Second year of the Tech Savvy Girls project as they moved from using the Sims to using Teen Second Life to learn IT skills in a creative youth environment.
Excessive use of technology for online messaging and texting can negatively impact people's social skills. When communicating online, people are protected by the screen and don't have to interact face to face. This can make real-world social interactions more difficult and inhibit the development of social skills. Studies also show links between heavy technology use and increased psychological issues in teens. While technology provides advantages of convenience and connectivity, moderation is important to avoid problems that could arise from relying too heavily on electronic communication over in-person socializing.
The document discusses a project to increase IT fluency among middle school girls using games and virtual worlds. It describes using The Sims in Year 1 to introduce modification of game content. In Year 2, the project moved to Second Life which allows for more open-ended creation and interaction. Key goals were to increase interest in STEM subjects and develop lifelong IT skills applicable to careers through constructive, interest-driven learning in these virtual environments. Measures of success included demonstrating a range of intellectual capacities and IT concepts, skills, and fluency.
Instant messaging and text messaging allow for real-time communication between friends and family and have been adopted by many workplaces. While they provide benefits like easier communication and increased productivity, they can also be distracting and reduce security. In education, they can engage students but also be a classroom distraction, and special needs students may have trouble focusing. Concerns also include reduced writing skills, loss of verbal skills, and risks to children online like predators or purchasing without permission.
Younger generations are more comfortable with communicating via electronic devices rather than in person, resulting in weaker social skills and a loss of personal connection. Additionally, constant cell phone use has been linked to increasing male infertility rates due to electromagnetic wave emission and higher temperatures near the reproductive organs. Technology is also replacing many jobs with automated robots and making people overly dependent on electronics for work, school, and leisure, further eroding communities and social interaction. This rapid technological change has disrupted social norms and left societies without a clear consensus on technology use.
Digital One Day: Audiographic Environments for CPDGeorge Roberts
The document summarizes an event exploring the potential of audiographic environments for continuing professional development. It discusses the learning design which used Elluminate for synchronous collaboration along with blogs, Twitter, and Delicious for asynchronous components. Participants found the online interface richer than face-to-face and it effectively replicated a workshop, though some experienced technical difficulties. Evaluations showed the breakout groups worked well but full attention to presentations was difficult. The event exposed relationships between online identity, digital literacy, and communities of practice as threshold concepts in higher education.
Smart Phones: Affecting Adolescent's Social Skillsspencermahoney2
Adolescents are communicating less face-to-face and more through smartphones and social media. They average 60 texts per day, up from 50 in 2009, and can access friends through Facebook without actual interaction. This overuse of technology has negatively impacted social skills as face-to-face communication has decreased. Texting also removes tone and context from conversations, making messages prone to misinterpretation and preventing thinking on one's feet. As technology continues to connect people virtually over personally, social skills risk continuing to deteriorate.
The document describes a project for a digital library, resource center, and dance studio located in Hollywood, California. The project was program-based and aimed to facilitate four main forms of communication: spoken language, sign language, body language, and visual language. A central datum wall system was created to house resources like books, digital galleries, and computer stations and define circulation. Final designs included floor plans, spatial renderings, sections, and interior elevations that detailed spaces like a sign language classroom, cafe, and dance/yoga studio along with material and furniture selections.
Excessive use of technology for online messaging and texting can negatively impact people's social skills. When communicating online, people are protected by the screen and don't have to interact face to face. This can make real-world social interactions more difficult and inhibit the development of social skills. Studies also show links between heavy technology use and increased psychological issues in teens. While technology provides advantages of convenience and connectivity, moderation is important to avoid problems that could arise from relying too heavily on electronic communication over in-person socializing.
The document discusses a project to increase IT fluency among middle school girls using games and virtual worlds. It describes using The Sims in Year 1 to introduce modification of game content. In Year 2, the project moved to Second Life which allows for more open-ended creation and interaction. Key goals were to increase interest in STEM subjects and develop lifelong IT skills applicable to careers through constructive, interest-driven learning in these virtual environments. Measures of success included demonstrating a range of intellectual capacities and IT concepts, skills, and fluency.
Instant messaging and text messaging allow for real-time communication between friends and family and have been adopted by many workplaces. While they provide benefits like easier communication and increased productivity, they can also be distracting and reduce security. In education, they can engage students but also be a classroom distraction, and special needs students may have trouble focusing. Concerns also include reduced writing skills, loss of verbal skills, and risks to children online like predators or purchasing without permission.
