PowerPoint slides by Gail Lovely for a webinar on 10/16/2013. Focus is on selecting apps for very young learners with a critical eye for Developmentally Appropriate use.
Learning Everywhere - The hype vs the reality in the NHSRichard Price
The document discusses the hype versus reality of learning innovations like social learning, mobile learning, and learning technologies. It finds that while organizations want to implement these innovations to improve learning application, speed, and employee engagement, most are achieving benefits for only a small minority of employees. Data shows learners are increasingly using their own mobile devices to access resources, but organizations still struggle to design learning that supports skills needs, connects learners, and involves users in the process. The document advocates comparing practices to other organizations to move learning from hype to reality in achieving business results.
OZeLive Conference Keynote by Gail Lovely 2014Gail Lovely
This document provides guidelines for selecting apps for young learners that are developmentally appropriate and promote learning. It recommends that apps be interactive, matched to a child's age and abilities. Exemplar apps discussed include Sago Mini Soundbox, Uncolor, Doodlecast and Book Creator. The document also stresses selecting apps that are fun, engage children, and promote digital literacy skills. Teacher blogs are shared as examples of successful iPad use in early education.
Our project aims to increase physical activity levels among teenage girls aged 13-18 by developing a mobile application that addresses common barriers like lack of time, motivation, and misconceptions. The app would track users' daily activity and calories burned, connect them with friends in a competitive social environment, and reward progress through an avatar and points system to keep users motivated over the long term. User testing of a prototype provided feedback on improvements to the interface, information displayed, and device size.
The document proposes creating a website called "Be Healthy" to address the problem of obesity. Obesity is a major health issue that leads to many diseases. The website will provide information to help people reduce obesity and be a single platform for relevant information. A prototype of the website and mobile apps were created. Customer interviews found that over 50% liked modifications and interactivity while around 10% liked the overall concept. The estimated market size locally in Bangladesh is 8 million users with potential revenue of $160 million and globally is 1.4 billion users with potential revenue of $900 million from the first phase. Future plans include modifying the website based on customer feedback and exploring other solutions.
Allrecipes Measuring Cup Trend Report - May 2013 Tablet TrendsAllrecipes.com
Allrecipes' increase in pageviews from tablets (+260% in 2012 and +43% in 2013) oers
powerful insights into usage trends and consumer behaviors. As brands aim to connect
with consumers via tablet devices, the report includes 5 insights for brands to consider.
Learning Everywhere - The hype vs the reality in the NHSRichard Price
The document discusses the hype versus reality of learning innovations like social learning, mobile learning, and learning technologies. It finds that while organizations want to implement these innovations to improve learning application, speed, and employee engagement, most are achieving benefits for only a small minority of employees. Data shows learners are increasingly using their own mobile devices to access resources, but organizations still struggle to design learning that supports skills needs, connects learners, and involves users in the process. The document advocates comparing practices to other organizations to move learning from hype to reality in achieving business results.
OZeLive Conference Keynote by Gail Lovely 2014Gail Lovely
This document provides guidelines for selecting apps for young learners that are developmentally appropriate and promote learning. It recommends that apps be interactive, matched to a child's age and abilities. Exemplar apps discussed include Sago Mini Soundbox, Uncolor, Doodlecast and Book Creator. The document also stresses selecting apps that are fun, engage children, and promote digital literacy skills. Teacher blogs are shared as examples of successful iPad use in early education.
Our project aims to increase physical activity levels among teenage girls aged 13-18 by developing a mobile application that addresses common barriers like lack of time, motivation, and misconceptions. The app would track users' daily activity and calories burned, connect them with friends in a competitive social environment, and reward progress through an avatar and points system to keep users motivated over the long term. User testing of a prototype provided feedback on improvements to the interface, information displayed, and device size.
