Storyboard That is a digital storytelling tool that allows users to create storyboards, posters, infographics, and other visual projects. It has drag-and-drop art, templates, and formatting options that make it versatile and easy to use across grade levels and subjects. Teachers can assign projects, provide templates and rubrics, and view student work. The tool is designed for educational use and protects student privacy.
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.
The document discusses storyboarding as a technique for presenting information in a visual, sequential manner. Key points include:
1) Storyboards can be used to identify players, events, and how events unfold in a simple, visual format.
2) They act as a blueprint showing individual elements and their sequence to effectively communicate a topic.
3) When used interactively, storyboards can facilitate in-depth discussion between presenters and audiences.
Ideas for using Web 2.0 tools in the classroom - updated September 2016talkPrimaryICT
This document provides an introduction to using Web 2.0 tools in the classroom. It discusses how these tools can be used to build digital literacy, encourage collaboration, support communication, and provide engaging learning opportunities. Specific Web 2.0 tools are then described, including collaborative tools like wikis, Padlet, and Voicethread. Other sections explain how tools like word clouds, avatars, and multimedia creators can be utilized. Challenges of implementing Web 2.0 tools and some potential classroom applications are also outlined.
The document discusses using digital scrapbooking projects across different curriculum areas in education. It provides examples of how digital scrapbooking can be used to have students organize information from research, express ideas through images where language skills are still developing, and encourage involvement and creativity through multi-phase projects. Digital scrapbooking allows students of different abilities to work on the same project, and engages students by building on the interest in making scrapbooks while helping develop skills like organization and following directions. Teachers have found that digital scrapbooking can be used effectively in subjects like language arts, history, and other areas for presenting student-gathered information or illustrating particular time periods.
This document summarizes various Web 2.0 tools for collaboration, communication, and creativity. It describes word clouds, graphic organizers, digital storytelling, audio/visual tools, blogs, websites, comic strips, homework tools, quizzes, videoconferencing, screenshots, and emphasizes that these resources are easy to use, foster collaboration and imagination, and support learning.
The document discusses several apps that can help reluctant writers. Strip Designer allows students to create stories and sequences using pictures, stickers, and text. Pictello lets students make picture stories on any topic. Writer's Toolbox provides support for idea generation, writing process, spelling, and grammar. Instant Poetry generates word banks so students can create poems by choosing words. The apps can benefit students with limited motor skills, lower reading levels, or challenges generating ideas.
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.
The document discusses storyboarding as a technique for presenting information in a visual, sequential manner. Key points include:
1) Storyboards can be used to identify players, events, and how events unfold in a simple, visual format.
2) They act as a blueprint showing individual elements and their sequence to effectively communicate a topic.
3) When used interactively, storyboards can facilitate in-depth discussion between presenters and audiences.
Ideas for using Web 2.0 tools in the classroom - updated September 2016talkPrimaryICT
This document provides an introduction to using Web 2.0 tools in the classroom. It discusses how these tools can be used to build digital literacy, encourage collaboration, support communication, and provide engaging learning opportunities. Specific Web 2.0 tools are then described, including collaborative tools like wikis, Padlet, and Voicethread. Other sections explain how tools like word clouds, avatars, and multimedia creators can be utilized. Challenges of implementing Web 2.0 tools and some potential classroom applications are also outlined.
The document discusses using digital scrapbooking projects across different curriculum areas in education. It provides examples of how digital scrapbooking can be used to have students organize information from research, express ideas through images where language skills are still developing, and encourage involvement and creativity through multi-phase projects. Digital scrapbooking allows students of different abilities to work on the same project, and engages students by building on the interest in making scrapbooks while helping develop skills like organization and following directions. Teachers have found that digital scrapbooking can be used effectively in subjects like language arts, history, and other areas for presenting student-gathered information or illustrating particular time periods.