Younger generations are more comfortable with communicating via electronic devices rather than in person, resulting in weaker social skills and a loss of personal connection. Additionally, constant cell phone use has been linked to increasing male infertility rates due to electromagnetic wave emission and higher temperatures near the reproductive organs. Technology is also replacing many jobs with automated robots and making people overly dependent on electronics for work, school, and leisure, further eroding communities and social interaction. This rapid technological change has disrupted social norms and left societies without a clear consensus on technology use.
Digital One Day: Audiographic Environments for CPDGeorge Roberts
The document summarizes an event exploring the potential of audiographic environments for continuing professional development. It discusses the learning design which used Elluminate for synchronous collaboration along with blogs, Twitter, and Delicious for asynchronous components. Participants found the online interface richer than face-to-face and it effectively replicated a workshop, though some experienced technical difficulties. Evaluations showed the breakout groups worked well but full attention to presentations was difficult. The event exposed relationships between online identity, digital literacy, and communities of practice as threshold concepts in higher education.
Smart Phones: Affecting Adolescent's Social Skillsspencermahoney2
Adolescents are communicating less face-to-face and more through smartphones and social media. They average 60 texts per day, up from 50 in 2009, and can access friends through Facebook without actual interaction. This overuse of technology has negatively impacted social skills as face-to-face communication has decreased. Texting also removes tone and context from conversations, making messages prone to misinterpretation and preventing thinking on one's feet. As technology continues to connect people virtually over personally, social skills risk continuing to deteriorate.
The document describes a project for a digital library, resource center, and dance studio located in Hollywood, California. The project was program-based and aimed to facilitate four main forms of communication: spoken language, sign language, body language, and visual language. A central datum wall system was created to house resources like books, digital galleries, and computer stations and define circulation. Final designs included floor plans, spatial renderings, sections, and interior elevations that detailed spaces like a sign language classroom, cafe, and dance/yoga studio along with material and furniture selections.
Cyberbullying is a growing issue among Australian youth, with many spending over an hour online each day using social media where bullying can occur anonymously. The document outlines how cyberbullying can negatively impact victims' mental health and academics, as well as the legal consequences for perpetrators. It recommends schools implement anti-bullying policies, classroom programs to promote digital citizenship, and strategies for individuals to address cyberbullying issues.
Larry tesler computer scientist, inventor of cut, copy and-paste.SanjayJogadiya
Larry Tesler was a pioneer in human-computer interaction and invented the cut, copy, and paste commands while working for Xerox PARC in the 1970s. These innovations made personal computers far more user-friendly by allowing easy editing and movement of text. Tesler spent his long career working for technology companies like Xerox, Apple, and Amazon, influencing the development of user-friendly interfaces. He passed away in 2020 at the age of 74.
This document discusses the benefits and challenges of implementing a 1-to-1 wireless laptop initiative in K-12 classrooms. It outlines research showing that such initiatives can increase student engagement, access to resources, and teacher productivity but also present challenges like managing classroom discipline and ensuring laptop durability and battery life. The document provides recommendations for a successful implementation including building up to 1-to-1 access, having backup laptops, and utilizing school network applications and Internet resources to supplement learning.
The Digital One-Day events aimed to explore identity, literacy, and online communities of practice through synchronous distributed collaboration using the Elluminate online platform. The topics presented challenges both conceptually and technically in the new online environment. Some participants found the interface richer than face-to-face sessions while others struggled with technical difficulties or distractions. Evaluations showed the potential for effectively replicating workshops online but also identified communication and focus challenges. The events raised questions about whether identity, literacy and community are threshold concepts for educational development and whether discussions about online learning truly focus on learning itself.
1. Information technologies have stable properties that have unavoidable effects across society and organizations.
2. Those in power, including managers, decide which properties to activate by choosing the technology mix.
3. The interactive approach recognizes that each information technology has dynamic properties determined by how people use it, and that those uses shape society and organizations rather than the technologies themselves.