The document proposes creating a website called "Be Healthy" to address the problem of obesity. Obesity is a major health issue that leads to many diseases. The website will provide information to help people reduce obesity and be a single platform for relevant information. A prototype of the website and mobile apps were created. Customer interviews found that over 50% liked modifications and interactivity while around 10% liked the overall concept. The estimated market size locally in Bangladesh is 8 million users with potential revenue of $160 million and globally is 1.4 billion users with potential revenue of $900 million from the first phase. Future plans include modifying the website based on customer feedback and exploring other solutions.
Allrecipes Measuring Cup Trend Report - May 2013 Tablet TrendsAllrecipes.com
Allrecipes' increase in pageviews from tablets (+260% in 2012 and +43% in 2013) oers
powerful insights into usage trends and consumer behaviors. As brands aim to connect
with consumers via tablet devices, the report includes 5 insights for brands to consider.
Meet the Breastfeeding Innovators: Osnat Emanuel, MomsenseLeith Greenslade
Women everywhere struggle to achieve their breastfeeding goals and many self-report concerns of inadequate milk supply as a reason for supplementing, or stopping entirely. Enter Momsense, a start-up with a new sensor that measures just how much breastmilk baby is getting.
The document outlines a vision and agenda to promote sustainability at Bologna Business School (BBS) through the "Greening BBS" initiative. The vision is to encourage active participation in ethics, responsibility, and sustainability through simple individual actions. An agenda covers immediate, medium-term, and long-term sustainable initiatives focused on transportation, resources, food, and raising awareness. Goals include promoting the message across communication channels like websites and social media to build a more sustainable campus.
Social media creates customer-centric businesses using web technologies. It builds brand awareness, increases visibility, expands communities, and improves search engine rankings. Companies need a social media strategy because it is an important marketing tool that is widely used by all age groups and can have a big impact on businesses. A strategy should align with business goals, be consistent across channels, and be honest and transparent. It is important to measure results and engage both reactively and proactively online.
1) High school students will use social bookmarking to find and share healthy food websites to create weekly menus, then use Google Docs to view and critique peers' menus before submitting a final menu.
2) Students will report on the epidemic of obesity in the US using government websites and present proposed solutions in a PowerPoint presentation.
3) Students will create blogs using eBlogger on Google with their daily menus and proposed obesity solutions, and include links to food sites for nutrition information.
This document discusses recruiting, training, and retaining experts for an online hotline program run by MSU Extension. It describes creating a database of 174 potential experts across various topic areas. It also discusses developing online training that welcomes experts and prepares them by having them test question widgets and familiarize themselves with the Adobe Connect room and incoming question page. The training aims to help experts understand what they will learn, whether they will get credit, how it helps them, and the time commitment. It also notes that retaining experts depends on the training's usefulness, usability, experts' passions, experiential learning approaches, and accounting for varying technology fluency.
This document analyzes the social media strategies of 10 business schools across 3 platforms: YouTube, Facebook, and Twitter. It examines metrics for each platform like views, likes, followers, and recency of posts. The schools studied include Michigan Tech University, Baylor University, Harvard University, University of Michigan, University of Pennsylvania, University of California-Berkeley, UCLA, Columbia University, University of Virginia, and The Ohio State University. The document provides recommendations for improvement on each platform like increasing student-generated content for YouTube and adding mobile apps for more connectivity.
Using Developmentally Appropriate Practice to Select Apps by Gail LovelyGail Lovely
The document discusses guidelines for selecting developmentally appropriate apps for early learners. It recommends choosing interactive apps that match the child's age and abilities. Apps should have interfaces that are simple for young children to navigate independently. The content of the apps should also be appropriate for the age and engage the child's interest while promoting skills like digital literacy. Considerations for individual or group use, file management, and optional accessories are discussed to enhance the tablet experience for young learners.
Group 2 Cara Mason and Tyler Seaton.pptxTylerSeaton3
This document reviews 10 learning apps for classroom engagement. It provides the name, link, description of uses, feedback possibilities, benefits for higher learning, and ease of use for each app, including EPIC, GoNoodle, Kahoot, ClassDojo, Prodigy, Space Chef, Clever, MyFitnessPal, Bloomz, and BrainPOP Jr. Each app is marked as "Approved" for use in the classroom.
