creating & sharing digital media
Creating and Sharing Digital Media in an Elaborative Learning Environment Web 2.0 is a new set of tools that allows users to collaborate ideas through new mediums of expression. These mediums of Web 2.0 expressions allow non-web designers to create, remix, and mash together their own content online. Web 2.0 content creation tools occurs through the design of multi-user interfaces such as wiki’s, podcasting, vodcasting, eBooks and blogs. Digital elaborative learning engage the use of multiple modes of communication to express a complex, interactive meaning. Information flows easily from one medium of digital content to the next. The strengths of each digital media create synergy for the expansion of knowledge. The product is something more vibrant than could be done in a single medium of isolated content .
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project based learning
The Halliburton Project, the initial phase of this program is named after Richard Halliburton, an author and adventurist who traveled around the world in the 1920s, visiting places most people can only dream about. He profiled 30 of these locations in his books such as The Glorious Adventure and New Worlds to Conquer. “A new generation of students expects a learning environment that integratestoday’s digital tools, accommodates a mobile lifestyle, adapts to individual learning styles and encourages collaboration and teamwork,” “The Halliburton Project is designed to explore the latest technology tools and solutions available to help schools build 21st Century learning environments that motivate and engage today’s students.”
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the New Alexandrians &the ePub Generation
Today a new kind of Alexandrian library is being formed, similar and not very different from the one created by Aristotle's student Demetrius of Phalerum, over 2,300 years ago. This is the library of the future, a library that will be created by the ePub generation and cataloged by the tools generated beyond Web 3.0 social applications. The semantic Web, built on syntax rules that merge schemas together through Resource Description Framework strands that are supplied by the ePub generation. This is the near future. A future generation of social publishers who will have their content merged, remixed into a new conceptual awareness. This is the conceptual age, an age where the New Alexandrians will create, publish and formulate new meanings and understandings of the worlds in which they live, virtually or semantically. This is also the focus of this wiki. A focus on ideas that will provide new meanings to future web found learning and how to access, create and publish information at the gateway of the conceptual age.
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designing highly engaging digital lessons
Daniel Pink has created a reference for us to consider right brain activities. Design, story, symphony, empathy, play and meaning. According to Pink, “Artists, inventors, designers, storytellers, caregivers, consolers, big-picture thinkers – will reap society’s richest rewards and share its greatest joys”. This presentation will include the first three of the six major areas that we have identified for applying technology into the classroom. Presentation focus will include the first three of the six major areas that we have identified for applying technology into the classroom : Design Storytelling Meaning through Collaboration Synthesize Creativity Digital Citizenship and ethics
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authorstream presentationsCreating and Sharing Digital Media (Featured on Author Stream)
Project Based Learning Symbaloo Creative Commons Homework and Practice (Featured on Author Stream) How to Create an eBook The Flipped Classroom (Featured on Author Stream) Professional Growth in the Common Core A Paradigm Shift in Education (Featured on Author Stream) Professional Use of e-mail Web 2.0 Tools Fair Use and Creative Commons Digital Storytelling Tabula Rasa |
prezi presentatonsA Paradigm Shift in Education (Provides insight on the future of education and how NCLB may have been detrimental to the development of critical thinking skills needed in the 21st Century.)
The Flipped Classroom (Defines the philosophical design behind the flipped classroom.) A Framework for Design (Outlines the five tools needed to adopt technology into the Common Core) World of Endless Opportunities (Supports the use of NET Standards as they are applied to Common Core curriculum.) Engaging in Professional Growth and Leadership (How can we engage in professional growth to fully understand technology into the Common Core?) Seven Elements of Digital Storytelling (What is essential when creating meaningful digital stories?) Technology Integration (Explains the application of content relevance when incorporating technology into the classroom) |