This document provides an overview of new technologies and their impact on learning in the 21st century. It discusses how digital media represents a new medium that combines technical inventions and cultural expression. It also outlines predictions for advances in digital technologies like video playback speeds, camera resolution and mobile device capabilities. Several key concepts are defined around the nature of technology, including Brian Arthur's view that technology fulfills human purposes and that a collection of technologies is also a technology. Examples are given of educational technologies like the credit hour system. The potential of new media to support more engaged and collaborative learning is explored.
This document provides an agenda and summary for a presentation on digital culture and cultural competence in technology-based clinical supervision. The presentation covers various types of digital immigrants and natives, how technology impacts cultural competence, and ways it can enhance supervision. It assigns groups a skills-based activity to role play supervision scenarios using technology. Individuals are given a skills-based activity to present on how a topic relates to technology-based clinical supervision. The document promotes awareness of digital divides and biases when using technology for supervision.
This document discusses teaching and learning in the digital age. It outlines some of the key challenges such as whether digital media promotes instant gratification learning or new engaging ways of learning. It also discusses whether multitasking dumb downs learners or builds necessary 21st century skills. The document proposes different approaches like lamenting technology losses, embracing technology gains, or seeking a balanced approach. It concludes by asking about specific challenges and approaches for a project and discussing regulating electronic devices and networking in class.
This document provides an agenda and summary for a technology-based clinical supervision session. The session covers:
1) A discussion of a prior learning activity on laws and regulations regarding clinical supervision.
2) A presentation on the ethics and legalities of technology-based clinical supervision, including ensuring informed consent, confidentiality, and modeling ethical practices.
3) Best practices for using different technologies like videoconferencing, email, and texting.
4) An assignment for next week to read an article on digital culture and discuss it in a learning activity.
The document discusses the digital divide between genders in education and technology use. It notes that while access to computers has become more equal between boys and girls, they tend to use technology for different purposes. Males generally use computers for games while females use them for email and chatting. Research shows the gender gap in education and careers is also closing, but stereotypes remain. The document proposes ways to further promote gender equity, such as mentorship programs, educating students about stereotypes, and developing technology and learning environments that are inclusive of both genders.
This document provides an agenda and overview for a presentation on digital culture, cultural competence, and technology-based clinical supervision. The presentation covers various topics:
- Definitions of "digital natives", "digital immigrants", and other classifications related to technology use. Comparisons are made between types.
- An activity is discussed where participants will reflect on their learning from a past article.
- Groups will be assigned to role play technology-based supervision scenarios. Individuals will present on best practices for a topic as it relates to technology-based supervision.
- The benefits of technology for cultural competence and increasing supervision access are addressed. Participants are asked to identify one key point from the discussion. The presentation pre
This document discusses the use of digital media and electronic assessment tools in education. It outlines various web tools that can be used to create multimedia materials like blogging, podcasting, vodcasting, and Skypecasting. It also discusses electronic assessment tools like Survey Monkey, Easy Test Maker, Quia Quiz Center, rubric generators like Rubistar and Rubric Maker. Finally, it mentions peer networking tools like Tapped In, Webheads In Action, and EFI that allow students, teachers and classrooms to connect globally.
ETHICS01 - Introduction to Computer EthicsMichael Heron
The document discusses the complex environment that software developers work in today compared to the past. It notes that developers must consider legal, ethical, and moral obligations of both themselves and their organizations. The module will examine case studies and how to advise on ethics policies. It will assess students through an individual paper and group project analyzing different perspectives on ethical decisions in computing.
Social media impact on existing social relationshipsElizabeth Gestier
Social networking sites allow users to interact and communicate online through sharing photos, updates, and connecting with personal networks. While research shows that social networking enhances existing social relationships, it may also lead to issues like privacy concerns and jealousy from oversharing information online. Additionally, lack of nonverbal cues in online communication can make truly meaningful relationships difficult to form compared to in-person interaction. Overall, social networking appears to extend social networks while not replacing face-to-face communication.
Teaching something that never runs out of style despite changes in software and hardware trends. Using computers in language teaching especially in second language teaching.
The document discusses learning styles and technologies used by Millennials, who grew up with computers, video games, the internet and mobile devices. It notes that Millennials learn differently than previous generations by preferring hands-on, interactive approaches. Their brains have adapted to constantly seeking information online and from digital sources. While some say Millennials have short attention spans, the document argues they can focus for long periods on interactive media but less so on traditional teaching methods. It lists various portable devices, social media, virtual worlds and open source tools that define Millennials' technology use.