This document provides summaries of several educational apps for use in K-12 classrooms. It describes apps for science (Science 360 for iPad, The Elements), astronomy (Pocket Universe), biology (Frog Dissection), general reference (Britannica, Britannica Kids), video creation (Videolicious), classroom management (Class Dojo), reading comprehension at various levels (Newsela), and formative assessments (Kahoot). Each app is summarized in one or two sentences focusing on its purpose and classroom uses.
The document describes several educational apps for use in K-12 classrooms, including:
- Science 360 for iPad - Provides science videos and newsfeeds to supplement lessons.
- The Elements - An interactive periodic table app with element information and games.
- Pocket Universe - Allows viewing stars and planets through the device camera.
- Frog Dissection - A virtual frog dissection replacement with step-by-step instructions.
- Britannica - A trusted search engine with information in various formats.
For each app, a brief description of the features and educational benefits is provided.
This document discusses 10 apps that can be useful for physical education and art classrooms. It provides the name and link for each app, along with a brief description of its features and how it could be used. The apps include tools for tracking exercise and heart rate, counting calories, creating digital art, organizing notes, and accessing educational videos. Overall, the apps are proposed as ways to enhance student learning and engage them with course content.
Elliott and Frizzell Top 10 Apps PresentationAshton Elliott
The document reviews the top 10 educational apps for use in the classroom. It summarizes each app, including its classroom uses, whether it provides feedback, if it promotes higher order thinking, the suggested grade level, privacy offered, how it aligns with standards and outcomes, and ease of use. The apps cover a range of subjects from note taking, math problem solving, flashcards, writing revisions, science videos, storytelling, movie making, and geography. Most are intended for grades 5 and above and aim to enhance learning while being intuitive and easy for students to use.
This lesson plan involves a webquest activity to help high school students think critically about their eating habits and develop a plan for a healthier diet. Students will review various resources on nutrition, answer questions comparing their current eating to recommendations, and create a Google slides presentation selecting three diet changes supported by their research findings. They will also make a Cacoo graph to include in their presentation. The goal is for students to analyze influences on their health behaviors and use decision-making skills to develop a more nutrient-rich diet.
This document outlines a research project plan to design and evaluate a communication app for children with autism spectrum disorder (ASD). The project aims to 1) identify limitations of current Picture Exchange Communication Systems (PECS) and how apps could address them, 2) evaluate existing communication apps, 3) design a prototype app based on staff and parent feedback, and 4) test the app's effectiveness on children's communication, social interaction, and behavior. Over an 18-month period, the researcher will conduct literature reviews, observe children's current communication methods, interview staff and parents, develop and test an app prototype, and analyze the results. The goal is to create an easy-to-use app to improve communication for children with A
An Exploration of the Effectiveness of the use of Communication Apps through ...Miriam O' Sullivan
This document outlines a research project plan that aims to:
1) Evaluate the effectiveness of current communication apps for children with autism spectrum disorder (ASD) and identify ways to address limitations of traditional Picture Exchange Communication Systems (PECS).
2) Design and test a prototype communication app to improve social interaction and communication for children with ASD, informed by user research.
3) Conduct field tests and evaluations of the app using standardized assessment tools to measure effects on communication, social interaction, and behavior.
The document discusses several educational apps including Google Classroom, Edmodo, Plickers, Voicethread, and Pick Me!. Google Classroom allows teachers to create paperless assignments, communicate with students, and provide feedback. Edmodo enables teachers to create quizzes, polls, and lessons, and facilitates parent involvement. Plickers conducts polls and quizzes without requiring student devices. Voicethread creates interactive lessons. Pick Me! allows teachers to randomly select students to participate.
