23 Things is a suite of 23 self-paced online modules that cover a range of topics from video editing to basic coding. Each module or 'thing' consists of information, interactive activities, and invitations to try out various open and free software applications and technologies. The modules have been created using H5P and can be downloaded individually as a single H5P file, modified and re-used under a CC-BY-SA licence - simply click on the 'reuse' link at the bottom of each module.
The content was created by Curtin University students as part of a 'students as partners' project.
Create 3D printed components for a vegetable/fruit STEM racer!
From the article:
"These 3D printed STEM race cars are the perfect project based learning tool to help teachers get kids excited about science, technology, engineering, math, and nutrition to boot! The racers I show you how to make in this instructable will provide an opportunity to turn almost anything (no kittens or other live things please) into a race car – allowing different sized and weighted objects to illustrate mechanical physics concepts like mass, friction, force, speed, distance, and gravity!"
This is an extension activity after discussing cancer or lead into discussing about student choices. Essential QuestionsStudents will be able to to describe behaviors lead to skin cancer and how can it be prevented.Students will be able to explain the risk and reward behaviors.
This is a short description of the ACAT Method.The method uses analogous comparisons by taking examples or situations from everyday life and in consequence the logical or analogous transfer to the scientific problem. The method uses the development of imaginations or “pictures in the head” to develop a view of the analogy; this picture is transferred as a problem-solving idea to the concrete scientific problem. Multimedia material like animations are used to provide a higher level of imagination and to develop the understanding for the discussed problem.
A modified version of a Chalk Talk routine in which the educator provides a prompt for students to put forth ideas, questions, and further develop ideas of others in an effort to advance understanding in relation to a topic.
This activity utilizes a Claim-Support-Question framework that allows students to draw on prior knowledge, investigation, and questioning. Designed to be placed within a Java context of enhancing object-oriented programming classes using interfaceses, students will analyze, implement, and support claims regarding three separate interfaces while moving between analysis and program implementation.
This activity is utilized as a method for students to commuincate their current learning, progress their understanding, and then reflect on their current understanding of a topic and share what they now think and the connections they have built.
Les ressources pédagogiques numériques créées dans les universités sont actuellement peu mutualisées. Les raisons que nous avançons sont leur manque de visibilité, la fragilité inhérente aux documents numériques, l absence historique de gestion de ce type d objets par les bibliothèques et les questions de propriété intellectuelle. Nous présentons le projet ARPEM, mis en place par Grenoble Universités pour répondre à cette problématique. Les premiers mois de fonctionnement nous permettent de présenter un rapport d étape et les évolutions prévisibles du projet.
O produto destina-se aos educadores de matemática apresentando roteiros de como abordar os conteúdos regulares escolares no ensino médio interdisciplinarmente e balizados nas competências e habilidades extraídas da BNCC, utilizando-se de artefatos utilitários locais como tema gerador de conteúdos em Matemática e Ciências Ambientais. Desta forma, espera-se com essa prática educacional diferenciada ressignificar o ensino da matemática a partir da construção coletiva do pensar, saber e fazer matemático expressos nos artefatos da cultura local.
The goal of this accessibility toolkit, 2nd edition, is to provide resources for each content creator, instructional designer, educational technologist, librarian, administrator, and teaching assistant to create a truly open textbook—one that is free and accessible for all students. This is a collaboration between BCcampus, Camosun College, and CAPER-BC.
This slide deck is Part I of a two part professional learning series for educators to learn about accessibility, Universal Design for Learning, and how to think about accessibility for digital resources.This slide deck was presented to educators in a 90 minute virtual webinar session.Make a copy of the slide deck to customize for your needs.
This slide deck is Part II of a two part professional learning series for educators to learn about accessibility, Universal Design for Learning, and how to think about accessibility for digital resources.This slide deck was presented to educators in a 90 minute virtual webinar session.Make a copy of the slide deck to customize for your needs.
This workbook provides the first session to the Module: Promoting student engagement through the application of technology to develop active learning: ‘Active Learning with Technology’
The aim of this module is to promote active student learning by the use of technology in teaching practice. Participants will engage in a reflective process to identify and develop potential areas of active learning and participation within their practice. They will then evaluate and assess technological options to apply within a given session, module or programme.
2023 Education Vision "Face to face in-service trainings will be organized for the teaching of algorithmic thinking of classroom teachers in a computer-free environment." The in-service program was opened within the scope of the study, which was initiated in line with the target.
These activities are to be used on the first day of class to guage knowledge of the students and collect information about what students are interested in learning during the course.
Welcome to the Android developer guides. The documents listed in the left navigation teach you how to build Android apps using APIs in the Android framework and other libraries.