Email is a method for transmitting data like text, photos, and files between computers over the Internet. During the 1960s and 1970s, many companies used early email systems to allow users to send messages to each other even before the Internet existed. Email is easy and fast to use, interactive between programs, available worldwide, and inexpensive. When sending emails, users create and transmit messages using email programs and can send messages to multiple recipients. Effective email communication requires considering aspects like clarity, structure, the recipient, tone, and etiquette.
Preliminary findings of "voices of digital natives" project at Edge Lab, presented at Association of Internet Researchers conference in Seattle, Oct 12 2011
This document discusses using the virtual world Second Life for educational purposes. It outlines how a group of librarians from various universities in the UK are using Second Life to provide library services, teach information literacy skills, and hold seminars and discussion groups. Examples of educational activities that can be done in Second Life include simulations, role-playing, building and design, and creative arts. The challenges and opportunities of using Second Life in education are also presented.
Cyberbullying is a growing issue among Australian youth, with many spending over an hour online each day using social media where bullying can occur anonymously. The document outlines how cyberbullying can negatively impact victims' mental health and academics, as well as the legal consequences for perpetrators. It recommends schools implement anti-bullying policies, classroom programs to promote digital citizenship, and strategies for individuals to address cyberbullying issues.
Larry tesler computer scientist, inventor of cut, copy and-paste.SanjayJogadiya
Larry Tesler was a pioneer in human-computer interaction and invented the cut, copy, and paste commands while working for Xerox PARC in the 1970s. These innovations made personal computers far more user-friendly by allowing easy editing and movement of text. Tesler spent his long career working for technology companies like Xerox, Apple, and Amazon, influencing the development of user-friendly interfaces. He passed away in 2020 at the age of 74.
This document discusses the benefits and challenges of implementing a 1-to-1 wireless laptop initiative in K-12 classrooms. It outlines research showing that such initiatives can increase student engagement, access to resources, and teacher productivity but also present challenges like managing classroom discipline and ensuring laptop durability and battery life. The document provides recommendations for a successful implementation including building up to 1-to-1 access, having backup laptops, and utilizing school network applications and Internet resources to supplement learning.
The Digital One-Day events aimed to explore identity, literacy, and online communities of practice through synchronous distributed collaboration using the Elluminate online platform. The topics presented challenges both conceptually and technically in the new online environment. Some participants found the interface richer than face-to-face sessions while others struggled with technical difficulties or distractions. Evaluations showed the potential for effectively replicating workshops online but also identified communication and focus challenges. The events raised questions about whether identity, literacy and community are threshold concepts for educational development and whether discussions about online learning truly focus on learning itself.
1. Information technologies have stable properties that have unavoidable effects across society and organizations.
2. Those in power, including managers, decide which properties to activate by choosing the technology mix.
3. The interactive approach recognizes that each information technology has dynamic properties determined by how people use it, and that those uses shape society and organizations rather than the technologies themselves.
This document provides an overview of new technologies and their impact on learning in the 21st century. It discusses how digital media represents a new medium that combines technical inventions and cultural expression. It also outlines predictions for advances in digital technologies like video playback speeds, camera resolution and mobile device capabilities. Several key concepts are defined around the nature of technology, including Brian Arthur's view that technology fulfills human purposes and that a collection of technologies is also a technology. Examples are given of educational technologies like the credit hour system. The potential of new media to support more engaged and collaborative learning is explored.
This document provides an agenda and summary for a presentation on digital culture and cultural competence in technology-based clinical supervision. The presentation covers various types of digital immigrants and natives, how technology impacts cultural competence, and ways it can enhance supervision. It assigns groups a skills-based activity to role play supervision scenarios using technology. Individuals are given a skills-based activity to present on how a topic relates to technology-based clinical supervision. The document promotes awareness of digital divides and biases when using technology for supervision.
This document discusses teaching and learning in the digital age. It outlines some of the key challenges such as whether digital media promotes instant gratification learning or new engaging ways of learning. It also discusses whether multitasking dumb downs learners or builds necessary 21st century skills. The document proposes different approaches like lamenting technology losses, embracing technology gains, or seeking a balanced approach. It concludes by asking about specific challenges and approaches for a project and discussing regulating electronic devices and networking in class.