The document discusses several educational apps that could be used in the classroom. It provides details on how each app could be used, whether it provides feedback, what skills it encourages, ease of use, privacy, connection to curriculum standards, and whether instructions are provided. The apps discussed include Kahoot, Readworks, Science News & Discoveries, Khan Academy, and NASA Visualization and Explorer. At the end, the document notes that these apps were selected because they are free, easy to use, add to education, and make learning fun.
Why Develop A Toolkit? (1/2 hour)
• Future building our classrooms - Planning for technology
trends and supporting evidence based practice
• Assistive Technology is too powerful not to have a plan
What is in my Toolkit? (3 hours)
1. Key components:
• Quality Indicators in Assistive Technology (QIAT)
• S.E.T.T. Framework
• Technology rubrics, decision-making frameworks and
AT search tools
• Action Research and data
2. What does your toolkit look like?
• Case studies and examples
• Developing your own toolkit – future actions
Why Develop A Toolkit? (1/2 hour)
• Future building our classrooms - Planning for technology
trends and supporting evidence based practice
• Assistive Technology is too powerful not to have a plan
What is in my Toolkit? (3 hours)
1. Key components:
• Quality Indicators in Assistive Technology (QIAT)
• S.E.T.T. Framework
• Technology rubrics, decision-making frameworks and
AT search tools
• Action Research and data
2. What does your toolkit look like?
• Case studies and examples
• Developing your own toolkit – future actions
Meet the Breastfeeding Innovators: Osnat Emanuel, MomsenseLeith Greenslade
Women everywhere struggle to achieve their breastfeeding goals and many self-report concerns of inadequate milk supply as a reason for supplementing, or stopping entirely. Enter Momsense, a start-up with a new sensor that measures just how much breastmilk baby is getting.
The document outlines a vision and agenda to promote sustainability at Bologna Business School (BBS) through the "Greening BBS" initiative. The vision is to encourage active participation in ethics, responsibility, and sustainability through simple individual actions. An agenda covers immediate, medium-term, and long-term sustainable initiatives focused on transportation, resources, food, and raising awareness. Goals include promoting the message across communication channels like websites and social media to build a more sustainable campus.
Social media creates customer-centric businesses using web technologies. It builds brand awareness, increases visibility, expands communities, and improves search engine rankings. Companies need a social media strategy because it is an important marketing tool that is widely used by all age groups and can have a big impact on businesses. A strategy should align with business goals, be consistent across channels, and be honest and transparent. It is important to measure results and engage both reactively and proactively online.
1) High school students will use social bookmarking to find and share healthy food websites to create weekly menus, then use Google Docs to view and critique peers' menus before submitting a final menu.
2) Students will report on the epidemic of obesity in the US using government websites and present proposed solutions in a PowerPoint presentation.
3) Students will create blogs using eBlogger on Google with their daily menus and proposed obesity solutions, and include links to food sites for nutrition information.
This document discusses recruiting, training, and retaining experts for an online hotline program run by MSU Extension. It describes creating a database of 174 potential experts across various topic areas. It also discusses developing online training that welcomes experts and prepares them by having them test question widgets and familiarize themselves with the Adobe Connect room and incoming question page. The training aims to help experts understand what they will learn, whether they will get credit, how it helps them, and the time commitment. It also notes that retaining experts depends on the training's usefulness, usability, experts' passions, experiential learning approaches, and accounting for varying technology fluency.
This document analyzes the social media strategies of 10 business schools across 3 platforms: YouTube, Facebook, and Twitter. It examines metrics for each platform like views, likes, followers, and recency of posts. The schools studied include Michigan Tech University, Baylor University, Harvard University, University of Michigan, University of Pennsylvania, University of California-Berkeley, UCLA, Columbia University, University of Virginia, and The Ohio State University. The document provides recommendations for improvement on each platform like increasing student-generated content for YouTube and adding mobile apps for more connectivity.
