro seamlessly integrates WiLife-engineered components that include High-performance WiLife IP Cameras, feature-rich Windows-based Command Center software, and robust Internet remote access. Using powered Ethernet and plug-and-play camera discovery, it also offers the world's easiest set-up and most intuitive interface.
Introduction to design specifications to Summer of Code NZ studentsLulu Pachuau
This talk was designed and aimed at summer of code students - computer science interns for summer. But would still love to hear your thoughts in communicating designs to developers and businesses.
This document discusses using storytelling tools to teach students. It provides examples of online tools and apps that allow students to create digital stories by choosing characters, backgrounds, and writing text to accompany images or artwork. Some tools allow embedding the created stories, while others do not. Suggestions are made to have students brainstorm ideas for stories, use graphic organizers, storyboard, and incorporate authentic materials into their stories. Themes for potential stories are also listed. In conclusion, it recommends having students read their stories to others and signing an acceptable use policy for the tools.
This unit plan outlines a digital storytelling project for elementary students. The plan is divided into 5 parts:
1. Planning and drafting the story. Students will brainstorm ideas, create storyboards, and write first drafts of their stories in groups.
2. Researching images and music to accompany their stories. Students will find or create visuals and audio to match their narratives.
3. Storyboarding to plan how the multimedia elements will fit together.
4. Producing the digital stories by combining the narrative, images, and music based on their storyboards.
5. Presenting the completed digital stories to an audience such as parents or by posting online. The unit provides detailed
Learn how digital stories can enhance your curriculum. Teachers can use this to have students narrate original stories, conduct interviews, create biographies, describe historical events, and in many other ways.
The document discusses digital storytelling and how it can be used by corporations to humanize their communication. It defines digital storytelling as using digital tools like photos, video, and music to tell short, first person stories. It provides guidance on how to create digital stories, including deciding on a storyline, crafting a script with the appropriate tone, selecting imagery and sounds, testing the story, and publishing it online and through social media. The goal is for digital stories to inspire action, influence thinking, promote ideas, get companies' voices heard, develop relationships, and show companies' humanity.
Making a Digital Storytelling Project in iMovie '11Amy Goodloe
The presentation guides you through the process of creating a digital storytelling project in iMovie '11.
For more info, such as links to playable versions of sample stories as well as other versions of the presentation (including one that has over 20,000 views!), see:
http://digitalwriting101.net/content/presentations-on-digital-storytelling/
This post is on my DigitalWriting101.net help site, which features resources to help students and faculty compose in digital media (including separate tutorials on each step of using iMovie). Feel free to share the site with students and colleagues!
The document provides an overview of a digital storytelling workshop presented by Stephanie Dixon. The workshop agenda includes an overview of digital storytelling with samples, the digital storytelling process, tools used, a group project on Louisiana products, presenting and assessing digital stories, and a course evaluation. Digital storytelling is defined as a story told using digital media such as audio, video and images that is under 5 minutes and can be instructional, persuasive, or reflective.
The document provides instructions for an assignment where students will create a digital story using 5 vocabulary words from their content area. Students can use PhotoStory or iMovie to create 5 slides or scene changes that define the words within a story or commercial. The story should relate to a section of the student's textbook and can be fictional, true, or borrowed, as long as credit is given. The digital story cannot simply copy one found online. Guidelines are provided on elements like time length, theme, audio, graphics, and mechanics. Resources for creating and learning digital stories are also listed.
The document describes a workshop on using digital storytelling across content areas. It provides an agenda for the workshop that includes exploring the benefits and barriers of digital storytelling, learning how to create different types of digital stories like documentaries and poetry using tools like GarageBand and iMovie, and sharing completed projects. Attendees will learn strategies for planning, managing, and assessing student digital storytelling projects.
Digital storytelling involves combining multimedia elements like text, images, audio, and video to tell a story. It can be used across content areas by having students create movies demonstrating their understanding of curricular concepts. Benefits include engaging higher-order thinking, while challenges include planning and managing student movie projects. The document provides examples of digital storytelling project types and tools to create them.