This document provides an agenda and summary for a technology-based clinical supervision session. The session covers:
1) A discussion of a prior learning activity on laws and regulations regarding clinical supervision.
2) A presentation on the ethics and legalities of technology-based clinical supervision, including ensuring informed consent, confidentiality, and modeling ethical practices.
3) Best practices for using different technologies like videoconferencing, email, and texting.
4) An assignment for next week to read an article on digital culture and discuss it in a learning activity.
The document discusses the digital divide between genders in education and technology use. It notes that while access to computers has become more equal between boys and girls, they tend to use technology for different purposes. Males generally use computers for games while females use them for email and chatting. Research shows the gender gap in education and careers is also closing, but stereotypes remain. The document proposes ways to further promote gender equity, such as mentorship programs, educating students about stereotypes, and developing technology and learning environments that are inclusive of both genders.
This document provides an agenda and overview for a presentation on digital culture, cultural competence, and technology-based clinical supervision. The presentation covers various topics:
- Definitions of "digital natives", "digital immigrants", and other classifications related to technology use. Comparisons are made between types.
- An activity is discussed where participants will reflect on their learning from a past article.
- Groups will be assigned to role play technology-based supervision scenarios. Individuals will present on best practices for a topic as it relates to technology-based supervision.
- The benefits of technology for cultural competence and increasing supervision access are addressed. Participants are asked to identify one key point from the discussion. The presentation pre
This document discusses the use of digital media and electronic assessment tools in education. It outlines various web tools that can be used to create multimedia materials like blogging, podcasting, vodcasting, and Skypecasting. It also discusses electronic assessment tools like Survey Monkey, Easy Test Maker, Quia Quiz Center, rubric generators like Rubistar and Rubric Maker. Finally, it mentions peer networking tools like Tapped In, Webheads In Action, and EFI that allow students, teachers and classrooms to connect globally.
ETHICS01 - Introduction to Computer EthicsMichael Heron
The document discusses the complex environment that software developers work in today compared to the past. It notes that developers must consider legal, ethical, and moral obligations of both themselves and their organizations. The module will examine case studies and how to advise on ethics policies. It will assess students through an individual paper and group project analyzing different perspectives on ethical decisions in computing.
Social media impact on existing social relationshipsElizabeth Gestier
Social networking sites allow users to interact and communicate online through sharing photos, updates, and connecting with personal networks. While research shows that social networking enhances existing social relationships, it may also lead to issues like privacy concerns and jealousy from oversharing information online. Additionally, lack of nonverbal cues in online communication can make truly meaningful relationships difficult to form compared to in-person interaction. Overall, social networking appears to extend social networks while not replacing face-to-face communication.
Teaching something that never runs out of style despite changes in software and hardware trends. Using computers in language teaching especially in second language teaching.
The document discusses learning styles and technologies used by Millennials, who grew up with computers, video games, the internet and mobile devices. It notes that Millennials learn differently than previous generations by preferring hands-on, interactive approaches. Their brains have adapted to constantly seeking information online and from digital sources. While some say Millennials have short attention spans, the document argues they can focus for long periods on interactive media but less so on traditional teaching methods. It lists various portable devices, social media, virtual worlds and open source tools that define Millennials' technology use.
Email is a method for transmitting data like text, photos, and files between computers over the Internet. During the 1960s and 1970s, many companies used early email systems to allow users to send messages to each other even before the Internet existed. Email is easy and fast to use, interactive between programs, available worldwide, and inexpensive. When sending emails, users create and transmit messages using email programs and can send messages to multiple recipients. Effective email communication requires considering aspects like clarity, structure, the recipient, tone, and etiquette.
Preliminary findings of "voices of digital natives" project at Edge Lab, presented at Association of Internet Researchers conference in Seattle, Oct 12 2011
This document discusses using the virtual world Second Life for educational purposes. It outlines how a group of librarians from various universities in the UK are using Second Life to provide library services, teach information literacy skills, and hold seminars and discussion groups. Examples of educational activities that can be done in Second Life include simulations, role-playing, building and design, and creative arts. The challenges and opportunities of using Second Life in education are also presented.
Using Virtual Environments For Online and Campus ClassesCynthia Calongne
Workshop held at UMBC on January 21, 2010 on teaching and learning using virtual environments, part 1 of 2 by Colorado Technical University professor Cynthia Calongne, known as Lyr Lobo in Second Life.
