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This Quick and Easy Free Web App is Great for Creating Flipped and Blended Learning Materials In the current Online Flipped Classroom Workshop that we're just
Getting Smart® today launched “How Digital Learning Contributes to Deeper Learning,” a white paper that examines how key aspects of personal digital learning – common standards, next-generation assessments, blended learning, and affordable devices... This links to an infographic. There is also a report available that discusses: * Personalized skill building in preparation for deeper learning (e.g., adaptive learning in the Learning Lab at Rocketship Elementary)' * Schools and tools that foster deeper learning (e.g., project-based learning networks like New Tech) * Extended access (e.g., access to quality courses and teachers online) This report is available at http://gettingsmart.com/cms/wp-content/uploads/2012/12/Digital-Learning-Deeper-Learning-Full-White-Paper.pdf.
This post shares an experience in the Texas City High School and the implementation of a "digital media an design project with high school students." The author had worked with the school during the school year and observed many challenges including "the daunting and daily task of keeping students academically engaged; the corrosive effects of chronic absenteeism in the classroom; the impact of economic and familial instability on students, teachers, and schools; and the creative ways youth from poorly resourced schools and households are using digital media." They set to work with a goal: "could we work with teachers and students to create a more dynamic learning environment?" Read the article to see the project that was developed and what they have learned.
Converge has published a special report that “examines…education transformation in all its facets: from curriculum acquisition to best practices for a successful transition to key governmental policies.” The report discusses a wide range of subjects. After an Introduction and The Big Idea (as in textbook reformation) the sections are So You Want to go Digital – Now What? (with 7 articles); Policy and Legislation: Where Has It Been and What’s Coming?; Barriers to Success – And How To Hurdle Them (3 articles); What The Future Holds; and The Reformation in Action. Technology concerns, plagiarism and copyright, professional development tips, digital content by the numbers and much more is covered.
"Tablet devices and the publishing they enable are leading us to reconsider what constitutes a textbook, and they certainly change the landscape of what it has traditionally meant to write and publish one. A new breed of rich-media publishing tools offers an evolving set of opportunities both for the creation process and for the kinds of resources that can be produced. These resources could include 3D charts and tables, interactive maps, continual updates, and quizzes with instant feedback. The integration of text with various kinds of media, coupled with broad access to new creation tools, could result in these resources becoming valuable parts of students’ digital learning landscapes." You may download this resource as either a pdf or an ePub from the site.
"When you reflect on digital products in your classrooms or see student work created with technology tools at conferences, try to peer past the technology glitz and ask questions about rigor. Does the content have substance worth sharing? Are your students’ digital products demonstrating what they know and deeply understand about the topic beyond existing facts? Or are their digital products primarily demonstrating the exploration and acquisition of technology skills?"
"Working in the field of digital media and learning, where the important role of new technologies in learning seems self-evident, the slow pace of change in mainstream education can feel frustrating. Responding to this challenge, we give a lot of attention to thinking about ways to support and encourage teachers to make greater use of the opportunities presented by digital media, but perhaps we should spend more time considering how and why technologies come to be used, or not used, in the first place."
PowerMyLearning.com is an acclaimed free online platform for K-12 students, teachers, and parents, developed by the national nonprofit organization, CFY. We carefully select the most effective digital learning activities available on the web and make them easily accessible and usable through this free platform. A free account grants access to a world of smart and engaging resources… •1,000+ thoroughly vetted tutorials, academic games, interactive simulations, and videos •Easy-to-find activities tagged by subject, grade, and Common Core Standards •“Playlist” feature to sequence activities and individualize learning by student or class •Lesson plans to incorporate activities into instruction •Detailed reports for teachers, parents, and students •Badges and Playpoints to reward student usage •Flexible platform that can be used in school, after-school, at home, or anywhere in between
Are you overwhelmed by all the challenges facing classroom teachers today? Do you wonder if you are meeting all the needs of your diverse students? Do you long to add some creative, student-driven activities in your classroom, but don’t know where to begin?
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We'll reach a new state of web skills when we reinvent technology tools to better enhance our personal learning. We'll be at 3.0 when schools are everywhere and not viewed as daycare.
"Stories bring us together, encourage us to understand and empathize, and help us to communicate. Long before paper and books were common and affordable, information passed from generation to generation through this oral tradition of storytelling. Consider Digital Storytelling as the 21st Century version of the age-old art of storytelling with a twist: digital tools now make it possible for anyone to create a story and share it with the world."