The document discusses various apps that can be used for educational purposes in the classroom with iPads. It provides descriptions and examples for apps such as iMovie, Explain Everything, ShowMe, Kahoot!, Dropbox, Book Creator, Evernote, and Discovery Education. These apps allow students to create videos, digital stories, presentations, ebooks, take notes, and access educational media resources. The document aims to showcase the potential for using iPad apps to engage students and incorporate multimedia in teaching and learning.
Benefits of images and slideshows in educationSJW01
Images and slideshows can be used to enhance oral and written tasks by providing additional visual information. They allow students to create memories by taking photos of important school events and sharing experiences with others online or in face-to-face settings. Using images and slideshows also teaches copyright issues and allows students to create animations, videos, and digital portfolios to present their research and showcase their work.
Digital Storytelling in the Classroom-Kayleigh Willard Kayleigh Grace
Digital storytelling is a modern approach to storytelling that allows students to tell stories digitally using images, music, voice, and text. It does not require any experience with movie making. Creating digital stories enhances technology-rich project learning and encourages students to think critically and present ideas creatively. To tell a digital story, students find a topic, map out the story, grab the audience's attention right away, tell the story from their unique perspective, use vivid language, provoke emotion, use their own voice, carefully choose images and sounds, keep the story brief and ensure it has rhythm. Examples of digital story projects include stories about authors, autobiographies, instructions, and book reports.
The document discusses using digital storytelling in ePortfolios, outlining the power of using digital stories to add voice and humanize portfolios. It provides examples of tools that can be used to create digital stories, such as apps, online editing programs, and websites with templates. The document also outlines a process for developing digital stories, including writing a script, recording audio, editing images and video, and combining them into a finished digital story.
Good Webinars Gone Bad: Avoid the Pitfalls of Webinars and Virtual ClassesAndy Petroski
We’ve all experienced them as attendees; the good, the bad, the ugly webinars. But, what makes a good webinar good and bad webinar bad? The presenter and the presentation material are a key to the experience, but so are many other little details. Attend this session to explore many of the before-and-after details of a webinar that can make or break the experience.
What is your process and webinar preparation checklist? Have you considered time zone differences in your promotional message? Have you established the location from which the presenter will participate? What information will you provide the audience when they enter the webinar?
The document discusses digital storytelling and provides guidance on using Microsoft Movie Maker. It defines key terms like digital storytelling, projects, movies, and collections. It offers tips for capturing and importing different media types as well as improving video quality. It provides resources for finding media content and discusses copyright considerations. Overall, the document serves as a tutorial for using Movie Maker to create digital stories and movies.
This document summarizes a learning series for parents on empowering children with technology. It includes:
- An overview of upcoming sessions on setting limits, digital lifestyles, cyberbullying and student projects.
- Questions and concerns from parents about screen time, apps, preparing teachers and managing technology at home.
- Tips provided by presenters on digital citizenship, active learning, content monitoring, communication and parental involvement.
- Examples of tools and strategies used by schools to train teachers and students on responsible iPad use.
This document discusses the use of ePortfolios and digital storytelling to support lifelong learning through reflection. It provides an overview of key concepts like identity development, metacognition, reflection and various technology tools that can be used. Reflection is important for self-awareness and evaluating one's own learning and growth over time. Digital storytelling can enhance portfolios by allowing learners to share their experiences and reflect in a more personal way using multimedia. Various tools for creating digital stories on computers, mobile devices and online are described.
The WiLife Pro Video Security System is the world's first fully-integrated, turnkey, professional digital video security system. WiLife Pro seamlessly integrates WiLife-engineered components that include High-performance WiLife IP Cameras, feature-rich Windows-based Command Center software, and robust Internet remote access. Using powered Ethernet and plug-and-play camera discovery, it also offers the world's easiest set-up and most intuitive interface.
Introduction to design specifications to Summer of Code NZ studentsLulu Pachuau
This talk was designed and aimed at summer of code students - computer science interns for summer. But would still love to hear your thoughts in communicating designs to developers and businesses.
