Showing posts with label instructional technology. Show all posts
Showing posts with label instructional technology. Show all posts

Feb 19, 2013

Part II: Websites and Apps for Teens and Education

If you plan to design/develop websites or applications that provide an element of "edutainment" or informal educational activities for teens, it might be good to think about how your site/application can fit into the requirements of an educational system. Much has changed over the past three years. 

For example, many schools have adopted a 1:1 laptop/netbook/tablet initiative. In some cases, the students no longer carry textbooks, because digital versions are installed on their devices. They access on-line digital content, such as videos and interactive learning games, and self-correcting quizzes provided by the textbook publisher. These activities are accessed by the students during and after school hours. 

Teachers do not limit their assignments to the resources provided by text-book publishers. In some classes at the high school level, students are required to work on group projects that extend over several weeks. Students use protected websites, i.e. Moodle, provided by the school district, to store digital content and collaborate on group projects. 

During the course of a group project, teachers provide students with links to approved websites. Some of these websites provide tools to assist in the creation of content related to their project. Students might work together to create an animation or video, or work individually on one component of the project to contribute to the final project. For example, one student might work on an animation to demonstrate a biological process, and another might be responsible for organizing a story board for a video that the group presents to the class.

After completion, the products generated from the students' work may be available for viewing by others on-line, and in some cases, featured on the school's website.

If you are interested in developing applications or content for use in education, it is important to know that most states have adopted the Common Core Standards. Educational applications must align with these content standards in order to support the learning and teaching goals for a particular subject. 

It is also important to have a grasp of learning and teaching theories, an understanding of child and adolescent development, and a working knowledge of applications and technologies that have been successfully used with this age group to support learning.  Consider working with a knowledgeable interdisciplinary team!



RELATED/SOMEWHAT RELATED

Nielson-Norman Group Research Reports

Pew Research Center Resources

Teens and Education Resources 
The following websites also provide resources for other age groups and related topics.
Edutopia

Other Resources

For readers interested in learning more about educational technology and related "nuts and bolts", the following links will provide food for thought:


Jan 16, 2012

Quick link: How to use game dynamics in the classroom, with good links, via Edudemic (Jeff Dunn)

How To Use Game Dynamics In The Classroom 


Although the article refers to the work of Liz Gross and her colleague(s) focusing on the use of game dynamics in a large university lecture class, there are links to a variety of interesting resources and posts that address games in education across many settings. This work is part of a research proposal for funding from the Digital Media + Learning competition.


RELATED 
Digital Media and Learning Conference 
March 1-13, 2012
UC Humanities Research Institute University of California, Irvine 
About the Conference (info from the DML website)
"The Digital Media and Learning Conference is an annual event supported by the MacArthur Foundation and organized by the Digital Media and Learning Research Hub located at the UC Humanities Research Institute, University of California, Irvine. The conference is meant to be an inclusive, international and annual gathering of scholars and practitioners in the field, focused on fostering interdisciplinary and participatory dialog and linking theory, empirical study, policy, and practice. The third annual conference – DML2012 – is organized around the theme “Beyond Educational Technology: Learning Innovations in a Connected World” and will be held between March 1-3, 2012 in San Francisco, California."
Keynote: John Seely Brown 
Plenary Panelists: Eleizabeth Corcoran, Renaldo Lemos, Leslie Redd, and Constance M. Yowell 
Conference Committee: 
Diana Rhoten, Conference Chair
Tracy Fullerton:   Re-imagining Media for Learning Chair
Antero Garcia:   Innovations for Public Education Chair
Mitch Resnick:   Making, Tinkering and Remixing Chair
Mark Surman:    Democratizing Learning Innovation Chair
Jess Klein:   Democratizing Learning Innovation Co-Chair 


Thanks to Yasmine Kasbi for sharing the post on Google+!

Jan 15, 2012

Immersive Learning for Math using DimensionU Games - new "Play, Learn and Earn" with an allowance component

Take a look at the latest development to DimensionU's interactive math games! Parents can track their children's progress and translate it into an allowance. Students who play the 3D multi-player games show significant improvement in their math skills.


Take a look at the videos below, and check out the website.


DimensionU's National Scholarship Tournament:


RELATED
DimensionU YouTube Channel
DimensionU Website
DimensionU for educators

Feb 20, 2010

Globe4D: See how the Earth changed over time!

Something like this should be in every school's media center!


Globe4D - ICT Delta 2010 from Globe4D on Vimeo.

"Globe4D is an interactive, four-dimensional globe. It's a projection of the Earth's surface on a physical sphere. It shows the historical movement of the continents as its main feature, but it is also capable of displaying all kinds of other geographical data such as climate changes, plant growth, radiation, rainfall, forest fires, seasons, airplane routes, and more."