Using Developmentally Appropriate Practice to Select Apps by Gail LovelyGail Lovely
The document discusses guidelines for selecting developmentally appropriate apps for early learners. It recommends choosing interactive apps that match the child's age and abilities. Apps should have interfaces that are simple for young children to navigate independently. The content of the apps should also be appropriate for the age and engage the child's interest while promoting skills like digital literacy. Considerations for individual or group use, file management, and optional accessories are discussed to enhance the tablet experience for young learners.
Group 2 Cara Mason and Tyler Seaton.pptxTylerSeaton3
This document reviews 10 learning apps for classroom engagement. It provides the name, link, description of uses, feedback possibilities, benefits for higher learning, and ease of use for each app, including EPIC, GoNoodle, Kahoot, ClassDojo, Prodigy, Space Chef, Clever, MyFitnessPal, Bloomz, and BrainPOP Jr. Each app is marked as "Approved" for use in the classroom.
This document provides summaries of several educational apps for use in K-12 classrooms. It describes apps for science (Science 360 for iPad, The Elements), astronomy (Pocket Universe), biology (Frog Dissection), general reference (Britannica, Britannica Kids), video creation (Videolicious), classroom management (Class Dojo), reading comprehension at various levels (Newsela), and formative assessments (Kahoot). Each app is summarized in one or two sentences focusing on its purpose and classroom uses.
The document describes several educational apps for use in K-12 classrooms, including:
- Science 360 for iPad - Provides science videos and newsfeeds to supplement lessons.
- The Elements - An interactive periodic table app with element information and games.
- Pocket Universe - Allows viewing stars and planets through the device camera.
- Frog Dissection - A virtual frog dissection replacement with step-by-step instructions.
- Britannica - A trusted search engine with information in various formats.
For each app, a brief description of the features and educational benefits is provided.
This document discusses 10 apps that can be useful for physical education and art classrooms. It provides the name and link for each app, along with a brief description of its features and how it could be used. The apps include tools for tracking exercise and heart rate, counting calories, creating digital art, organizing notes, and accessing educational videos. Overall, the apps are proposed as ways to enhance student learning and engage them with course content.
Elliott and Frizzell Top 10 Apps PresentationAshton Elliott
The document reviews the top 10 educational apps for use in the classroom. It summarizes each app, including its classroom uses, whether it provides feedback, if it promotes higher order thinking, the suggested grade level, privacy offered, how it aligns with standards and outcomes, and ease of use. The apps cover a range of subjects from note taking, math problem solving, flashcards, writing revisions, science videos, storytelling, movie making, and geography. Most are intended for grades 5 and above and aim to enhance learning while being intuitive and easy for students to use.
This lesson plan involves a webquest activity to help high school students think critically about their eating habits and develop a plan for a healthier diet. Students will review various resources on nutrition, answer questions comparing their current eating to recommendations, and create a Google slides presentation selecting three diet changes supported by their research findings. They will also make a Cacoo graph to include in their presentation. The goal is for students to analyze influences on their health behaviors and use decision-making skills to develop a more nutrient-rich diet.
This document outlines a research project plan to design and evaluate a communication app for children with autism spectrum disorder (ASD). The project aims to 1) identify limitations of current Picture Exchange Communication Systems (PECS) and how apps could address them, 2) evaluate existing communication apps, 3) design a prototype app based on staff and parent feedback, and 4) test the app's effectiveness on children's communication, social interaction, and behavior. Over an 18-month period, the researcher will conduct literature reviews, observe children's current communication methods, interview staff and parents, develop and test an app prototype, and analyze the results. The goal is to create an easy-to-use app to improve communication for children with A
An Exploration of the Effectiveness of the use of Communication Apps through ...Miriam O' Sullivan
This document outlines a research project plan that aims to:
1) Evaluate the effectiveness of current communication apps for children with autism spectrum disorder (ASD) and identify ways to address limitations of traditional Picture Exchange Communication Systems (PECS).
2) Design and test a prototype communication app to improve social interaction and communication for children with ASD, informed by user research.
3) Conduct field tests and evaluations of the app using standardized assessment tools to measure effects on communication, social interaction, and behavior.