The document describes different types of stools from various historical periods and regions including Egyptian, Roman, Italian, English, and 16th century styles. The stools range from basic foldable wood stools to ornate thrones made of wood like walnut and mahogany with designs featuring gold, fabrics, carvings, and enlayed features depicting animals and fleur patterns.
The document provides information about M.J. Robic Trucking Co., a transportation company operating in Virginia for over 28 years. It details the company's services, equipment, locations, references, and contact information. The company aims to provide the highest level of customer satisfaction in transportation.
The document describes different types of stools from various historical periods and places including Egyptian, Roman, Italian, English, and 16th century styles. The stools range from basic foldable wood stools to ornate thrones made of wood like walnut and mahogany with gold designs, enlaid features, ornate animals and fleur patterns.
A systems engineer designs computer systems including hardware and software components. They consult with clients to help solve computer issues and work internally to understand technical details. Systems engineers perform tasks like analyzing and fixing computer problems, installing networking cables, and interacting with clients. Personal requirements include being self-reliant, having strong customer service skills, and being able to investigate and solve computer problems. Formal education includes a bachelor's degree in computer science or a related field, along with various certification programs. Career pathways include roles like business analyst, database administrator, electronics engineer, and IT manager. Income ranges from $42,000 to $120,000 depending on experience, role, and employer.
The document describes different types of stools from various historical periods and regions including Egyptian, Roman, Italian, English, and 16th century styles. The stools range from basic foldable wood stools to ornate thrones made of wood like walnut and mahogany with designs featuring gold, fabrics, carvings, and enlayed features depicting animals and fleur patterns.
The document provides definitions and instructions for various technology and computer-related terms and features, including file formats, software programs, network types, internet browsing, citations, troubleshooting, and formatting and editing tools in programs like Microsoft Word and Excel.
This document discusses social media and its role in education. It begins with defining social media as forms of online communication through which users share information. It then discusses how teachers should approach social media professionally and avoid sharing personal details, while students commonly use platforms like Facebook, Twitter, Instagram. The document also provides resources for educators on teaching students safe social media usage and gives examples of how social media can be incorporated into the classroom through platforms like Edmodo, Schoology and YouTube.
This is an accompanying slidedeck for the podcast with Adaptive Path. A case study where design has driven the web strategy for this science research organisation.
Este documento resume la vigilancia epidemiológica de neumonías y meningitis bacterianas en niños menores de 5 años en Perú entre 2008 y 2009. Reporta que de los 4,084 niños hospitalizados con diagnóstico de neumonía, meningitis o sepsis, 1,647 (40%) fueron casos probables de neumonía o meningitis bacteriana. La neumococo fue el agente bacteriano más frecuentemente aislado. La vigilancia se realizó en 4 hospitales centinela con el objetivo de monitorear las tendencias de enfer
1) O documento descreve os principais pensadores da sociologia Émile Durkheim, Max Weber e Karl Marx.
2) Émile Durkheim acreditava que a sociedade poderia ser estudada cientificamente como os fenômenos naturais. Ele definia a sociologia como a ciência que estuda os fatos sociais.
3) Karl Marx via a sociedade de uma perspectiva materialista histórica, enfatizando a luta de classes e a exploração do proletariado pelo capitalismo.
4) Max Weber desenvolveu a sociologia da religião e propô
Information architecture and SharePointLulu Pachuau
This document discusses how information architecture fits within the SharePoint context from an experience designer's perspective. It covers key areas of information architecture like content analysis, user research, and the core components that make up an IA framework. The presentation emphasizes that information architecture is needed to properly plan and design a SharePoint site before implementation begins. Conducting analysis of the content, users, and context ensures the site structure and functionality meets business needs.
The document discusses developing a web strategy for a client called IRL to leverage its science research business online. It proposes generating ideas and a roadmap for IRL's use of the internet. The strategy aims to help IRL improve its online presence from being disorganized to a successful case study. It emphasizes the importance of focus in strategic planning, identifying key areas to consider when designing a website, and creating focus when an organization lacks a clear vision statement.
