Do not forget to be creative! This is an option and a way to happiness.
Teaching vs. Learning: "Este mult mai greu să-i înveţi pe studenţi cum să înveţe decât să le predai." Henry Hallett Dale (1875-1968), Premiul Nobel in Psihologie si Medicina (1936)
"Education and training are the keys to success in the current global information society. To succeed in today's environment, new skills must be developed that will continue to respond to changes; these skills depend on the ability of employees to think critically, to solve problems and anticipate new opportunities." Stefan Morcov, ICVL 2011
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Build your Personalized Training Program
Source: http://www.lumosity.com/app/v4/personalization CONNECTING EDUCATION & TECHNOLOGY:http://edudemic.com |
Comentariu introductiv
Proiectele educationale CNIV si ICVL (e-learning in Romania, http://www.cniv.ro , http://www.icvl.eu) promovează tehnologii şi metodologii inovative în educaţie, în cercetare şi în perfecţionarea continuă, atât în mediile preuniversitar, respectiv universitar, cât şi în mediul de afaceri. Structurate şi organizate după principii europene şi standarde internaţionale, cele două proiecte încurajează şi promovează lucrul la proiecte, activităţile colaborative, metodele şi experimentele ştiinţifice, gândirea creativă şi intuiţia, argumentaţia şi demonstraţia.
Există deja creată o comunitatea virtuală "Learning-Knowledge-Development" (profesori, cercetători, specialişti IT, etc.) ce participă în cadrul unui forum la diverse discuţii, soluţii şi studii privind domeniile învăţământului, cercetării şi dezvoltării: http://c3vip.wordpress.com/.
Definiţie. E-learning înglobează metode şi tehnici tradiţionale sau moderne şi folosind tehnologii IT&C (procesare multimedia şi comunicare asincronă sau sincronă) conduce subiectul care îl utilizează, la obţinerea unei experienţe în înţelegerea şi stăpânirea de cunoştinţe şi îndemânări într-un domeniu al cunoaşterii.
În esenţă, e-Learning oferă accesul comod şi eficient la informaţiile şi cunoştinţele cele mai noi, metode noi şi eficiente de instruire (predare), învăţare şi evaluare a cunoştinţelor, instruire şi formare permanentă. În acest sens, e-learning este şi o alternativă la educaţia permanentă în societatea informatizată de azi sau de mâine: societatea cunoasterii.
"Human development is accomplished by knowledge and learning." (M. Vlada, A. Tugui) ICVL 2006
Descriptori
e-learning, web 2.0, wiki, moodle, drupal, proiecte, plan, scenariu didactic, evaluare.
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Obiectivele disciplinei |
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Obiectivele cursului |
Obiectivele activităţilor aplicative (seminar, laborator, proiect) |
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- Dezvoltarea si evolutia prelucrarii informatiilor
- Programe europene si internationale
- Tehnologiile informatiei si comunicatii (TIC)
2. Tehnologii educationale – Instruire asistata de calculator (IAC)
- Taxonomia Bloom- Anderson
- E-learning si software educational
- Tehnologii web si medii virtuale
3. Virtual Learning, tehnologii si platforme e-learning
- Biblioteci virtuale, cursuri on-line
- Management al continutului, platforma Moodle
4. Utilizarea tehnologiilor Web 2.0 in educatie si instruire
- servicii Google si Yahoo; YouTube
- Servicii de Web Page, Blog, WikiSEMINAR ÎN SISTEM TUTORIAL
1. Exemple si aplicatii privind HTML si JavaScript
2. Dezvoltarea de software educational
3. Dezvoltarea unui curs on-line
4. Elaborarea de aplicatii Web 2.0
5. Exemple si aplicatii in instruirea asistata de calculator
1. Marin Vlada, http://ebooks.unibuc.ro/informatica.htm , accesare iunie 2011
2. Marin Vlada, Birotica. Tehnologii multimedia, Ed. Universitatii din Bucuresti, 2004
3. Adrian Adascalitei, Instruire asistata de calculator, Editura Polirom, 2007
4. Portalul SEI, http://portal.edu.ro/ , accesare iunie 2008
5. Lectiile AEL , http://portal.edu.ro/index.php/articles/c143/ , accesare iunie 2011
6. http://www.w3schools.com , http://www.didactic.ro , accesare iunie 2011
7. Proiectele de e-learning CNIV si ICVL , http://www.cniv.ro , http://www.icvl.eu , accesare iunie 2011
8. Learning - Knowledge – Development, http://c3vip.wordpress.com/., accesare iunie 2011
e-Learning / Digital Education
- Iuliana Dobre, referat de doctorat, 2010, STUDIU CRITIC AL ACTUALELOR SISTEME DE E-LEARNING | read more: http://www.racai.ro/Referatul1-IulianaDobre.pdf (.pdf)
- http://www.elearning.ro/instruireasistatadecalculator.php
- http://www.elearning-reviews.org/journals/
- http://www.english.heacademy.ac.uk/
Notes:
- ADL Technologies: Sharable Content Object Reference Model (SCORM); Content Object Repository Discovery and Registration Architecture (CODRA); Simulations; Intelligent Tutoring
- SCORM Technologies: Sharable Content Object Reference Model ("SCORM is a collection of specifications adapted from multiple sources to provide a comprehensive suite of e-learning capabilities that enable interoperability, accessibility and reusability of Web-based learning content" - http://www.adlnet.gov/
- Information Society Technologies (IST) : http://cordis.europa.eu/ist/
- Information and Communication Technologies (ICT) - http://cordis.europa.eu/fp7/ict/
"Professionalism in the Education System Today" by Olimpius Istrate and Simona Velea, ICVL 2011
The paper tries to reveal some of these aspects of the continuous professional development in the actual context, being centred on the curriculum habilitation and on the added value brought by the the ICTs, as the up-front elements of the education practitioners’ development path.