Publication:


Companje, R., van Dijk, N., Hogenbirk, H., Mast, D., Globe4D: Time traveling with an interactive four-dimensional globe.  Proc. MM '06, ACM

Dec 10, 2009

Allgodoo: Engaging Interactive Physics for Interactive Whiteboards

I posted this on the TechPsych blog:

Watch students play with physics on the SMARTboard using Algodoo running on an Intel Classmate PC with a built-in accelerometer


The  post includes a video clip as well as links to tutorials, lesson plans for teachers, and more.



"Five Rules" for Engaging and Meaningful PowerPoint Presentations, Featuring PPT 2010 Beta

I came across the video of the following "5 Rules" presentation on Long Zheng's "I Started Something" blog. This presentation created by Duarte, a company that focuses on visual stories and corporate branding.  The presentation can be found embedded in the public beta version of Microsoft Office 2010 Microsoft Office 2010.  The new version of PowerPoint features a DirectX-powered graphics engine, which supports smooth animations.

The concepts shared in the presentation are useful for students, teachers, and anyone else who has the challenge of creating an engaging and meaningful presentation. At the end of the video, the last slides provide more specific "how-to" information regarding the nuts and bolts of putting together a quality presentation.   You'll probably need to view the presentation Office 2010 Beta in the PowerPoint format if you have the urge to dig deeper. You can find it in the Sample Templates section.

Duarte's Five Rules for Creating World-Changing Presentations

Office Powerpoint 2010 "Five Rules" sample presentation from Long Zheng on Vimeo.

RELATED
Duarte Blog

Duarte's Five Rules for Creating World-Changing Presentations

Aug 19, 2009

Tabula Digita, creators of the engaging 3D math games (DimensionX, Evolver), highlighted in an an article in Forbes

I really like Tabula Digita's immersive 3D games for math, especially DimensionM for algebra. I recently learned that this company was the focus of an article in Forbes magazine. You can read the article online:

The Long Road to Edutainment: An entrepreneur's arduous journey to build educational games company Tabula Digita. Sramana Mitra, Forbes 8/14/09


I first came across the people behind Tabula Digita at the 2005 Serious Games Summit, and I was impressed. Students really learn a great deal about math by playing these games, and it is more exciting than completing worksheets.

Here is a link to a TV news clip about middle school students in North Carolina who are participating in a research study under the direction of Dr. Albert Ritzhoupt, of UNCW's instructional technology program:

http://www.dimensionm.com/video/wect.html

Previous post:
Dimension M, a 3D Multi-Player Algebra Game

Feb 4, 2009

Stamp out mindless note-taking with DyKnow...

I'm always on the look-out for interactive technology that can support engaged learning. This application is much richer than a basic note-taking solution! (via TechPsych)

Take a look at this videoclip about DyKnow, an application developed to combat mindless note-taking and enhance classroom learning. Although the video demonstrates the benefits of this technology in a university classroom, it is clear to see that this would be a great asset in high school classes conducted in computer labs or have access to classroom sets of laptops.

The "retro" effect of this black-and white clip is entertaining.



DyKnow provides a means for teachers to control the way the laptop is used during class, which in a high school environment is important. Watch the DyKnow Monitor video to learn more about the features of this application, which includes a means of instant progress monitoring. The software provides for collaborative interaction between students and between the students and the teacher's work space.

In my opinion, this looks like it would be an effective resource in high schools that are adopting data-driven decision-making and Response to Intervention (RTI) models. It provides students - and teachers- with immediate feedback, and monitors progress electronically.

We know that most students do not learn best auditorily at the high school level, yet much of the high school curriculum is delivered through traditional means that involve lectures, note-taking, and some discussions. In this set up, it can be easy for some of the students to become disctracted in class, with lower grades and test scores as a consequence.


For many struggling students, traditional means of instruction opens the door for task avoidant behaviors and an increase in discipline events. They simply are not often fully engaged in the learning process.

Video: DyKnow in a high school setting: DyKnow in Action: Auburn City Schools

Article: High School Students, Teachers Learn Long-Term Benefits of Tablet PC's in the Classroom

The DyKnow video highlights some of the ways that the curriculum be delivered in a more on-task, visual, and 'hands on" way that engages a higher percentage of students.

If your school is using DyKnow, feel free to leave a comment about your thoughts!


Sep 24, 2008

Link to post: Cool Interactive Whiteboard Activities for Teaching Math

Take a look at my recent post on the TechPsych blog to learn more about the math activities created by Spencer Riley for use on interactive whiteboards, then visit his website. The activities are free!