This document provides an overview of digital storytelling. It defines digital storytelling as using computer tools to tell stories with various multimedia elements like images, text, audio and video. Digital stories are typically 2-10 minutes and cover personal topics or historical events. The document discusses the educational benefits of digital storytelling for students, such as improving research, writing, technology and presentation skills. It also provides guidance for teachers and students on creating digital stories, including selecting topics, finding multimedia elements, writing scripts, storyboarding, and evaluating completed stories.
The document discusses using mass media in the teaching-learning process. It focuses on developing a concrete strategy for using media tools to teach subjects more interestingly and effectively. The document outlines old and new ways of teaching, and discusses media as a medium that connects different aspects of teaching and learning. It also discusses different types of teaching aids like printed, visual, audio, and audio-visual aids. The document emphasizes understanding students' needs and interests when using media. It provides tips for teachers on best utilizing different media like radio, television, and print effectively in their teaching. Finally, the document describes a group activity where teachers are divided to create a teaching aid using mass media for their subject area.
Swcolt 2014 storytelling with web based multimedia tools for slide shareDonna Shelton
The document discusses three web-based storytelling tools - ThingLink, Storify, and Meograph. It provides an introduction and overview of each tool, including how media like images, videos, and audio can be incorporated. Several ideas are outlined for how educators could use the tools in their teaching, such as having students create multimedia stories or adding tags to images. The document also discusses how the tools could support learning objectives and be integrated into various class formats, including online or blended courses.
A workshop aimed at assisting the the Faculty of Humanities and Social Sciences at Athabasca University investigate how to put in practice their new strategic plan which calls for student-centered and open digital learning. Translating theory to practice.
Personalised learning experiences are best taught in action. This workshop will be a combination of collaboration, discussion, sandpit time and hands on action using iPad / laptop as a facilitating tool. Solidifying the connections between curriculum content, planning and ICT. You will leave with a range of creative ideas and a clear plan of action for implementing personalised learning in your class. From concept to implementation this workshop will demonstrate by modelling what personalised learning looks like with you as the participant and Greg as the teacher.
Personalised learning experiences are best taught in action. This workshop will be a combination of collaboration, discussion, sandpit time and hands on action using iPad / laptop as a facilitating tool. Solidifying the connections between curriculum content, planning and ICT. You will leave with a range of creative ideas and a clear plan of action for implementing personalised learning in your class. From concept to implementation this workshop will demonstrate by modelling what personalised learning looks like with you as the participant and Greg as the teacher.
This document discusses how storytelling has evolved with immersive simulations. Simulations allow audiences to interact with and become part of the story. The document provides an overview of topics such as adapting storytelling techniques to simulations, examples of storyboarding, and technology tools for creating immersive simulations. It also discusses best practices for simulation design including scenario, character, and story development as well as tools like Adobe Captivate, Articulate Storyline, and SimWriter for building interactive simulations.
This document discusses how today's students, born after 1980, think and process information differently than previous generations due to growing up with digital technology. It highlights key skills like critical thinking, problem solving, collaboration and digital literacy. The document then provides numerous examples of digital tools that teachers can use to engage these students, including wikis, blogs, presentation tools, photo/video editors and social media. It emphasizes finding natural ways to integrate these tools into the curriculum and cautions about digital liabilities and copyright rules. Contact information is provided for questions.
This document provides guidance for teachers on integrating technology into the 21st century classroom. It discusses why technology should be used in classrooms and offers simple steps to begin, such as assessing available resources like computers, software, and teacher/student skills. Specific ideas are offered for curriculum integration, like using word processing for writing or digital cameras for slideshows. Safety tips are also included, such as recommending sites that teach online safety and ethics. Examples demonstrate how technologies like Smartboards, digital cameras, and websites can be applied across the curriculum.
