Categories: All - gaming - inquiry - pedagogy - community

by Buffy Hamilton 12 years ago

15612

The Unquiet Library 2010-11

The focus centers on utilizing digital tools and platforms within educational environments to enhance learning and engagement. It explores the integration of eBooks and eReaders, alongside the benefits of mobile learning and gaming, to create dynamic and interactive educational experiences.

The Unquiet Library 2010-11

The Unquiet Library 2010-11

Mobile Learning and Library Services

Community/Tribe Building

Global Partners: Libraries, Educators, Organizations
Professional Learning Communities
Student/Teacher/Admin/Parent Participation
Transparency

Student Virtual Collection

Student Content Creation
Student Learning Artifacts

Gaming

Student Game Bloggers
Video Gaming
Additional Board Games for Learning

eBooks and eReaders

eReading/eBooks
Tablets/slates
Dedicated ereaders

Media 21/Embedded Librarianship

Assessments
New modes
Created in collaboration with students
Big Ideas for Learners
personal learning networks and enviornments
convergence culture
digital citizenship
connections and connectivism
meaning making, not just seeking
Increased Ownership of Learning Goals and Strategies by Students
Collective Intelligence and Crowdsourcing
cognitive surplus
Inquiry
Pedagogy/Teaching/Learning
Hamilton PLN and Instructional Partners

CRHS Media 21 Faculty

Michael Wesch

Howard Rheingold

Char Booth

Laura Deisley

Wendy Drexler

Dialogical transactions
Instructional Literacy
Anthropology Lens
Transliteracy
Information
Attention
Critical
Publishing
New Media
Participation