Friday, July 27, 2007
K-20 Vision from Software and Information Industry Association (SIAA)
The vision, announced today (7/27/07), can be found at
http://www.siia.net/education/foreducators/visionk20.asp
or downloaded as a PDF document at
http://www.siia.net/education/pubs/VisionBooklet_2007.pdf .
Friday, June 15, 2007
Is Your Next Computer a Table or a Pen?
Read more at http://www.eschoolnews.com/news/showStory.cfm?ArticleID=7168&page=1.
Thursday, June 7, 2007
Santa Ana College Uses Rubric from REAZON SYSTEMS INC.
"Rubric works, Howe said, because most writing assignments tend to be highly subjective. Instructors may know exactly what they want, but communicating that to students can be challenging. And students often have detailed questions on how grading will be handled. Rubric addresses those issues by having the instructor specify exactly what is required for each portion of a paper and how that part will be weighted as part of the assignment's overall grade. "You can break the entire assignment down into sections [that specify] what you're looking for in that section, and how you're going to grade it," How explained. "When you actually do grade it, ... [the students] can see exactly what you graded them on." "
I wonder if Curricunet could be adapted to serve this purpose?
Friday, March 9, 2007
Open Content Learning Portal
Monday, February 19, 2007
Ed-Tech Trends to Watch
Your colleague, Blaine, thought that you would find this story valuable:
"Report identifies ed-tech trends to watch"
at this address:
http://www.eschoolnews.com/news/showStoryts.cfm?ArticleID=6870
Here's what Blaine had to say:
--
Virtual worlds, emerging forms of publication, and "massively multiplayer educational gaming" are among the emerging trends expected to have a huge impact on educational technology in the next few years, according to this report.
--
If you'd like to respond to your colleague, the eMail address Blaine provided is bmorrow@palomar.edu. Please note that you cannot eMail your colleague by simply replying to this message.
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Saturday, February 17, 2007
Foonz: (free) New Conference Call Option
After I joined, here's the message they sent me, which does a good job of explaining it:
Welcome to foonz!
You can now start a group call, at any time, for free!
Your Foonz number is -------------- (I'm not posting that here). Program it into your phone now!
Starting a group call is as easy as 1, 2… you get the idea:
Set up groups of contacts in your contact list at foonz.com
Then call your foonz number from any phone and invite one of your groups to a call!
Your contacts will immediately get a text message from foonz inviting them to join your call, and when they dial the number in the invite, you can all talk together. If some people can't join the call, you can leave a message on Foonz and they will be invited to call in to get it.
People tell us that it's exciting and fun to be invited to a group call - so try it soon! Foonz is great for catching up with a group of friends at once, plan a get-together, work on a project, or talk with your family. It is totally free and we don't give any of your information to anyone, ever.
To help you get the most from Foonz, here are a few tips:
Tell your friends! The more friends you have on foonz, the easier it is to connect!
Get help anytime by pressing ∗ on your phone during a foonz call
Leave a message for friends by pressing 3 at any time
If you've got questions or suggestions, check out our Frequently Asked Questions or shoot us a note at info@foonz.com. Let us know what new features you'd like us to add! Please note that the Foonz service only works in the USA and Canada.
Thanks again for joining in the foonz community.--The Foonz Team
Friday, February 16, 2007
New Ed-Tech Standards
What's Happening in Ed Tech
New reports highlight trends and new technology standards.
By Jessica Springgay
Most people working in the education field do not doubt technology's impact on teaching and learning. While congressional leaders fight to maintain funding for such education initiatives as the Enhancing Education Through Technology (EETT) block-grant program, two recently-released reports highlight the importance of technology in education and focus on new technology standards and emerging technology trends.To keep pace with the changing demands of today's global and digital economy, the International Society for Technology in Education (ISTE) recently completed a draft of its National Educational Technology Standards (NETS) for students, and is asking educators for feedback on the draft....continued below ad
The original National Educational Technology Standards for Students were released in June 1998, and at least 45 U.S. states adopted the standards. In the original standards, the skills necessary to define technology proficiency were outlined across six categories: 1. basic operations and concepts; 2. social, ethical and human issues of technology use; 3. productivity tools; 4. communication tools; 5. research tools; and 6. problem-solving and decision-making tools. The revised draft standards also are organized into six categories: 1. creativity and innovation; 2. communication and collaboration; 3. research and information retrieval; 4. critical thinking, problem solving, and decision making; 5. digital citizenship; and 6. technology operations and concepts. The new student standards focus on the skills and knowledge required for students to learn and live productively in a digital society, with special emphasis on creativity and innovation with technology.Creativity and innovation are highlighted in another report that examines virtual worlds, emerging forms of publication and "massively multiplayer educational gaming" as emerging trends in educational technology.The New Media Consortium (NMC) and the EDUCAUSE Learning Initiative (ELI) released the "2007 Horizon Report," which seeks to identify and describe emerging technologies likely to have a large impact on teaching, learning, or creative expression within higher education. Each year, the report describes six areas of emerging technology that will have significant impact in higher education over the next one to five years. The six selected areas for higher education in 2007 are: 1. user-created content, 2. social networking, 3. mobile phones, 4. virtual worlds, 5. new scholarship and emerging forms of publication, and 6. multiplayer educational gaming. Download the Horizon report here. Or use https://mail.palomar.edu/exchweb/bin/redir.asp?URL=http://www.nmc.org/horizon/
Those interested in the ISTE NETS refresh can participate by responding to the NETS Refresh survey. Read the draft of the new National Educational Technology Standards for Students here.