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The authors explore teaching and learning issues central to successful technology projects, such as assessment, subject-area learning, and connecting to the real world.
Multimedia Projects in the Classroom will help teachers understand the multimedia development process so that they can incorporate student-produced multimedia projects into their curriculum.
Textbooks are symbols of centuries-old education. They're often outdated as soon as they hit students' desks. Acting "by the textbook" implies compliance and a lack of creativity. It's time to ditch those textbooks--and those textbook assumptions about learning In Ditch That Textbook, teacher and blogger Matt Miller encourages educators to throw out meaningless, pedestrian teaching and learning practices. He empowers them to evolve and improve on old, standard, teaching methods. Ditch That Textbook is a support system, toolbox, and manifesto to help educators free their teaching and revolutionize their classrooms.
This practical text introduces the user to a model process (decide, develop and evaluate) for producing multimedia projects in the classroom.
Place Your Students At The Forefront of 21st Century Media Production All education hinges on effective communication. This book shows how student mastery of media literacy and creation is the key to demonstrating learning in the 21st Century. The strategies and tactics these pages offer equip educators to make their students enthusiastic experts at producing dynamic media projects. Content includes: The how, why, and when of prompting students to create their own media across content areas. The benefits of media sharing, and how to do it responsibly. The innovative use of Augmented Reality, so readers can activate a video on the book’s printed pages with their mobile devices.
This text gives preservice and inservice educators the opportunity to learn a process for planning and coaching multimedia projects. It is intended for readers to learn to help their students create multimedia projects to master academic subjects and focus on active, authentic learning experiences. It includes theory and practice of selecting and modifying projects and assessing students' results. It balances discussions of technologies with discussions of the pedagogical reasons for using technologies; is project based, featuring six projects; and is broad-based in terms of grade levels and content areas covered. The prerequisite for use of this text is some experience using either Macintosh or IBM-compatible computers.
This practical and easy-to-use resource will help teachers and library media specialists effectively integrate multimedia projects into their curriculum. Like the three earlier editions, Multimedia Projects in Education: Designing, Producing, and Assessing, Fourth Edition addresses the need to help students use their knowledge to analyze, create, solve problems, communicate, collaborate, and innovate. With 40 percent new materials and updates to everything else, it offers the perfect, hands-on approach to using multimedia in everyday practice. The book is centered around the easy-to-use DDD-E model—Decide, Design, Develop, and Evaluate—coupled with practical advice on how to effectively integrate the development of multimedia projects into classrooms. Focus is on student learning outcomes and such issues as classroom management, grouping alternatives, computer scheduling options, design stages, and assessments. Readers will learn how to select and plan multimedia projects; use hypermedia programs and presentation and development tools; manage graphics, audio, and digital video; and create webpages. Project suggestions come complete with a scenario, overview, topics, and reproducible worksheets, and can be easily adapted for different grade levels.
Learn how to improve instruction by * Collecting the right data--the right way. * Incorporating relevant data into everyone's daily life. * Resisting the impulse to set brand-new goals every year. * Never settling for "good enough." * Anticipating changes--big and small, local and federal. * Collaborating and avoiding privatized practice. * Involving all stakeholders in identifying problems, setting goals, and analyzing data. * Agreeing on what constitutes high-quality instruction and feedback. The challenge is to understand that data--not intuition or anecdotal reports--are tools to be used in getting better at teaching students. And teaching students effectively is what schools are all about. Following the guidance in this book, overcome uncertainty and concerns about data as you learn to collect and analyze both soft and hard data and use their secrets for instructional improvement in your school.
"I have not seen a more teacher-friendly resource for using the Web in the classroom. The authors took both novices and experts into consideration. A must-have in every school." a?Elizabeth Alvarez, Math and Science Coach Chicago Public Schools, IL "A user-friendly tool on many levels. I would recommend this book to media specialists, instructional technology teachers, and district coordinators for both content and technology." a?April DeGennaro, Gifted Education Teacher Peeples Elementary School, Fayetteville, GA Translate Web technology into practical applications for the daily curriculum! Designed for novices and experienced users, this comprehensive guide includes all the need-to-know aspects of using the World Wide Web to support student learning. Making the Most of the Web in Your Classroom covers the language of the Web, describes Web-editing software, and shows how to use Web tools that offer unique learning opportunities for students. This book examines issues of student safety, appropriate "netiquette," and copyright and other legal considerations and provides field-tested strategies, examples, and reproducibles to help teachers create powerful learning opportunities. Educators will be able to meet ISTE NETS technology and content standards as they: Design and build Web sites Help students develop their own Internet projects Evaluate and manage Web projects Featuring a list of key terms in each chapter, this timely resource will motivate your students and help make technology a seamless part of your classroom instruction.
Interactive classroom teaching activities are educational techniques that encourage active participation and engagement from students during classroom instruction. These activities can take many forms, such as group discussions, peer-to-peer learning, hands-on experiments, simulations, and games. They are designed to facilitate a collaborative learning environment where students can share ideas, ask questions, and work together to solve problems. Interactive classroom teaching activities are important because they provide students with opportunities to develop critical thinking skills, communication skills, and teamwork skills. They also help to keep students engaged and motivated, which can lead to better retention of information and improved academic performance.