Using Virtual Environments For Online And Campus Classesguest19a1a6
Workshop held at UMBC on January 21, 2010 on teaching and learning using virtual environments, part 1 of 2 by Colorado Technical University professor Cynthia Calongne, known as Lyr Lobo in Second Life.
The professor outlines plans for a field research class conducted entirely within the virtual world of Second Life. The class goals are to teach students about virtual worlds, ethnographic research methods, and use SL as a distance education platform. Some challenges include obtaining IRB approval due to identifiability of avatars and inability to anonymize data in SL. The professor provides extensive resources and background information to prepare students for the class.
The document discusses tools and strategies for engaging students in eLearning. It advocates getting students involved in real-world tasks that are relevant and interesting to them. It also promotes using media creation tools like Audacity and online sharing platforms to help students publicly share their work and get feedback from a global audience. The document argues that an excellent teacher models digital literacy, uses technology for collaborative learning, and draws on online resources and networks to remain current in their field.
Social software refers to software that supports or enhances human social behavior through communication, collaboration, and sharing of information. It includes tools like email, instant messengers, social networks, blogs, wikis, and more. Mobile social software is emerging, enabled by the rise of smartphones. Research on camera phone use found that people primarily take photos to share experiences with absent friends and family or to support remote tasks. Effective design of social software considers how to support social interactions and build online communities.
The document reviews several microblogging tools that can be used for language learning, including Twitter, Plurk, and Edmodo. It discusses the key features of microblogging like brevity, mobility, and real-time sharing. Benefits of using microblogging in the classroom include practicing language skills, continuing discussions inside and outside of class, and increasing interaction and fluency. Tips are provided on how to use tools like Twitter and Plurk for classroom activities and language exercises.
This document discusses emerging technologies and their potential impact on education over the next five years. It identifies several technologies to watch, including cloud computing, mobiles, electronic books, game-based learning, open content, augmented reality, gesture-based computing, learning analytics, and personal learning environments. It also discusses challenges around digital media literacy and the need for a strategic shift in how schools approach technology, including changes to policies, purchasing, planning, processes, and pedagogy.
NETS Reloaded: National Education Technology StandardsSusan Labadi
This document discusses incorporating National Educational Technology Standards (NETS) into lessons. It provides an overview of the NETS, which focus on student learning and creativity, digital-age learning experiences, modeling digital work, collaboration, and professional growth. Examples are given of digital tools and resources that can be used to engage students, such as Google Apps, podcasts, slideshows, and storytelling tools. The benefits of incorporating 21st century skills and technology into learning are discussed.
1) Virtual worlds have been growing in popularity since the 1990s and can be used for educational purposes.
2) Second Life is one of the largest virtual worlds, with over 20 million registered users by 2008. It allows users to build their own 3D content.
3) Educational institutions like Loyalist College have built virtual campuses in Second Life to extend classroom learning and enhance student experiences through simulations and collaborative projects.
Effects of Social Networking in Academic LiteracySteve Chilton
The document discusses the effects of social networking on academic literacy and identifies both benefits and concerns. It provides examples of popular social networks like Facebook, MySpace, and Twitter and how they are used for educational purposes. Key benefits mentioned include supporting collaboration and networking among students and faculty, while concerns relate to privacy, information misuse, and potential legal issues.
Second Life in 3600 seconds - Staff development week at ILRT 2007Eduserv Foundation
An approximation of an in-world presentation within and about Second Life, given to staff at ILRT. Slides showing my avatar wearing a t-shirt were not used in-world - instead my avatar changed t-shirts live in-front of the audience.
Cengage Learning Webinar, American Governement, Demonstrating Relevance in Am...Cengage Learning
This document discusses demonstrating relevance in an American government classroom. It emphasizes relating course material to current events, pop culture, and students' lives outside the classroom. The document defines relevance in terms of student demographics like age, region, diversity, interests, and religion. It also discusses assessing the "personality" of the class and utilizing classroom technology and applications, as well as keeping materials fresh by relating concepts to timely examples and popular culture.
Does your library support 21st century literacy skills? Why STEAM in libraries? This webinar will expose you to the research that supports the integration of informal STEAM learning into your libraries’ programming and services. Leave armed with a starter toolkit of ideas so you can experiment with STEAM in your library today!