Active, Social, and Engaging Online Learning StrategiesGeorge Veletsianos
Workshop delivered to Athabasca University's Faculty of Health Disciplines (Edmonton, Feb 2014). Focuses on online learning strategies, emerging technologies, the current status of higher education and online online education, open scholarship, social media, and what the future of higher education may hold. Part 1: Active, Social, and Engaging Online Learning Strategies
The Motion Math app:
- Is an interactive app that tests elementary students on math skills in a fun way without test pressure
- Can be used for students in grades 1-3 and allows adjusting the level of difficulty
- Provides practice on a range of math topics from addition/subtraction to decimals and negative numbers
- Is useful for both students and teachers, allowing students to practice skills and teachers to evaluate their lessons
- Addresses mathematics standards for elementary students by testing on different math topics in an engaging format
This document summarizes how Lumen Christi Catholic School uses iPads in the classroom to improve student learning through creating and publishing. Teachers provide examples of how they use apps like Evernote, Show Me, Explain Everything, Audio Boo, and Pinnacle Studio to create multimedia content and authentic assessments. Students use the apps to demonstrate higher-order thinking through book reports, experiments, stories, and more. The iPads allow students to move from content consumers to creators, collaborators, and publishers.
Introduction to digital storytelling with Storyboard That. Learn how creating storyboards, comics, and graphic organizers can help students retain your lessons with great learning outcomes. Adapting to 21st-century learning styles, this program is great for any pedagogy.
In this session, I will demonstrate how a teacher can use our software with differentiated instruction in their ever changing and diverse classroom. Digital storytelling brings ELA, History, Foreign Language, Special Education, Social Studies, and STEM to life with student created projects.
Storyboard That’s award-winning, browser-based Storyboard Creator is the perfect tool to create storyboards, graphic organizers, and powerful visual assets for use in the classroom. The application includes many layouts, and hundreds of characters, scenes, and search items. Once a storyboard is created, the user can present via PowerPoint, Google Slides, or Apple Keynote, or they can email the storyboard, post to social media, or embed on a blog. Storyboards are stored in the users’ account for access anywhere, from any device, no download needed. Storyboard That helps anyone be creative and add a visual component to any and every idea.
The document discusses strategies for better integrating technology into classrooms by having students use technology tools for creating content rather than just consuming content. Some key points discussed are:
1. Educators should "retrain students on their tools" by creating activities that resemble technologies students use the most, like photography assignments or gamifying lessons.
2. Students should be guided from just consuming music and audio to creating their own podcasts or music mixes using tools like GarageBand or Loopy HD.
3. Popular gaming apps could be used to gamify quizzes and activities through tools like Kahoot to increase student engagement.
The document discusses challenges and opportunities for developing literacy skills in modern students. It notes that today's students write by hand less and may interact with books in digital rather than physical forms. It asks how teachers can prepare students for a future that is difficult to predict by focusing on transferable skills. The document presents various digital tools and approaches that can be used to engage and motivate students in developing literacy, such as collaborative writing platforms, digital storytelling, and multimedia book reviews. It emphasizes selecting tools relevant to students and starting small.
- Events will incorporate both individual and group learning through a mix of lecture, hands-on practice, and peer collaboration
- Programming will be tailored to meet the specific needs and skill levels of each community through assessments and feedback
- Resources like GCF Global and Northstar Digital Literacy will be used flexibly based on learner goals, with trainers providing guidance
This document discusses using technology to enhance student learning in the classroom. It outlines the teacher's goals of developing student independence, responsibility for their own learning, and awareness of learning processes and goals. Various technologies being used include computers, the internet, blogs, wikis, and presentation software. The document also discusses plans for student presentations on using technology in the classroom and developing a shared school vision of learning from the students' perspectives.
This document discusses futuristic tools that can be used to engage students in the classroom. It describes how classrooms have transformed from using outdated tools like slide rules and notebooks to using modern technology like iPads, smart boards, and apps. The document advocates providing students access to the latest tools to help them compete globally and prepare for the future. It highlights several tools the author has used in their classroom like touchscreen PCs, laptops, cameras, and a DJ set. The document outlines a process for discovering needs, defining goals, designing lessons, developing skills, and delivering results to inspire students using the most advanced tools.
