Dissemination Toolkit: Social Media Outreach
It seems like there are new tech and social media tools coming out every day. So what’s out there? And how can these tools be used to enhance your work?
It seems like there are new tech and social media tools coming out every day. So what’s out there? And how can these tools be used to enhance your work?
As part of the Data Games project, we are researching how students record and organize multivariate data. This research is informing the design of new software interfaces for Fathom and TinkerPlots that will allow students to explore and understand data that live in other than "flat" data structures — the structures that most software tools currently limit themselves to.
We have designed the Traffic Problem to explore the following questions:
1. What methods do novices and experts use to sytematically record data with multiple attributes?
2. In recording data, do students employ a recognizable notion of “case?"
Project overview poster presented at 2010 DrK-12 PI meeting.
The proposal for the Geniverse project. This project was proposed as NextBio; the name was subsequently changed to Geniverse.
The proposal for the Geniverse project. This project was proposed as NextBio; the name was subsequently changed to Geniverse.
With the advent of the digital age, research on the psychological impact of youth engagement with technology has surged. New technologies have often taken the blame for promoting negative (and potentially dangerous) youth experiences, such as cyber-bullying, sexual predation, privacy invasion, addiction to videogames, and exposure to violence. For many children and adolescents, however, digital media and technology provide positive ways to express identity, communicate with peers, and engage in civic activities across communities.
With the advent of the digital age, research on the psychological impact of youth engagement with technology has surged. New technologies have often taken the blame for promoting negative (and potentially dangerous) youth experiences, such as cyber-bullying, sexual predation, privacy invasion, addiction to videogames, and exposure to violence. For many children and adolescents, however, digital media and technology provide positive ways to express identity, communicate with peers, and engage in civic activities across communities.
In this session, the presenters discuss findings and experiences regarding technology-embedded assessment and how to support teachers in using it effectively.
For more information visit http://www.aace.org/conf/
About this Playbook The Digital Textbook Playbook is a guide to help K-12 educators and administrators advance the conversation toward building a rich digital learning experience. This Playbook offers information about determining broadband infrastructure for schools and classrooms, leveraging home and community broadband to extend the digital learning environment, and understanding necessary device considerations. It also provides lessons learned from school districts that engaged in successful transitions to digital learning.