This document summarizes various Web 2.0 tools for collaboration, communication, and creativity. It describes word clouds, graphic organizers, digital storytelling, audio/visual tools, blogs, websites, comic strips, homework tools, quizzes, videoconferencing, screenshots, and emphasizes that these resources are easy to use, foster collaboration and imagination, and support learning.
The document discusses several apps that can help reluctant writers. Strip Designer allows students to create stories and sequences using pictures, stickers, and text. Pictello lets students make picture stories on any topic. Writer's Toolbox provides support for idea generation, writing process, spelling, and grammar. Instant Poetry generates word banks so students can create poems by choosing words. The apps can benefit students with limited motor skills, lower reading levels, or challenges generating ideas.
Literacy in the 21st century- Digital Production using Appsaabornheimer
The document discusses using digital tools like iPads to support literacy learning in the classroom. It begins with a stand up/sit down activity to gauge teachers' experience with technology. It then discusses moving students from just playing games on devices to creating meaningful work. Several ideas are provided for how to incorporate technology into small group reading, sharing student work, using cloud storage, and setting up student accounts. Suggestions are made for how to use technology to support comprehension, vocabulary, fluency, writing, and other literacy areas. The document emphasizes teaching students a few creative apps and allowing them to explore multi-app projects that demonstrate their learning.
Kidspiration is a cross-curricular and multi-grade level program that allows students to create story maps, flow charts, outlines, and other graphic organizers. It provides pre-made activities and templates that teachers can use or customize. Students can work in Picture View to create visual representations and then switch to Writing View to develop associated outlines. Work can be exported and published to other programs. The program is expandable and customizable by both its pre-made and teacher-created content.
The document discusses resources and technologies for inclusivity in education. It provides examples of projects from Henshaws College and The Sheffield College that are working to develop accessible technologies. It then discusses what constitutes a "reasonable adjustment" according to disability law and how institutions need to be proactive in ensuring disabled students can fully participate. The document concludes by highlighting some tools and technologies that can help with inclusion, such as text-to-speech, image communication apps, note-taking apps, and mind mapping software.
Getting Started With Omeka (DHSI 2015 Unconference)jkmcgrath
Slides from 2015 DHSI "unconference" session titled "Getting Started with Omeka." Slides are slightly tweaked / condensed from HASTAC Webinar slides used in early 2015 by Jim (see my SlideShare page for those slides).
This document discusses apps that teachers can use to integrate technology into their classrooms in order to promote student creation, thinking, and fluency. It provides descriptions and examples of how to use apps such as Air Server, Skitch, Plickers, iMovie, and Padlet to model instruction, assess student understanding, and allow students to demonstrate their thinking. The document emphasizes using apps to focus on student creation and making thinking visible rather than just consumption.
The document discusses various technologies that can be used in the classroom, including Google Apps for Education, web apps, and math apps. Google Apps for Education allows students to access documents, photos, videos and files from any device. Web apps mentioned include Storybird for digital storytelling, Toontastic for helping students structure stories, and Write About This for illustrations. Nearpod and Kahoot are discussed as engaging tools for interactive lessons and reviews. Google Classroom is highlighted for creating and managing assignments.
This document discusses using graded readers with project-based learning. It begins by defining graded readers and project-based learning. It then provides examples of how graded readers can be incorporated into project-based learning, such as having students create a spell from a story, write and perform a play based on a fable, or create an animation based on a Sherlock Holmes story. The document also discusses setting up projects, assessing them, and sharing final products. It emphasizes using rubrics and allowing students choice and collaboration.
Adventure into Digital Graphic Organizers to Improve WritingKaren Simmons
This presentation gives an overview of digital tools that can be used in an Inquiry Based Learning classroom. Instruction can be enhanced when digital tools are used to facilitate questioning, research, and writing strategies at any grade level. Visit our website www.digitalgraphicorganizers.com to discover more.
This document discusses using digital technologies like flip video cameras and PowerPoint to support special needs students and differentiate instruction in the classroom. It provides examples of using flip videos to create social stories for skills practice and video modeling. PowerPoint can be used to create individualized, interactive presentations for things like sight words or to differentiate tasks for a narrative text type through activities like picture sequencing, cloze activities, and matching pictures to text. The document encourages teachers to think creatively about how these technologies can enhance learning and meet the needs of diverse learners.