Project Tomorrow is a national, education nonprofit organization. Our vision is to insure that today's students are well prepared to be tomorrow's innovators, leaders and engaged citizens of the world.
This is the fourth of what will be eight posts that looks at myths about digital learning. The first three are: Myth #1: Students and teachers can find everything they want online Myth #2: Digital learning in non-linear Myth #3: The digital classroom is a playground Myth # 4 looks at"Digital learning in interactive." She begins this post with the statements 'Learning has become more and more interactive with an increased dose of engagement, no wonder we are teaching with the thing students love the most: technology.' (A quote that comes from Educational Technology and Mobile Learning.) She states that this is a myth, comparing it to the concept of a digital native and suggests that "interactive (is) probably the most over-used work in learning today." A definition is provided as well as examples of interactive learning, examples of mythical interactivity, a discussion on apps and quite a bit more. This post will make you think about some of what may be "accepted" potentially making you shift some of your perceptions. I suggest taking the time to read the first three posts. To directly link to the post: http://eskymaclj.blogspot.fr/2012/10/myth-4-digital-learning-is-interactive.html.
Digital learning can lead to deeper learning by engaging and motivating students and by encouraging production and publication of high quality products. The post describes 10 benefits of digital learning, 10 benefits of of "well constructed tech-enabled learning" and 10 ways students may view themselves.
"Culture Shift: Teaching in a Learner-Centered Environment Powered by Digital Learning, examines the support that educators and schools will require to implement genuine teaching practices that are personalized for each student. Digital learning, the report argues, can be a major strategy for enabling teachers to meet varied students’ needs while also supporting necessary cultural shifts in teaching. According to the report, learner-centered instruction is personalized, rigorous, and based on college- and career-ready expectations. It is also collaborative, relevant, and flexible, with learning taking place anytime or anywhere. A true shift to a learner-centered environment powered by effective technology requires a strong school culture that embodies, encourages, and focuses on the needs of each student, the report argues. Specifically, Culture Shift maintains that the integration of technology and digital learning, school leadership, and changes in the teaching profession are critical to the transition to this new culture."
"Digital learning tools provide both exciting opportunities and difficult challenges for teachers. Which tools are best? How can I best use technology to engage students? Are online games a distraction or an essential tool for learning? Many teachers disagree on these fundamental issues. To address these questions, JogNog surveyed more than 150 teachers and principals. This survey identifies the best practices for digital learning for teachers across the country, along with a listing of the challenges of using digital learning in the classroom and beyond." The survey is fairly small in number, however, the information that is shares does provide information about some of the myths surrounding digital learning.
"Mapping a Personalized Learning Journey – K-12 Students and Parents Connects the Dots with Digital Learning focuses on how today's students are personalizing their own learning, and how their parents are supporting this effort." Today many students are personalizing their learning with the support of their parents. This report looks at "how students seek out resources that are digitally-rich, untethered and socially-based." Questions addressed include: * What are the digitally-rich, untethered and socially based learning strategies that facilitate this process? * How can education stakeholders support students as they seek to personalize their learning? You can download the report as an html version or a pdf, there is a presenation that you may view and to go directly to the infographic click http://www.tomorrow.org/speakup/pdfs/Infographic_PersonalizedLearning2012.pdf
Have you heard the terms digital native and digital immigrant, and placed yourself in one space or the other? Have you seen a generation divide in learning and teaching? The article ‘The Fallacy of Digital Natives’ explores these issues. One source quoted is the Berkman Center for Internet and Society (Harvard University) “Those who were not ‘born digital’ can be just as connected , if not more so, than their younger counterparts.” A follow-up to this article is ‘Introducing the Digital Learning Quadrants’ where Dan Pontefract introduces “a classification that encompasses all ages and takes into account the realities of access and participation levels…” (at http://www.danpontefract.com/?p=1309) Both articles are worth checking out.
When it comes to technology, the perception is that it is the least important area in which to invest precious funds. This is why the time is now to seriously consider developing a Bring Your Own Technology (BYOT) initiative.
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Here is a new tool (at least to me) that allows you to create online content. In fact, you can get an educator account and have students also create content (but make sure to have permission from parents for students under the age of 13).
You can get an educator account or your school may want to sign-up. School wide features include:
You can easily
Take a few minutes to click through to the website and check it out. You may find yourself creating a new lesson!