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Richard E. Clark put it succinctly: Media like television, film, and computers “deliver instruction but do not influence student achievement any more than the truck that delivers our groceries causes changes in our nutrition.â€
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In what is believed to be the first class of its kind in the country, Boston University has partnered with cellular company Amp'd Mobile to create a course that teaches students how to make films entirely shot by, and viewed on, cell phones.
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Due to the rapid development in the field of K-12 online learning, the North American Council for Online Learning was launched as a formal corporate entity, in September 2003, as an international K-12 non-profit organization representing the interests of administrators, practitioners, and students involved in online learning in the United States, Canada, and Mexico. The express purpose of the organization is to facilitate collaboration, advocacy, and research to enhance quality K-12 online learning.
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In many schools and even states, it's been, rather, a movement to block and bust: no blogs, no cell phones, no IM. We take away the powerful social technologies our kids are already using to learn and, in doing so, tell them their own tools are irrelevant. Or, instead of using the complex and challenging phenomenon of a site such as Wikipedia to teach the realities of navigating information in this new world, we prohibit its use.
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This is the wiki for the One Laptop per Child association. The mission of this non-profit association is to develop a low-cost laptop—the "$100 Laptop"—a technology that could revolutionize how we educate the world's children. Our goal is to provide children around the world with new opportunities to explore, experiment, and express themselves.
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Such sites, with their emphasis on online safety and development of Internet skills, offer a good middle ground for schools that are concerned about harmful uses of social-networking sites yet want their students to learn how to use the Web in more sophisticated ways, said Douglas A. Levin, the senior director of education policy at Cable in the Classroom. The Washington-based nonprofit group is an advocate for better uses of technology in schools.
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The theory is that games teach skills that employers want: analytical thinking, team building, multitasking and problem-solving under duress. Unlike humans, the games never lose patience. And they are second nature to many kids.
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These students don't even come to class, they just log in to the Internet. The entire microeconomics course is a video game that students play online to earn three college credits.
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The International Society for Technology in Education (ISTE) is the trusted source for professional development, knowledge generation, advocacy, and leadership for innovation. A nonprofit membership organization, ISTE provides leadership and service to improve teaching, learning, and school leadership by advancing the effective use of technology in PK–12 and teacher education.
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Welcome to the pseudoscience (OK, outright lies) of the online world. Trouble is, most kids believe that if it's on the Internet, it must be true. That could mean big trouble for students who haven't honed their critical-thinking skills.