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 presentation covers a number of technology tools and resources educators use to transform education. Look beyond social media and find more tools that help students learn and grow while changing what they think about school.
This document discusses developing e-content as an alternative to a traditional learning management system (LMS). It outlines a process for developing e-content that includes analyzing learning objectives, designing instructional strategies, scripting content, developing prototypes, adding audio/video, testing, and revising. The content is structured into weekly topics like e-learning, content authoring tools, and online video creation. The goal is to understand e-content standards and help design digital resources for effective teaching and learning.
This document discusses developing e-content as an alternative to a traditional learning management system (LMS). It outlines a process for developing e-content that includes analyzing learning objectives, designing instructional strategies, scripting content, developing prototypes, adding audio/video, testing, and revising. The content is structured into weekly topics like e-learning, content authoring tools, and online video creation. The goal is to understand e-content standards and help design digital resources for effective teaching and learning.
This document provides an overview of creating electronic presentations using Microsoft PowerPoint. It discusses key concepts in planning and designing effective presentations such as understanding your audience and purpose. Guidelines are provided for text, layout, visuals and using special effects. The importance of thoroughly practicing your presentation is emphasized. Different types of business graphics like presentation graphics and analytical graphics are also introduced.
From Blogs to Books Turning Your Online Writing Into Stories.pptxBookalooza
Transform your digital voice into printed words with ease! Explore the journey from blogging to book authorship with our comprehensive guide. Learn how to adapt your online content into compelling narratives that captivate readers and leave a lasting impact. Whether you're a seasoned blogger or just starting out, discover the secrets to crafting engaging stories that resonate with audiences across platforms. Elevate your online writing to the next level and embark on your journey to becoming a published author today!
The document discusses the benefits and uses of PowerPoint as a presentation tool. It outlines how PowerPoint can be used to enhance speeches by illustrating content with multimedia like photos, graphs and charts. It also describes how PowerPoint allows the integration of different media types to actively engage students in learning. Finally, it mentions how PowerPoint presentations can be used to organize research, summarize reports, add educational value, and provide consistent instruction for both in-class and absent students.
The document discusses best practices for training subject matter experts (SMEs) to develop rapid e-learning materials, including having SMEs provide content while training experts handle instructional design, using structured software templates to standardize development, and providing resources for SMEs to learn e-learning design skills.
The document discusses infographics and the note-taking app Evernote. It defines infographics as visual representations that aid comprehension of text-based content. It explores the power of infographics in teaching and learning, effective design principles, and how to analyze infographics. The document also provides an overview of Evernote - a tool to create, organize and share notes, clips, and notebooks. Examples are given of how Evernote can be used to organize class materials, share notes with students, and create electronic portfolios.
This document provides ideas for using technology in the classroom to enhance learning. It introduces the SAMR model for integrating technology, which includes substitution, augmentation, modification, and redefinition of learning tasks. Examples are given for using audio, audiovisual tools, e-readers, digital storytelling, Twitter, and game-based learning. Teachers are encouraged to test new technology ideas against learning models, aim for transformation of learning, and get support or feedback before implementing activities.
The document discusses digital textbooks and e-content. It defines digital textbooks as digitized versions of printed textbooks that can be accessed through wired or wireless networks. It describes three types of digital textbooks: scanned print versions, digital books with added interactivity, and digital offerings without resembling printed books. The document also outlines the process of creating digital textbooks, including selecting a template, adding content and interactivity, and publishing. Finally, it discusses approaches to e-learning and the phases of developing e-content, including analysis, design, development, testing, implementation, and evaluation.