The document discusses several educational apps including Google Classroom, Edmodo, Plickers, Voicethread, and Pick Me!. Google Classroom allows teachers to create paperless assignments, communicate with students, and provide feedback. Edmodo enables teachers to create quizzes, polls, and lessons, and facilitates parent involvement. Plickers conducts polls and quizzes without requiring student devices. Voicethread creates interactive lessons. Pick Me! allows teachers to randomly select students to participate.
The document discusses several educational apps that could be used in the classroom. It provides details on how each app could be used, whether it provides feedback, what skills it encourages, ease of use, privacy, connection to curriculum standards, and whether instructions are provided. The apps discussed include Kahoot, Readworks, Science News & Discoveries, Khan Academy, and NASA Visualization and Explorer. At the end, the document notes that these apps were selected because they are free, easy to use, add to education, and make learning fun.
Why Develop A Toolkit? (1/2 hour)
• Future building our classrooms - Planning for technology
trends and supporting evidence based practice
• Assistive Technology is too powerful not to have a plan
What is in my Toolkit? (3 hours)
1. Key components:
• Quality Indicators in Assistive Technology (QIAT)
• S.E.T.T. Framework
• Technology rubrics, decision-making frameworks and
AT search tools
• Action Research and data
2. What does your toolkit look like?
• Case studies and examples
• Developing your own toolkit – future actions
Why Develop A Toolkit? (1/2 hour)
• Future building our classrooms - Planning for technology
trends and supporting evidence based practice
• Assistive Technology is too powerful not to have a plan
What is in my Toolkit? (3 hours)
1. Key components:
• Quality Indicators in Assistive Technology (QIAT)
• S.E.T.T. Framework
• Technology rubrics, decision-making frameworks and
AT search tools
• Action Research and data
2. What does your toolkit look like?
• Case studies and examples
• Developing your own toolkit – future actions
This document provides summaries of 10 popular educational apps: Kahoot, Flocabulary, A+ Writing Prompts, iBrainstorm, Remind, Pear Deck, Coggle, Nearpod, Google Drive, and Trello. It describes what each app is used for, how it engages students, and why it was selected as one of the top 10 apps. Many of the apps mentioned incorporate multimedia like music and videos, allow for interactive lessons and quizzes, facilitate collaboration and organization, or enable communication between teachers, students, and parents.
The document reviews and evaluates several educational apps for classroom use. It provides information on how each app could be used specifically, whether it provides feedback, what thinking skills it encourages, ease of use, privacy, connection to curriculum standards, and clarity of instructions. The apps discussed cover topics like history, civics, reading, math, science, and more. In the concluding paragraph, the teacher states they chose these apps because they are free and easy to use, allow student interaction, help reinforce learned knowledge, are compatible with different devices, and help students practice skills and tools. A link to a collaborative Google Doc is also provided.
The document reviews several educational apps, providing details about each app's specific classroom uses, feedback capabilities, learning skills encouraged, ease of use, privacy, alignment to curriculum standards, and instructions. Key apps highlighted include Kahoot, Quizlet, Innerorbit, and Brainpop for review games, study help, real-life scenarios, and fun educational videos. The apps are praised for making learning engaging and reinforcing curriculum.
This document provides an educational app evaluation checklist to assess apps for use by students. The checklist contains over 20 criteria to evaluate, including whether the app has appropriate content for students, is error-free, can be customized, avoids ads and in-app purchases, and promotes creativity and higher-order thinking. Educators are directed to check off all applicable criteria and note the total checks, with more checks indicating the app is better suited for educational use.
This document outlines a research proposal to explore the effectiveness of using communication apps on mobile devices for children with autism spectrum disorder (ASD). The study would observe how children with ASD interact with prototype communication apps on tablets versus traditional picture exchange systems. Outcomes such as independent communication and effects on daily life would be measured. Findings could inform the development of customized communication apps to support children with ASD.