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 Manage Your Lost Opportunities in Odoo 17 CRMCeline George
Odoo 17 CRM allows us to track why we lose sales opportunities with "Lost Reasons." This helps analyze our sales process and identify areas for improvement. Here's how to configure lost reasons in Odoo 17 CRM
The simplified electron and muon model, Oscillating Spacetime: The Foundation...RitikBhardwaj56
Discover the Simplified Electron and Muon Model: A New Wave-Based Approach to Understanding Particles delves into a groundbreaking theory that presents electrons and muons as rotating soliton waves within oscillating spacetime. Geared towards students, researchers, and science buffs, this book breaks down complex ideas into simple explanations. It covers topics such as electron waves, temporal dynamics, and the implications of this model on particle physics. With clear illustrations and easy-to-follow explanations, readers will gain a new outlook on the universe's fundamental nature.
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
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at Integral University, Lucknow, 06.06.2024
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This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
Physiology and chemistry of skin and pigmentation, hairs, scalp, lips and nail, Cleansing cream, Lotions, Face powders, Face packs, Lipsticks, Bath products, soaps and baby product,
Preparation and standardization of the following : Tonic, Bleaches, Dentifrices and Mouth washes & Tooth Pastes, Cosmetics for Nails.
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 ...
বাংলাদেশ অর্থনৈতিক সমীক্ষা (Economic Review) ২০২৪ UJS App.pdf
Let the iPad CREATE
1. Stephen B. SwanStephen B. Swan
University of LouisvilleUniversity of Louisville
College of Education and Human DevelopmentCollege of Education and Human Development
2. Let the iPad Create!Let the iPad Create!
Student ProsumersStudent Prosumers
Creating a New GenreCreating a New Genre
Stephen B. SwanStephen B. Swan
University of LouisvilleUniversity of Louisville
College of Education and Human DevelopmentCollege of Education and Human Development
3. AgendaAgenda
Digital Storytelling!Digital Storytelling!
What makes this a learning activity?What makes this a learning activity?
WhereWhere iis the rigor?!s the rigor?!
How are students engaged and motivated?How are students engaged and motivated?
What Common Core and NGSS standards doesWhat Common Core and NGSS standards does
DS meet?DS meet?
What ISTE NETS-S are covered in DS?What ISTE NETS-S are covered in DS?
What is a common classroomWhat is a common classroom
workflow/timeframe?workflow/timeframe?
What are alternative apps to iMovie?What are alternative apps to iMovie?
LetLet’’s see some student samples and a samples see some student samples and a sample
creationcreation ““livelive”” DS right before our eyes!!DS right before our eyes!!
4. WhatWhat iis so special about DS on an iPad?!s so special about DS on an iPad?!
• Simple , touch interfaceSimple , touch interface
• Like using a giant iPhoneLike using a giant iPhone
• All components of DS areAll components of DS are
self-containedself-contained
• Device is very portableDevice is very portable
(helps immensely when(helps immensely when
recording a script)recording a script)
• It may well be they wayIt may well be they way
people collaborate in thepeople collaborate in the
futurefuture
5. What makes this a learning as opposed to playing activity?What makes this a learning as opposed to playing activity?
• Content research can be as challenging asContent research can be as challenging as
the instructor wants to make it.the instructor wants to make it.
• Requires concise writing and revision toRequires concise writing and revision to
create a scriptcreate a script
• Many different skills can be practiced andMany different skills can be practiced and
woven together to make a wholewoven together to make a whole
• Authentic collaboration to achieve a goal.Authentic collaboration to achieve a goal.
6. What makes this a learning as opposed to playing activity?What makes this a learning as opposed to playing activity?
• Learn/demonstrate visual literacyLearn/demonstrate visual literacy
• Learn to speak in a presentation voiceLearn to speak in a presentation voice
• Provides an opportunity for peer review andProvides an opportunity for peer review and
critiquecritique
• Digital Storytelling Across the Curriculum – BernajeDigital Storytelling Across the Curriculum – Bernaje
7. WhereWhere iis the rigor?!s the rigor?!
• StudentsStudents’ understandings’ understandings
become center ofbecome center of
classroom rather thanclassroom rather than
curriculum busyworkcurriculum busywork
• Tapping into visual literacyTapping into visual literacy
skills: visualization,skills: visualization,
interpreting, and makinginterpreting, and making
meaningmeaning
• Grammar, clarity, andGrammar, clarity, and
spoken word skills can bespoken word skills can be
required and assessed.required and assessed.
