4 Things Good Teachers do to Get Students REALLY Involved in Projects
“Almost all of the students in classrooms K-12, and a large percentage of students in colleges are ‘digital natives,’ or students who grew up with ubiquitous access to digital media.”
Jeff VanDrimmelen uses his experience in the classroom to list 4 essentials to motivate and enthrall students. Furthermore, he showcases an example of a students’ project called MacBeth Wars, which was first discussed on Infinite Thinking Machine (http://www.infinitethinking.org/2007/04/itm-7-show-tell.html).
Technology, Video Gaming, and the Future of Schools
"Literacy In Digital Technology Is The New Generation Gap"
K-12 schools often find themselves resisting the latest technologies in order to preserve their existing methods of teaching and learning. When students begin to use cell phones, iPods, instant messaging, social networking sites, or massively multiplayer gaming, schools often respond with bans and filters to restrict student use. But students don’t stop finding innovative uses for the new technologies--they just do it outside of school. As a result, teachers and school leaders keep the integrity of their instructional programs but continue to fall behind the technological learning curve, and find it more difficult to integrate new learning tools in their classrooms.
Project LIVE (Learning through Instructional Video in Education) is part of EUDS4kids (Escondido Union School District, California). The goals of Project LIVE are to foster critical and visual literacy skills in both students and teachers to increase student achievement, for example a two-day teacher training about the use of digital video to support curriculum standards.
You can find a lot of useful links and resources on the following pages:
- Pre-production (Learning, Media, Storyboards)
- Production (Camera, Sound, Lighting)
- Post-production (iMovie, Final Cut Pro, Editing, Publishing)/project_live.html#publishing
New Technologies for Learning: Contribution of ICT to Innovation in Education
“New Technologies for Learning: Contribution of ICT to Innovation in Education” tackles the key questions concerning the impact of technology on education. This publication is the result of a study commissioned by the European Round Table of Industrialists (ERT) to LINOV (Leuven Institute for Innovative Learning) at the K.U.Leuven, Belgium.
The authors adopt a dynamic and constructive stance: education should neither eagerly and blindly embrace the oncoming ICT wave, nor passively and reluctantly surrender to it, nor should we make sceptical or defensive attempts to keep it out. Instead, education should actively create new powerful learning applications from the potential of ICT. An open but critical analysis of the new learning opportunities should be conducted, as well as a careful assessment of the critical success factors. For the practical implementation of ICT-based innovation in education a systemic approach to the learning process as well as to the educational system is essential.
Consolarium: games-based learning to boost performance
Consolarium on BBC News - Gaming in Education. Learning and Teaching Scotland's Derek Robertson explains new gaming in education projects with the Nintendo DS which are motivating, engaging and improving the attainment of Scottish students.
# video via Technorati: http://technorati.com/videos/youtube.com%2Fwatch%3Fv%3DX5xFMmK5Ujs
# article "Adventures in education - Myst as a teaching tool" (Courtesy of Focus Multimedia & Games Press): http://www.justadventure.com/articles/AdventuresInEducation.shtm
# web site Tim Ryland: http://www.timrylands.com
"Common Craft is the company of Sachi and Lee LeFever, who, through animations in explanatory videos, transform complex ideas into easy-to-understand and humorous videoclips. In the Common Craft Store licensed videos can be purchased, but there are also free versions which could be used in classrooms. "
Teaching with Games
Teaching with Games was a year-long project investigating the place of mainstream commercial computer games in the classroom. The project aimed to provide practical and informed evidence of the implications and potential of the use of these games in school, and an informed strategy for future educational development requirements, based upon collaborative discussions between industry and the education community. You can view a video as well as download a few publications.
Salzburg Research Forschungsgesellschaft is the non-profit research organisation of the State of Salzburg. It conducts applied research and development in the field of information and communication technologies (ICT).
The research group "Education and Media" (Bildung und Medien) of Salzburg Research deals with web-based educational innovations. Focus of the research activities is to develop new didactical concepts for the use of technological innovations and on the other side to develop and adapt the educational technologies on concrete requirements in the educational context.
Archive's Moving Images library
This is the web site of the Archive's Moving Images library of free movies, films, and videos. This library contains thousands of digital movies which range from classic full-length films, to daily alternative news broadcasts, to videos of every genre uploaded by Archive users. Many of these movies are available for download.The Archive’s library of Open Educational Resources and university lectures contains hundreds of free courses, video lectures, and supplemental materials from universities in the United States and China. Many of these lectures are available for download.
An examination of the impact of organisational constraintson change in UK Higher Education brought about by the introduction and use of learning technologies
The uptake and diffusion of the use of Learning Technologies in UK Higher Education is an instance of the adoption of change.
There has been considerable research into the ways in which the uptake and diffusion of innovation can effect change processes. This work has identified the importance of barriers and drivers to change as a part of the process. Areas of study have included general instances, those specific to technology and those relevant to the use of learning technology in higher education.
It has also been shown that a higher education institution’s organisational structure may itself inhibit or accelerate the way in which it will respond to external changes and adopt new practices.
This study reviews the development and growth in the use of learning technologies. It sets these activities in the context of changes in computing and predominant theories in education and psychology from a UK and US perspective.
This study goes on to describe the methodology adopted when undertaking an extensive survey of use of learning technology at the University of Southampton to make an initial case that institutional approaches associated with the known organisational models may amplify or dampen the known barriers and drivers for change.
The full thesis will take forward this work by analysing this data alongside a range of previously published data undertaking additional research into institutional approaches and the use of learning technology across a range of UK Higher Education Institutions.