NYLA MSRT Webinar, delivered in June 2015
Reaching a Bigger Pond: Tools and Technology for Forming CommunityMichael Coghlan
1. The document discusses tools and technologies for forming online communities, including social networking sites, photo sharing sites, and video sharing sites that allow people to connect globally.
2. It describes the Webheads community, an online language learning community with over 300 members from 50 countries that has sustained itself for over 10 years through regular online meetings and communication.
3. Key factors that have sustained the Webheads community include a common interest in language teaching/learning, international friendship, the vision of key members, and technologies that enable regular communication and knowledge sharing across distances.
Keynote slides from Bloomfield College Faculty Technology Showcase. Describes the changes in technology over time and the need to expand the traditional classroom beyond the four physical walls.
Similar to Tech Savvy Girls from Sims to Teen Second Life (20)
This document discusses the use of games in higher education. It defines different types of games that can be used, including commercial games, educational games, simulations, and virtual worlds. Games provide benefits for higher education such as appealing to different learning styles and allowing trial and error. They can be used to facilitate understanding based on Bloom's Taxonomy and Wiggins' Facets of Understanding. However, integrating games does face challenges due to the culture of learning in higher education that does not always see a connection between fun and learning.
The document discusses blended learning, which combines both online and classroom learning activities. It provides examples of different types of blended learning models, including a constructivist theater class model using online discussions, a direct instruction math class using recorded lectures, and a creative printmaking class using 3D virtual worlds for critiques. The document suggests that blended learning can reduce classroom time while incorporating online synchronous and asynchronous activities.
This document discusses using the virtual world of Second Life for adult learning environments and distance education. It describes using Second Life to host experiential assignments that teach about topics like human subjects protection and positionality. However, it also notes some challenges of using Second Life, such as students having old computers or internet access issues, difficulty learning to navigate Second Life, and managing technical limitations within the virtual world environment.
This document outlines the process of moving from phenomena to evidence. It discusses that phenomena lead to information, which informs a conceptual framework and assumptions about how the world works. Data is then collected which can be used as evidence to support a proposal, question, or hypothesis. A trivial example is provided to illustrate this process of moving from an observed phenomenon, to data collection, to using the data as evidence to answer a question. Finally, the document discusses applying this process to explore the question of whether students are literate users of social media by outlining potential phenomena, frameworks, data sources, and types of evidence that could be used to answer the question.
This document discusses using video in education, including for instruction, assignments, and assessment. It covers emerging educational approaches like active and collaborative learning. Video can convey information, demonstrate processes, and show change. It is used for in-class presentations, on instructional websites, or embedded in PowerPoints. Students may produce their own videos for assignments. Faculty can provide video feedback and students can reflect on their work. The document also addresses considerations for faculty and support from IT/libraries regarding video resources, equipment, and copyright.
As the Twitty Bird Flies: Using Twitter for Research (and Education)Barbara Johnson
This document discusses using Twitter for research and education purposes. Twitter allows for microblogging of brief updates in 140 characters or less. It can be used to record observations in real-time without transcription. Researchers can follow public tweets on a topic or have participants tweet directly to a dedicated account. One case study had students tweet about where they learned over two weeks to inform campus development. Twitter provides a quick way to record impressions and reflections that are time-stamped and easy for researchers to analyze. It can also be used for class polling, discussions, and questions outside of class time.
1. UMD sought to adopt a personal response system ("clickers") to increase student engagement and learning in large lecture classes.
2. An initial pilot program tested different clicker systems, but different departments choosing different systems created support issues.
3. UMD then decided to choose a single campus-wide clicker system. Various clicker systems were demonstrated and evaluated based on factors like cost and ease of use.
4. After selecting a system, integration work and training helped campus-wide adoption, though the document notes that formal assessment of impact is still needed.
Research involves disciplined inquiry aimed at adding to public knowledge through following a specific methodology to reasonably establish findings as correct and applicable. The goal is to discover something unknown by testing information to answer important questions and then contributing findings back through publication, presentation, or other means. The general research process includes refining a rough idea through exploratory and full literature reviews before determining methodology, collecting and analyzing data, and reporting conclusions and recommendations.
