"The term digital divide was coined in the 1990s during the rise of the digital economy. It described the divide between those who had access to the internet and those who did not. Today, the divide includes almost one-third of Canadians who do not have access to high-speed internet (50 Megabytes Per Second downloads), those who do not have a reliable device and those who lack digital literacy skills."
"Use this helpful LEGO analogy to understand why it matters where you branch in Git."
"Students benefit from a range of learning experiences that happen outside of schools and classrooms. Might it be possible to develop learning ecosystems that stack various learning experiences together to create a formal education?"
""At a time when the spread of disinformation and misinformation online has the potential to affect people's choices, from their health to where they stand on issues such as climate change, Osachuk thinks teaching students how to verify information and find and use credible sources is critical."
"The idea is not to introduce technology for the sake of it, nor alter the curricula or introduce critical thinking periods, but to weave it into the fabric of what teachers do every day to accelerate achievement."
"Clear objectives, good structuring of learning materials, relevance to learners' needs, etc., apply to the use of any technology for teaching, and if these principles are ignored, then the teaching will fail, even if the unique characteristics of the medium are stylishly exploited."
"The future of assessment and feedback looks promising. But key to this is shaping a future where practices are accessible, inclusive and compassionate of student needs and experiences. "
Open source tools to introduce students to computer science
The evolved landscape of #ePortfolios : Current values and purposes of academic #teachers and curriculum designers. Abstract As ePortfolios are increasingly being used in universities to help develop self-reflective practitioners, academic teachers and #students need to develop the skills and processes required to implement them. #folioz
"Tech-savvy #students are adept at using the latest internet-enabled devices, but they don’t do enough to protect their sensitive information in cyberspace." #privacy https://edtechmagazine.com/k12/article/2019/12/why-k-12-students-need-be-taught-guard-their-data-online
“The creative application and development of an #ePortfolio as a pedagogic innovation in #learning and #teaching in higher #education lies in strategies acquired by students to select authentic evidence to document achievements and skills as a graduate. Many educators use ePortfolios as a learning tool and through introduction of reflection or reflective practice activities the ePortfolio has potential to be a powerful tool for all learners.”
"ePortfolios are becoming more widely used as flexible storehouses for students to collect evidence of learning and documentation of achievement. Rather than being used for a sole purpose, Higher Education institutions are planning for ePortfolios to be embedded in degree programs." #folioz #eportfolio
"Literacy is documented as a fundamental human right. The ability to exercise this right improves an individual’s life chances by achieving their personal, social, occupational and educational goals, and it opens opportunities for social, economic and political integration. Currently in an information and knowledge society, there is a salient need for Information Literacy (IL)." #infolit
"When #Minecraft took off as a popular game in 2011, it racked up players, and also began to gain a reputation as a space where kids were learning together. Parenting experts lauded Minecraft’s subtle ways of helping kids learn about resource management, patience, perseverance, and teamwork. Informal learning communities launched Minecraft summer camps or library-sponsored competitions."
"This experiential case study looks at how digital games and digital game based learning (DGBL) may be used to teach concepts of information and digital literacies as part of the primary school library program."
"Findings suggest multiple levels of experience are needed when players are involved in digital maker communities. These multiple levels of experience are (a) to engage in creating designs for immediate prototypes, (b) to belong to cultural environments that foster collaboration and sharing, and (c) use common design standards." #makers #minecraft
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