Tim Bedley, veteran teacher, gives a mini lesson to remind students how to identify a parallelogram. A parallelogram has 4 sides that are parallel and parallel. The teacher uses a interactive board to decide whether shapes presented or parallelograms or not. This is a great resource to introduce and/or to review parallelograms in the elementary and middle school classroom. (1:42)
Pipestone, Minnesota -- National Register of Historic Places Travel Itinerary
features an area in the southwest corner of Minnesota that reflects a rich history of American Indian quarrying, prosperity brought by the railroad and mining enterprises, and a distinctive natural landscape. This National Register of Historic Places Travel itinerary highlights 30 historic places, including buildings constructed with beautiful local red stone and land still sacred to American Indians.
E-LEARNING FOR E-LEARNING:
REFLECTION ON TEACHER AND STUDENT EXPERIENCES
IN AN E-LEARNING COURSE
The paper discusses design and implementation issues of a university course on elearning, delivered in mixed mode. Reflections on teacher and student experiences are made and conclusions are drawn with regard to content, delivery mode, instructional materials and online support.
MODELING CONCEPT DESIGN OF
The transformation of the innovation processes is a fact and new forms of cooperation and partnership among companies and research community emerge. The paper presents a model of concept design of Innovation platform, based on the 4 networked innovation models. Knowledge management is a common approach, providing opportunity for better knowledge exploitation in innovation life-cycle and considering new types of cooperation among innovation seekers and innovation providers. The Innovation platfor
Open source information society from beginners to advanced in the Hungarian education - The poss
These days, special emphasis has been put on the importance of the ICT competencies in the teacher training. The most effective way of developing these competences is to integrate well the proper technologies into education. In our Institutions we have used the Moodle Learning Management System for years. This presentation points out the potentialities of Moodle including other open source and web based learning applications.
Digital astronomy in education
What causes seasons? Why day and night durations are so different with seasons alternation? Why the position of the full moon seems directed to the south in summer while it seems directed to the north in winter? It is the purpose of this computer simulation to provide an interactive application, programmed in Java language to explore the issues related to the above questions.
Streaming media as an alternative to direct student instruction for performing science experiments
In the present paper a comparison between the ideas of two groups of students, both of which were taught the same physics laboratory curriculum but using two different instruction approaches is presented. The experimental group was asked to watch some videos including the associated links to Physics theory explaining the phenomena to be observed, gather the information needed and then perform the experiments involved, while the control group followed the traditional lab teaching practice. The ai
Co-Lab, design considerations for a collaborative inquiry learning environment
Co-Lab is a learning environment for collaborative inquiry learning in which learners can experiment, make models, consult background information and discuss their findings. The complex learning processes in such an environment need to be supported by appropriate features in the software. In this paper we report on how, based on existing literature and specific user and usability studies, we developed a set of design guidelines that were implemented in the software.
Cyberinfrastructure for Education and Learning for the Future: a vision and research agenda
This report is the result of a series of workshops organized by the Computing Research Association and the International Society of the Learning Sciences with support from the National Science Foundation (Grant No. REC-0449247). The purpose of the workshop series was to explore where we are in the application of pervasive computing power to education, and where we need to be. In particular, the intent was to develop a map of where NSF can strategically place its resources in creating the learni
Learning Science through Collaborative Visualization over the Internet
Ten years ago, we launched the Learning through Collaborative Visualization, or CoVis Project. "Collaborative visualization" refers to development of scientific knowledge that is mediated by scientific visualization tools in a collaborative learning context. Funded by the National Science Foundation as an advanced networking testbed, our partnership of Northwestern University, Bellcore, Ameritech, the Exploratorium Science Museum in San Francisco, and the University of Illinois at Urbana-Champai
A Grid Services Implementation for a Virtual Research Environment
In the past, virtual learning and research environments have typically been implemented as monolithic systems. Current research focuses on creating such environments from selected Grid and Web services. In this paper we describe the Virtual Orthopaedic European University, which was created to support Higher Surgical Trainees to provide evidence for their learning contracts by carrying out experiments and publishing the results. We use this environment as a case study for the re-implementation
Learning Objects 4: Applications, Implications, & Future Direction
This is the fourth and final book of this series on Learning Objects (LO). Whereas the first three books were essentially concerned with current developments in the field, this book presents a wide-ranging series of discussions of potential and probable developments in the field. Part I encompasses Chapters 1 through Chapter 5. The focus is upon LO within the context of e-learning and online learning. We realize that our authors (like us) often use the terms "e-learning" and "online learning" in
Learning Objects 2: Standards, Metadata, Repositories, and LCMS
This book is the second in a four-volume series. It builds upon the first volume by taking an extended and in-depth look at theorists' and practitioners' efforts to consolidate current knowledge and praxis. This consolidation centers around conceptual and technological issues related to standards, metadata, repositories, and the concept of the LCMS (Learning Content Management System). Part I contains six chapters that focus upon LO concepts vis-à-vis architecture. A discussion of syntax, seman
Literature Review in Citizenship, Technology and Learning
Taking on both how ICT can be used to support citizenship education and how citizenship education needs to reflect changes in technology use in the workplace and day to day life, this publication summarises both theoretical and empirical research evidence in the field. It examines possible roles for ICT in engendering discussion, as a source of information, as a means of producing materials, and for enabling whole school activities on citizenship.,A NESTA Futurelab Research report - report 3
Виртуална лаборатория за интегрирано изучаване на мат
Roles of the Body in Learning
In recent years research in fields as diverse as philosophy, pedagogy, psychology, and anthropology has shown that the knowledge people possess in practice may not always be linguistically expressible 1. Part of what practitioners know can certainly be and normally also is formulated in textbook knowledge as well as in rules of thumb, sayings, and the like, but still, a large part is more readily understood as made up of skills, ‘know how’, ‘ways of going about the practice’, and so on,
Futurelab: Social software and learning
This report explores the relationship between the emergence of social software and the personalisation of education. It suggests that there is a changing view of what education is for, with an emphasis on the need for young people to develop the skills necessary for today's evolving global knowledge economy. Alongside this development is the rapid growth of social software, characterised as software that supports group interaction, and by combining these two trends there is significant potential
Literature Review in Learning with Tangible Technologies
When we think of digital technologies in schools, we tend to think of computers, keyboards, sometimes laptops, and more recently whiteboards and data projectors. These tools are becoming part of the familiar educational landscape. Outside the walls of the classroom, however, there are significant changes in how we think about digital technologies - or, to be more precise, how we don’t think about them, as they disappear into our clothes, our fridges, our cars and our city streets. This disappe
Computer-Supported Scripting of Interaction in Collaborative Learning Environments: Framework on mul
Collaboration scripts aim to facilitate effective interaction patterns for collaborative learning that do not occur spontaneously. So far, diverse non-generic scripts have been conceptualized and investigated in CSCL environments. The specification of collaboration scripts aims to provide a common terminolgy for describing scripts and to abstract the core design principles of scripts to better understand effects and mechanisms of collaboration scripts and to apply and re-apply collaboration scri