8. How are studentsHow are students
engaged and motivated?engaged and motivated?
• Construct their ownConstruct their own
understanding of theunderstanding of the
contentcontent
• Ownership of finalOwnership of final
productproduct
• Know they wiKnow they will share itll share it
• Allows social timeAllows social time
• Get to pick how theyGet to pick how they
portray the requiredportray the required
contentcontent
9. What Common Core standardsWhat Common Core standards
does DS meet?does DS meet?
http://www.techsavvyed.net/archives/21
56
10. What ISTE NETS-S are covered in DS?What ISTE NETS-S are covered in DS?
• Creativity and InnovationCreativity and Innovation
• Communication and CollaborationCommunication and Collaboration
• Research and Information FluencyResearch and Information Fluency
• Critical Thinking, Problem Solving andCritical Thinking, Problem Solving and
Decision MakingDecision Making
• Digital CitizenshipDigital Citizenship
• Technology Operations and ConceptsTechnology Operations and Concepts
11. Copyright ConcernsCopyright Concerns
• Students need to be aware that they may beStudents need to be aware that they may be
using copyrighted material.using copyrighted material.
– Fair Use in EducationFair Use in Education
» Portions of (often 10% of length) of songsPortions of (often 10% of length) of songs
» Portions of movie clipsPortions of movie clips
» Usually 5 or less images from one artist/photographerUsually 5 or less images from one artist/photographer
– Cyberbee:Cyberbee:
http://www.cyberbee.com/cb_copyright.swfhttp://www.cyberbee.com/cb_copyright.swf
– StudentsStudents cancan learn to respectlearn to respect original work!original work!
12. Digital Story ProcessesDigital Story Processes
We build the
frame…
The students
“paint” the
picture
RUBIRICS
https://www.dropbox.c
om/s/m4kpwxsn5aoxlm
o/Digital
%20StorytellingRubrics.
doc
14. What is a common classroom workflow/timeframe?What is a common classroom workflow/timeframe?
• DAY ONE: Assign topic, do basic research notesDAY ONE: Assign topic, do basic research notes
and fact synthesisand fact synthesis
• DAY TWO: Write, revise, proofread script, startDAY TWO: Write, revise, proofread script, start
storyboardstoryboard
• DAY THREE: Finish storyboard, begin compilingDAY THREE: Finish storyboard, begin compiling
images on Camera Roll, practice voice narrationimages on Camera Roll, practice voice narration
(Storyboard Directions Link)(Storyboard Directions Link)
15. What is a common classroom workflow/timeframe?What is a common classroom workflow/timeframe?
• DAY FOUR: Add images sufficient for length ofDAY FOUR: Add images sufficient for length of
voiceover, record voiceover, adjust images to fitvoiceover, record voiceover, adjust images to fit
voiceovervoiceover
• DAY FIVE: Final polishing, adjust sound, addDAY FIVE: Final polishing, adjust sound, add
background music/sounds, add titles andbackground music/sounds, add titles and
transitionstransitions
• DAY SIX: Share and critiqueDAY SIX: Share and critique
(Digital Storytelling Checklist(Digital Storytelling Checklist
link)link)
22. Digital Story ToolsDigital Story Tools
iPadiPad
Getting into the Zone
Use this time to play with the
apps on the iPads, make some
stories and think how you might
use these apps in your
classrooms.
24. Digital Story ToolsDigital Story Tools
iPadiPad
Getting into the Zone
Use this time to play with the
apps on the iPads, make some
stories and think how you
might use these apps in your
classrooms.
26. Digital Story ToolsDigital Story Tools
iPadiPad
Getting into the Zone
Use this time to play with the
apps on the iPads, make some
stories and think how you
might use these apps in your
classrooms.
28. Digital Story ToolsDigital Story Tools
iPadiPad
Getting into the Zone
Use this time to play with the
apps on the iPads, make some
stories and think how you
might use these apps in your
classrooms.
30. Digital Story ToolsDigital Story Tools
iPadiPad
Getting into the Zone
Use this time to play with the
apps on the iPads, make some
stories and think how you
might use these apps in your
classrooms.