The primary goals of this 24-hour, worldwide event are to:
demonstrate the power of global connectivity in classrooms, schools, institutions of informal learning and universities around the world
introduce others to the collaborative tools, resources and projects that are available to educators today
to focus attention on the need for developing globally competent students and teachers throughout the world
Global Collaboration Day will take place on September 15 in participant time zones. Classrooms, schools, and organizations will design and host engaging online activities for others to join. Events will range from mystery location calls to professional development events to interviews with experts. All events will be collated in an online calendar viewable in participants’ individual time zones. Participants will be connected on Twitter via the hashtag #globaled16.
An optional new activity this year will be the Great Global Project Challenge. Between now and October 1, 2016, global educators will design collaborative projects using a variety of platforms in which other students and teachers may participate during the course of the 2016-2017 school year. The objective is to create and present as many globally connective projects for students and educators as possible. The final deadline for submissions into our project directory is October 1, but participants are also encouraged to do an introductory activity for their project on Global Collaboration Day as well.
Global Collaboration Day is a project of the Global Education Conference Network, a free online virtual conference that takes place every November during International Education Week. GCD, along with Global Education Day at ISTE and Global Leadership Week, are events designed to connect educators and keep global conversations going year round.
Whether you’re using a smartphone or a DSLR camera, one thing Roberto recommends before recording is to check the environment. Look for and remove any distractions from the background. For example, if there’s noise from cars driving by you can change your location. If there’s a part of your office that needs to be cleaned, you can tidy up.
He also says you should think about the context of your background. For instance, when Roberto does personal vlogs as motivation for creatives and entrepreneurs who might be thinking about giving up, he uses his bookshelf as the backdrop. It’s appropriate because there is literally a collection of people behind him who put something out there and could have quit just as easily.
Roberto also notes you should consider audio, the lighting in the room, and take a photo of the shot, to check framing and composition, before you film. The photo gives you a way to make sure the video will be shot at the angle you want. Roberto shares that if he’s filming with his camera, he’ll use the remote or a timer to take a photo of him in the shot. With a smartphone, he says you can use a selfie stick, or tripod, or the timer feature.
Adobe Premiere Clip, which is simple to use. All you need is a free Adobe account, which you can sign up for via email. It can upload video directly to YouTube and Facebook for you. It also has color grading filters, lets you loop background audio (they have a few tracks which are royalty free), mix down the audio, edit clips together, cut things out, and more.
Plus, if you have professional software, like Adobe Premiere Pro at home, you can do a rough cut of everything in Premiere Clip from your phone, and then save it to Creative Cloud, go back to your desktop, and then tweak and do all the advanced editing there.
1. School administrator John Wetter took on an odd assignment over summer break at the request of one of his principals: Track down any PokéStops or gyms lurking on Hopkins school grounds. He asked game developer Niantic Labs to remove it from the game.
So far the game has only been blocked at sites such as the United States Holocaust Memorial Museum in Washington, D.C.
2. Some educators are embracing the interest in “Pokémon Go” as a potential teaching tool. “Any time something becomes a big pop culture sensation, as a teacher I try to just kind of ride the coattails,” At St. Paul’s Washington Technology Magnet School, educator Eric Gunderson made a spinoff of “Pokémon Go” that students can play on their district-issued iPads. He created it using an augmented reality app called Aurasma. He printed pictures of eggs on sheets of paper. Get the printed egg in view of the iPad’s camera, and an animated animal appears onscreen, a knockoff Pokémon.
The Minnesota Department of Education said it hasn’t gotten inquiries from school districts concerned about “Pokémon Go.” A spokesperson for the Osseo Area School District noted that students face many distractions. “Our leaders are very skilled in dealing with whatever the distraction of the day is,” the spokesperson wrote in an email.
Seeking to bring the qualities of well-designed games to pedagogical assessment, the University of Michigan created a learning management system that uses gaming elements such as competition, badges and unlocks to provide students with a personalized pathway through their courses.
a new type of learning management system called GradeCraft. GradeCraft borrows game elements such as badges and unlocks to govern students’ progress through a course. With unlocks, for example, you have to complete a task before moving to the next level.
Written in Ruby on Rails and hosted on Amazon Web Services, GradeCraft was created by a small team of students and faculty with additional software support from Ann Arbor-based developer Alfa Jango. Their work received support from UM’s Office of Digital Education and Innovation and the Office of the Provost. GradeCraft can work as a stand-alone platform or in conjunction with a traditional LMS via the LTI (Learning Tools Interoperability) protocol.
Here is how it works: Instructors create a course shell within GradeCraft (similar to the process with any LMS). Students use a tool called the “Grade Predictor” to plan a personalized pathway through the course, making predictions about both what they will do and how they will perform. When assignments are graded, predictions turn into progress; students are then nudged to revisit their semester plan, reassessing what work is available and how well they need to do to succeed overall. Students are able to independently choose an assessment pathway that matches their interests within the framework of learning objectives for the course.
Beyond social media, there is also a clear disconnect between how college admins reach out to their students and what students actually pay attention to. While the average college admin, like most adults, is used to reading and sending emails, students are quickly moving away from using email in their daily lives and getting them to check it regularly is painful.
A fantastic New York Times article in the fall examined college student use of technology and the results were fascinating.
While some faculty members are hesitant to contact students on whichever social media platform is in vogue, others have explored texting as an alternative to email.
The paper, which is being presented at next month’s Information and Telecommunications Education and Research Association conference, also recommends colleges should consider using texting and social media platforms to reach students. However, the findings still suggest email can be an effective method of communication.
How Millennials use and control social media, Published
Social Media Usage Trends Among Higher Education Faculty ;