Similar to Selecting Apps for Developmentally Appropriate Use in Early Learning (20)
Gail Lovely proposes that the number of app choices provided to learners should be limited based on their age. For young learners ages 3-4, only 1-3 app options focusing on skills like fine motor practice, adding words or images, and accessing online materials should be provided. For ages 5-6, slightly more options including art creation apps may be appropriate, but choices should still be limited to a small number of focused, specific apps. The key idea is that less choices can allow learners to be more focused and successful.
Gail Lovely FETC 2017 Not Your Mothers FlashcardsGail Lovely
1) Technologies like robots, coding, augmented and virtual reality can support literacy development in children in many ways such as increasing motivation, providing variety, allowing choice, and supporting developing skills.
2) Examples of technologies discussed include Bee-Bots, Code & Go mice, Cubetto, Root, virtual reality headsets, OSMO, Explore.org, and reading apps.
3) The presenter emphasizes that technology should not replace traditional books, but can be used as tools to enhance stories, experiences, and develop real vocabulary in context.
Tech Keys to Literacy by Gail Lovely in Lincolnshire ILGail Lovely
This document discusses how technology can support literacy development in children. It outlines several types of technologies that motivate children and support a variety of literacy skills, including sequencing, writing, and phonemic awareness. Specific technologies mentioned include robots and coding toys, augmented and virtual reality apps, and digital books and storytelling apps. The document emphasizes that technology should not replace traditional books, but can be used to supplement literacy learning when chosen appropriately for children's developmental needs and interests.
New Tech, Early Learning, and Storytelling Lovely and Armstrong panel iste 2016Gail Lovely
This document discusses using new technologies to enhance storytelling in early childhood education. It argues that tools like video, programming, and digital apps can help make learning tasks more engaging for young students by allowing them to create their own stories and express themselves. The document also outlines several apps and programs that teachers can use to support storytelling and media literacy skills while amplifying students' voices, audiences, and independence. It advocates exposing children to technologies in a progression from limited to enhanced audiences and control to build on their strengths and support weaknesses.
Playing with Robots and Realities Gail Lovely 2016Gail Lovely
The document discusses emerging technologies for learning including robots, virtual realities, and augmented realities. Small programmable robots allow children to develop problem solving and coding skills. Virtual realities like Google Cardboard are being used for immersive educational field trips. Augmented reality apps overlay virtual elements on the real world, such as anatomy models or circuit simulations. Videos demonstrate examples like interactive animal holograms, virtual tours of space, and using green screens to insert students into book readings. The document promotes these tools as engaging ways to enhance learning for today's students.
Every little hand, Preschool Literacies in 1:1 Learning Environments By Gail ...Gail Lovely
This document discusses the introduction of iPads into a preschool classroom at Maryetta School, which serves a high-poverty Native American community. There were initial fears about providing young children access to technology, but the iPads were integrated into learning activities. Teachers and students quickly learned to use apps for photography, reading, writing, and the Cherokee language. While technological challenges remained, both educators and children grew in their ability to leverage the iPads for learning. The iPads provided new ways for students to engage with books, letters, numbers, and each other.
UPDATED: A Book is a Book is a Book, Unless it is an eBookGail Lovely
This document discusses the history of books and how the concept of books has evolved over time. It mentions early books from the 1700s and mechanical books from the 1790s that concealed interactive elements. More recent developments discussed include coloring books from the 1830s used for art education, talking books from the 1930s, and modern app versions of children's books that incorporate interactivity, augmented reality, and other multimedia elements. The document advocates that the future of books will involve new hybrid formats that better integrate interactive features while still valuing books in their traditional paper form.
This document provides a list of apps for different purposes including sharing information, scanning QR codes, publishing, storage and sharing files, creating images and text, presentations, and more. It discusses how apps can be helpful for sharing information but also how it's easy to feel hopelessly addicted to apps. The document promotes Gail Lovely's email for more information on apps and getting help with app addiction.
