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A student doesn't have to be a programming whiz kid to use innovative technology and tools to make a great multimedia presentation, demonstration, or collaborative learning project. Many digital programs and software are easy to use and help students find the best way to package and present their information. New social networking tools can also help students reach a larger and more targeted audience with their message. There are so many cool new Web sites, software, apps, and other digital tools designed just for creating, improving, facilitating, and showcasing multimedia presentations, demonstrations, and collaborative learning experiences, and they are discussed in great detail here. Any student can create an amazing presentation or speech. All that is required is imagination, creativity, a little help from the latest digital technology, and this superb guidebook to the readily available tools and their astounding capabilities. This text supports Common Core Standards for the reading of technical accounts and texts.
With Web 2.0 tools, students have creative options for book reports that go beyond the traditional plot summaries and dioramas. Teens can use digital storytelling tools to share information about their books and generate enthusiasm for reading. The author discusses a variety of options for creating book reports with digital tools, including using movie-making programs to create exciting book trailers, crafting multimedia slide shows, making original animations starring an avatar, and more. Projects fulfill numerous Common Core Standards, including determining a text’s theme and showing how it is conveyed through details, and incorporating multimedia components in presentations to clarify information.
A science fair project is an opportunity for teens to choose a subject of interest, investigate it using the scientific method, and share their findings. While the scientific method never goes out of date, much about science fair research and presentation has changed with the advent of digital tools. Readers learn how they can use digital tools to brainstorm a question, research and take notes, collaborate with teammates, record and organize data, and create presentations using multimedia. As required by the Common Core, readers learn to use technology to produce and publish their work and to collaborate with others.
In the not-too-distant past, students were expected to turn in only handwritten or typed papers. However, with today's ease of access to the Internet and free applications, teachers are now expecting students to go beyond the confines of text-only productions. Various online programs make it possible to create multi-layered term papers that are rich in images, audio, and even video. And most of these tools are free to use! Students can now access their work from nearly anywhere that has an Internet connection. In the case of collaborative research projects, this same technology allows team members to work with each other even when they are in different locations. A wide variety of online and offline tools, techniques, and tips to help students research, write, edit, prepare, and present term papers are discussed and explained here. This revelatory guidebook to the latest in term paper technology also supports Common Core Standards for the reading of technical accounts and texts.
Gone are the days when students stood in front of the class with a notecard, a photocopied pie chart, and a poster board collage. Today, so many innovative—and free—resources are available on the Internet or a standard computer, that students can give presentations worthy of a boardroom or TED talk. Providing tips on finding free online photos, maps, and other art; putting together a multimedia report; and speaking in front of a group, this handy resource will help propel any reader’s report straight to the top of the class.
A student doesn't have to be a programming whiz kid to use innovative technology and tools to make a great multimedia presentation, demonstration, or collaborative learning project. Many digital programs and software are easy to use and help students find the best way to package and present their information. New social networking tools can also help students reach a larger and more targeted audience with their message. There are so many cool new Web sites, software, apps, and other digital tools designed just for creating, improving, facilitating, and showcasing multimedia presentations, demonstrations, and collaborative learning experiences, and they are discussed in great detail here. Any student can create an amazing presentation or speech. All that is required is imagination, creativity, a little help from the latest digital technology, and this superb guidebook to the readily available tools and their astounding capabilities. This text supports Common Core Standards for the reading of technical accounts and texts.
This booklet includes the full text of the ISTE Standards for Students, along with the Essential Conditions, profiles and scenarios.
Online social media have transformed the face of human interaction in the 21st century. Wikis, blogs, online groups and forums, podcasts, virtual worlds, and social tagging are but a few of the applications enabling innovative behaviors that support acquisition, access, manipulation, retrieval, and visualization of information. It is, therefore, no surprise that educational practitioners and theorists have begun to explore how social media can be harnessed to describe and implement new paradigms for communication, learning, and education. The editors’ goal in publishing this book was to identify original research on the application of online social media and related technologies in education as well as emerging applications in Web technologies that could provide and shape future educational platforms. The selected contributions deal with questions such as how social media can truly enrich and enhance learning and teaching experiences in ways not otherwise possible; how learning can be integrated in a distributed and ubiquitous social computing environment; or what theories, paradigms, and models are applicable for the support of social computing in education. Researchers in education or educational software will find interesting and sometimes provocative chapters on paradigms and methodologies, virtual and mobile learning spaces, and assessment and social factors. Practitioners in these fields will benefit from an additional section devoted to case studies and first experience reports.
Even though digital technologies are ubiquitous in education, assessment methods continue to employ traditional assessments even though they are inadequate to provide information about a student's reasoning and conceptual understanding. Digital-based assessment models allow students to demonstrate higher-order skills while integrating digital technologies as a powerful teaching tool. Digital technologies can support inquiry-based learning that is essential to developing a deep conceptual understanding of the content. The Handbook of Research on Digital-Based Assessment and Innovative Practices in Education identifies digital tools and applications for effective assessment of learning, shares various models of digital-based assessment in education, and considers best pedagogical practices for assessment in education. Covering a range of topics such as formative assessments, design thinking, virtual reality, and equity, this major reference work is crucial for educational technologists, instructional designers, policymakers, administrators, faculty, researchers, academicians, scholars, practitioners, instructors, and students.
45 edited articles, originally presented at the 38th edition of the International Simulation and Gaming Association conference 2007.