Increasingly, educators are recognizing that people learn best when they are actively engaged in exploring, experimenting, and expressing themselves. In other words, it is hard to beat creativity as a method for learning.
Scratch is a very accessible programming language that makes it easy to create interactive stories, animations, games, music, and art. Scratch is appropriate across all content areas, age levels, and ability levels.
Participants of this webinar will be introduced to Scratch and discuss creative computing, a design-based learning approach. Many resources and next steps will be shared as well. Join us on October 6th at 3:15 or 7:15 for an hour of fun and creativity.
Read more about participating.
Click here right before the start of the webinar for quick access.
As promised, here are a few links and resources from the Scratch webinar on October 6th. In no particular order:
Doreen Nelson, pioneer of design-based learning, has a great web-based resource to get you up to speed on the method.
If you are interested in reading a bit more about constructionism, you should read Situating Constructionism by Seymour Papert and Idit Harel.
Scratch Curriculum Guide
Curated set of interesting sample projects
Scratch Reference Guide
ScratchEd Webinar Archives
Scratch Video Tutorials
Graphic novels are often regarded as contraband in many schools. Students keep them hidden in their laptop cases and read them only during study hall. Many say they aren’t real books and aren’t worthy of use in the classroom.
The literature on graphic novels and their use within the classroom is just beginning to surface. Many professional journals tie graphic novels to other literacy ideas such as multimodal texts, digital, visual, and critical literacy skills. The research also suggests that graphic novels can motivate students, especially those who have a hard time with traditional text.
In this week’s webinar we are going to explore graphic novels and sequential art as a tool for learning. We will examine what the literature says and get our hands dirty making a comic or two.
Please join us at 3:15pm or 7:15pm on May 19th! To register for this webinar, select the Webcasts tab at the top of the http://maine121.orgpage and select the time desired to be directed to online registration.
Every picture tells a story…
In Thursday’s webinar we take a look at how images help us communicate. Images are all around us and we use them to make sense of the world. Integrating images into your curriculum can help students internalize and express what they learn.
Join us for examples and idea sharing utilizing the MLTI MacBook.
Please join us at 3:15pm or 7:15pm on April 14th! To register for this webinar, select the Webcasts tab at the top of the http://maine121.org page and select the time desired to be directed to online registration.
As citizens of the 21-st century, we have reached a point in human history where content creation and consumption is at an all time high. With this increase the notion of copyright has become prominent among all who traffic information. This webinar will provide the participant with an introduction to the concepts of copyright.
During the 3:15pm webinar we have the honor of talking with Creative Commons Policy Coordinator, Tim Vollmer. He will be discussing Creative Commons from an educators point of view. There will be time for Q&A so make sure to bring your questions.
During the 7:15pm webinar we will be discussing Copyright and Creative Commons with as many layman’s terms as possible. Very often it is easy to get caught up in the jargon around copyright. This session aims to introduce participants to copyright, the public domain, fair use, and Creative Commons.
Come join us Thursday, February 3, 2011 at 3:15 or 7:15 pm. To register for this webinar, select the Webcasts tab at the top of the page and register for the time desired.
Update: As promised I have updated this post with links and resources used in the two webinars. Click read more to view them.
From World of Warcraft to Farmville virtual worlds are all around us. While being mainstream in the entertainment industry for years, interactive virtual worlds are starting to gain traction in the 21st-century classroom.
Many recent surveys suggest that nearly 99% of young people play video games. This indicates an entire generation with skill and ability navigating this relatively new interactive medium. Using virtual worlds, educators can tap this wealth of experience to provide a unique platform for interacting with information. Educators now have the ability to create custom learning environments that are not feasible (let alone possible) in the real world.
The unique qualities of virtual worlds can provide opportunities for rich, sensory, immersive experiences, authentic contexts and activities for experiential learning, simulation and role-play, modelling of complex scenarios, a platform for data visualization and opportunities for collaboration and co-creation that cannot be easily experienced using other platforms.
This webinar will introduce participants to virtual worlds, how they are currently being used in classrooms, and suggest next steps to teachers looking to integrate interactive virtual worlds into their curricula. We will also be talking with Mary O’Brien, third grade teacher at Manchester Elementary School, about her experiences in virtual worlds.
There will be two sessions as usual at 3:15 and 7:15 on Thursday, January 6th. For information and to register, please choose the WebCasts tab at the top of this page.