Everyone has a Story to Write (grades 2-12) Gail LovelyGail Lovely
This document provides an overview of digital tools that can be used to inspire, plan, write, and share stories. It discusses image, video, and writing platforms that engage students in the writing process. The document emphasizes using technology to motivate students to write more while choosing tools that fit their needs. It concludes that the creativity comes from students, not the tools, and encourages using a variety of platforms to widely share student work.
Augmented Reality Early Learning Gail Lovely iste15Gail Lovely
This document discusses augmented reality tools for early learning. It provides information on augmented reality apps for coloring pages, flashcards, puzzles and books. Examples of physical augmented reality toys are also described, such as Lego Fusion, Ozobot and Beebot coding robots. The document encourages using augmented reality to make learning more interactive and hands-on for students.
Top Ten Apps of the School Year - Elementary Edition by Gail Lovely - FETC 2015Gail Lovely
The document provides a summary of ten best apps for elementary students. It lists apps for taking photos, reading QR codes, creating art, doing research, blogging, taking notes, making shadow puppets, creating books, and explaining concepts. Criteria for the selected apps include being useful for more than one occasion, helping with skills not easily done, having an appropriate learning curve, enabling creation or curation, and not trapping work within the app or device.
Augmented Early Learning A New Reality Gail Lovely FETC 2015Gail Lovely
This document provides an overview of various augmented reality apps that can be used for early learning. It describes apps for coloring pages in 3D, using flashcards and puzzles with AR, interactive books, creating QR codes and augmented toys. Examples are given of apps like ColAR, Anatomy 4D and Lego Fusion that blend the physical and digital worlds. The document emphasizes that these tools can make learning more engaging and "real" for students.
This document provides an overview of augmented reality tools and applications for early learning. It describes several 2D and 3D coloring apps that make images come to life through AR. Examples of printed flashcards, books, and puzzles that integrate AR animations when viewed through apps or cameras are provided. The document also discusses using green screens, QR codes, and AR platforms like Aurasma to create augmented content and materials for students. Contact information is given for the author, Gail Lovely, and her book on augmented early learning.
Gender and Mental Health - Counselling and Family Therapy Applications and In...PsychoTech Services
A proprietary approach developed by bringing together the best of learning theories from Psychology, design principles from the world of visualization, and pedagogical methods from over a decade of training experience, that enables you to: Learn better, faster!
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How to Setup Warehouse & Location in Odoo 17 InventoryCeline George
In this slide, we'll explore how to set up warehouses and locations in Odoo 17 Inventory. This will help us manage our stock effectively, track inventory levels, and streamline warehouse operations.
Communicating effectively and consistently with students can help them feel at ease during their learning experience and provide the instructor with a communication trail to track the course's progress. This workshop will take you through constructing an engaging course container to facilitate effective communication.
Beyond Degrees - Empowering the Workforce in the Context of Skills-First.pptxEduSkills OECD
Iván Bornacelly, Policy Analyst at the OECD Centre for Skills, OECD, presents at the webinar 'Tackling job market gaps with a skills-first approach' on 12 June 2024
Main Java[All of the Base Concepts}.docxadhitya5119
This is part 1 of my Java Learning Journey. This Contains Custom methods, classes, constructors, packages, multithreading , try- catch block, finally block and more.
How to Make a Field Mandatory in Odoo 17Celine George
In Odoo, making a field required can be done through both Python code and XML views. When you set the required attribute to True in Python code, it makes the field required across all views where it's used. Conversely, when you set the required attribute in XML views, it makes the field required only in the context of that particular view.
Leveraging Generative AI to Drive Nonprofit InnovationTechSoup
In this webinar, participants learned how to utilize Generative AI to streamline operations and elevate member engagement. Amazon Web Service experts provided a customer specific use cases and dived into low/no-code tools that are quick and easy to deploy through Amazon Web Service (AWS.)
29. Guidelines for Tablet Use
and App Selection
Promote digital literacy
Adapted from: http://www.fredrogerscenter.org/media/resources/Elearticle_04171