Having a Wonderful Second Life - Wish You Were HereBarbara Johnson
Second Life is a 3D virtual world created by Linden Lab where users can socialize, connect and create using a virtual representation of themselves. It has over 1.3 million active users globally. In Second Life, users can build, program and trade virtual objects and services with one another using an in-world virtual currency called Linden Dollars that can be exchanged for real-world money. Many colleges and universities are also using Second Life for educational purposes such as online courses, student projects and simulations to increase access to learning.
The document discusses using technology responsibly and strategically in education. It advocates defining needs before choosing tools, building alliances to share resources and expertise, and looking to the future when planning technology implementations. Specific recommendations include teaming up with IT support services, planning regular hardware and software upgrades, developing faculty skills for online and distributed learning, and providing ongoing training and development opportunities regarding instructional technology.
A Visual Guide to 1 Samuel | A Tale of Two HeartsSteve Thomason
These slides walk through the story of 1 Samuel. Samuel is the last judge of Israel. The people reject God and want a king. Saul is anointed as the first king, but he is not a good king. David, the shepherd boy is anointed and Saul is envious of him. David shows honor while Saul continues to self destruct.
This document provides an overview of wound healing, its functions, stages, mechanisms, factors affecting it, and complications.
A wound is a break in the integrity of the skin or tissues, which may be associated with disruption of the structure and function.
Healing is the body’s response to injury in an attempt to restore normal structure and functions.
Healing can occur in two ways: Regeneration and Repair
There are 4 phases of wound healing: hemostasis, inflammation, proliferation, and remodeling. This document also describes the mechanism of wound healing. Factors that affect healing include infection, uncontrolled diabetes, poor nutrition, age, anemia, the presence of foreign bodies, etc.
Complications of wound healing like infection, hyperpigmentation of scar, contractures, and keloid formation.
Level 3 NCEA - NZ: A Nation In the Making 1872 - 1900 SML.pptHenry Hollis
The History of NZ 1870-1900.
Making of a Nation.
From the NZ Wars to Liberals,
Richard Seddon, George Grey,
Social Laboratory, New Zealand,
Confiscations, Kotahitanga, Kingitanga, Parliament, Suffrage, Repudiation, Economic Change, Agriculture, Gold Mining, Timber, Flax, Sheep, Dairying,
Philippine Edukasyong Pantahanan at Pangkabuhayan (EPP) CurriculumMJDuyan
(𝐓𝐋𝐄 𝟏𝟎𝟎) (𝐋𝐞𝐬𝐬𝐨𝐧 𝟏)-𝐏𝐫𝐞𝐥𝐢𝐦𝐬
𝐃𝐢𝐬𝐜𝐮𝐬𝐬 𝐭𝐡𝐞 𝐄𝐏𝐏 𝐂𝐮𝐫𝐫𝐢𝐜𝐮𝐥𝐮𝐦 𝐢𝐧 𝐭𝐡𝐞 𝐏𝐡𝐢𝐥𝐢𝐩𝐩𝐢𝐧𝐞𝐬:
- Understand the goals and objectives of the Edukasyong Pantahanan at Pangkabuhayan (EPP) curriculum, recognizing its importance in fostering practical life skills and values among students. Students will also be able to identify the key components and subjects covered, such as agriculture, home economics, industrial arts, and information and communication technology.
𝐄𝐱𝐩𝐥𝐚𝐢𝐧 𝐭𝐡𝐞 𝐍𝐚𝐭𝐮𝐫𝐞 𝐚𝐧𝐝 𝐒𝐜𝐨𝐩𝐞 𝐨𝐟 𝐚𝐧 𝐄𝐧𝐭𝐫𝐞𝐩𝐫𝐞𝐧𝐞𝐮𝐫:
-Define entrepreneurship, distinguishing it from general business activities by emphasizing its focus on innovation, risk-taking, and value creation. Students will describe the characteristics and traits of successful entrepreneurs, including their roles and responsibilities, and discuss the broader economic and social impacts of entrepreneurial activities on both local and global scales.
This presentation was provided by Racquel Jemison, Ph.D., Christina MacLaughlin, Ph.D., and Paulomi Majumder. Ph.D., all of the American Chemical Society, for the second session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session Two: 'Expanding Pathways to Publishing Careers,' was held June 13, 2024.
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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!
Gender and Mental Health - Counselling and Family Therapy Applications and In...
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