❼❷⓿❺❻❷❽❷❼❽ Dpboss Matka ! Fix Satta Matka ! Matka Result ! Matka Guessing ! Final Matka ! Matka Result ! Dpboss Matka ! Matka Guessing ! Satta Matta Matka 143 ! Kalyan Matka ! Satta Matka Fast Result ! Kalyan Matka Guessing ! Dpboss Matka Guessing ! Satta 143 ! Kalyan Chart ! Kalyan final ! Satta guessing ! Matka tips ! Matka 143 ! India Matka ! Matka 420 ! matka Mumbai ! Satta chart ! Indian Satta ! Satta King ! Satta 143 ! Satta batta ! Satta मटका ! Satta chart ! Matka 143 ! Matka Satta ! India Matka ! Indian Satta Matka ! Final ank
Literacy in the 21st century- Digital Production using Appsaabornheimer
The document discusses using digital tools like iPads to support literacy learning in the classroom. It begins with a stand up/sit down activity to gauge teachers' experience with technology. It then discusses moving students from just playing games on devices to creating meaningful work. Several ideas are provided for how to incorporate technology into small group reading, sharing student work, using cloud storage, and setting up student accounts. Suggestions are made for how to use technology to support comprehension, vocabulary, fluency, writing, and other literacy areas. The document emphasizes teaching students a few creative apps and allowing them to explore multi-app projects that demonstrate their learning.
Kidspiration is a cross-curricular and multi-grade level program that allows students to create story maps, flow charts, outlines, and other graphic organizers. It provides pre-made activities and templates that teachers can use or customize. Students can work in Picture View to create visual representations and then switch to Writing View to develop associated outlines. Work can be exported and published to other programs. The program is expandable and customizable by both its pre-made and teacher-created content.
The document discusses resources and technologies for inclusivity in education. It provides examples of projects from Henshaws College and The Sheffield College that are working to develop accessible technologies. It then discusses what constitutes a "reasonable adjustment" according to disability law and how institutions need to be proactive in ensuring disabled students can fully participate. The document concludes by highlighting some tools and technologies that can help with inclusion, such as text-to-speech, image communication apps, note-taking apps, and mind mapping software.
Getting Started With Omeka (DHSI 2015 Unconference)jkmcgrath
Slides from 2015 DHSI "unconference" session titled "Getting Started with Omeka." Slides are slightly tweaked / condensed from HASTAC Webinar slides used in early 2015 by Jim (see my SlideShare page for those slides).
This document discusses apps that teachers can use to integrate technology into their classrooms in order to promote student creation, thinking, and fluency. It provides descriptions and examples of how to use apps such as Air Server, Skitch, Plickers, iMovie, and Padlet to model instruction, assess student understanding, and allow students to demonstrate their thinking. The document emphasizes using apps to focus on student creation and making thinking visible rather than just consumption.
The document discusses various technologies that can be used in the classroom, including Google Apps for Education, web apps, and math apps. Google Apps for Education allows students to access documents, photos, videos and files from any device. Web apps mentioned include Storybird for digital storytelling, Toontastic for helping students structure stories, and Write About This for illustrations. Nearpod and Kahoot are discussed as engaging tools for interactive lessons and reviews. Google Classroom is highlighted for creating and managing assignments.
This document discusses using graded readers with project-based learning. It begins by defining graded readers and project-based learning. It then provides examples of how graded readers can be incorporated into project-based learning, such as having students create a spell from a story, write and perform a play based on a fable, or create an animation based on a Sherlock Holmes story. The document also discusses setting up projects, assessing them, and sharing final products. It emphasizes using rubrics and allowing students choice and collaboration.
Adventure into Digital Graphic Organizers to Improve WritingKaren Simmons
This presentation gives an overview of digital tools that can be used in an Inquiry Based Learning classroom. Instruction can be enhanced when digital tools are used to facilitate questioning, research, and writing strategies at any grade level. Visit our website www.digitalgraphicorganizers.com to discover more.
This document discusses using digital technologies like flip video cameras and PowerPoint to support special needs students and differentiate instruction in the classroom. It provides examples of using flip videos to create social stories for skills practice and video modeling. PowerPoint can be used to create individualized, interactive presentations for things like sight words or to differentiate tasks for a narrative text type through activities like picture sequencing, cloze activities, and matching pictures to text. The document encourages teachers to think creatively about how these technologies can enhance learning and meet the needs of diverse learners.
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 presentation covers a number of technology tools and resources educators use to transform education. Look beyond social media and find more tools that help students learn and grow while changing what they think about school.
This document discusses developing e-content as an alternative to a traditional learning management system (LMS). It outlines a process for developing e-content that includes analyzing learning objectives, designing instructional strategies, scripting content, developing prototypes, adding audio/video, testing, and revising. The content is structured into weekly topics like e-learning, content authoring tools, and online video creation. The goal is to understand e-content standards and help design digital resources for effective teaching and learning.
This document discusses developing e-content as an alternative to a traditional learning management system (LMS). It outlines a process for developing e-content that includes analyzing learning objectives, designing instructional strategies, scripting content, developing prototypes, adding audio/video, testing, and revising. The content is structured into weekly topics like e-learning, content authoring tools, and online video creation. The goal is to understand e-content standards and help design digital resources for effective teaching and learning.
This document provides an overview of creating electronic presentations using Microsoft PowerPoint. It discusses key concepts in planning and designing effective presentations such as understanding your audience and purpose. Guidelines are provided for text, layout, visuals and using special effects. The importance of thoroughly practicing your presentation is emphasized. Different types of business graphics like presentation graphics and analytical graphics are also introduced.
From Blogs to Books Turning Your Online Writing Into Stories.pptxBookalooza
Transform your digital voice into printed words with ease! Explore the journey from blogging to book authorship with our comprehensive guide. Learn how to adapt your online content into compelling narratives that captivate readers and leave a lasting impact. Whether you're a seasoned blogger or just starting out, discover the secrets to crafting engaging stories that resonate with audiences across platforms. Elevate your online writing to the next level and embark on your journey to becoming a published author today!
The document discusses the benefits and uses of PowerPoint as a presentation tool. It outlines how PowerPoint can be used to enhance speeches by illustrating content with multimedia like photos, graphs and charts. It also describes how PowerPoint allows the integration of different media types to actively engage students in learning. Finally, it mentions how PowerPoint presentations can be used to organize research, summarize reports, add educational value, and provide consistent instruction for both in-class and absent students.
The document discusses best practices for training subject matter experts (SMEs) to develop rapid e-learning materials, including having SMEs provide content while training experts handle instructional design, using structured software templates to standardize development, and providing resources for SMEs to learn e-learning design skills.
The document discusses infographics and the note-taking app Evernote. It defines infographics as visual representations that aid comprehension of text-based content. It explores the power of infographics in teaching and learning, effective design principles, and how to analyze infographics. The document also provides an overview of Evernote - a tool to create, organize and share notes, clips, and notebooks. Examples are given of how Evernote can be used to organize class materials, share notes with students, and create electronic portfolios.
This document provides ideas for using technology in the classroom to enhance learning. It introduces the SAMR model for integrating technology, which includes substitution, augmentation, modification, and redefinition of learning tasks. Examples are given for using audio, audiovisual tools, e-readers, digital storytelling, Twitter, and game-based learning. Teachers are encouraged to test new technology ideas against learning models, aim for transformation of learning, and get support or feedback before implementing activities.
The document discusses digital textbooks and e-content. It defines digital textbooks as digitized versions of printed textbooks that can be accessed through wired or wireless networks. It describes three types of digital textbooks: scanned print versions, digital books with added interactivity, and digital offerings without resembling printed books. The document also outlines the process of creating digital textbooks, including selecting a template, adding content and interactivity, and publishing. Finally, it discusses approaches to e-learning and the phases of developing e-content, including analysis, design, development, testing, implementation, and evaluation.
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The cherry: beauty, softness, its heart-shaped plastic has inspired artists since Antiquity. Cherries and strawberries were considered the fruits of paradise and thus represented the souls of men.