Radu Jugureanu, PROJECT BASED LEARNING ON MULTI -TOUCH SYSTEMS, In the 6th International Scientific Conference eLearning and Software for Education Conference, Advanced Distributed Learning Department - UNAP, 2010 (
Multi-Touch)
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The relationship between Learning, Knowledge and Development (Vlada 2008, CNIV) |
What is Computational Thinking?
1. Logical Thinking
2. Algorithmic Thinking
3. Efficient Solutions
4. Scientific Thinking
5. Innovative Thinking
“So what is Computational Thinking? Well it is a collection of diverse skills to do with problem solving that result from studying the nature of computation. It includes some obviously important skills that most subjects help develop, like creativity, ability to explain and team work. It also consists of some very specific problem solving skills such as the ability to think logically, algorithmically and recursively. Computer Science is unique in the way it brings all these diverse skills together.” Source: http://www.cs4fn.org/computationalthinking/
Note: cs4fn was created and is written and edited by Paul Curzon, Peter McOwan and Jonathan Black of the School of Electronic Engineering and Computer Science of Queen Mary, University of London with the aim of sharing our passion about all things to do with Computer Science.
One of the exciting things about learning Computer science is that you learn a new and fundamental way of thinking and problem solving; a way of thinking that is critical in the 21st Century. It is called "Computational Thinking" and the idea that this is one of the big advantages of studying computer science, whatever your ultimate career, is causing a big stir. Some are even claiming it should be added to reading, writing and arithmetic as a core ability that every person should learn. http://www.cs4fn.org/computationalthinking/
Ref:
http://www.cs4fn.org/computationalthinking/
http://googleresearch.blogspot.com/2010/10/exploring-computational-thinking.html
http://www.google.com/edu/computational-thinking/resources.html#ct
Ref.: http://www.fluency21.com
Literacy is NOT Enough: 21st Century Fluencies for the Digital Age
Powerful technologies and information systems have caused facts to become obsolete faster, and knowledge built on these facts to become less durable.
Literacy is NOT Enough: The New Learning Process
The New Learning Process covers a fundamental shift in the basic paradigm of teaching that is required to prepare digital students for 21st century life.
What do we do with all this information?
Our society has been irreversibly affected by a new phenomenon in InfoWhelm - an unparalleled access to a wealth of online information, never before seen or heard of. Learning has truly become a lifelong pursuit, and it can happen anytime and anywhere in our Information age. But how do we determine good from the bad, interpret right from wrong, and distinguish complete, accurate, and usable data from a sea of irrelevance and digital inundation? The skills to help us best understand and make use of the wealth of knowledge at our fingertips is essential to life and success both in the classrooms and workforces of the 21st century
Ref.: http://www.fluency21.com
http://www.committedsardine.com/presentations_LNE.cfm
http://www.youtube.com/v/7ECAVxbfsfc?f=videos&app=youtube_gdata
Google Body Browser "Google has recently demoed an interesting WebGL application called Body Browser, which lets you explore the human body just like you can explore the world in Google Earth."
Ref.:
- http://bodybrowser.googlelabs.com
- http://googlesystem.blogspot.com/2010/12/google-body-browser.html
Image source: http://hlifemedia.com
Here's Google's demo:
The South Korean government has said it plans to digitise all textbooks for elementary, middle and high school students by 2015. This plan for "smart education" is aimed at helping students create their own study pattern, and lighten their backpacks. Source: http://www.channelnewsasia.com/
"Ministerul Educaţiei, Ştiinţei şi Tehnologiei din Corea de Sud a anunţat un plan pentru migrarea de la manualele şcolare clasice, pe suport de hârtie, la manuale în format electronic. Ministerul a alocat proiectului suma de aproximativ două miliarde de dolari, iar tranziţia urmează să se finalizeze în 2015, când se estimează că toţi elevii din învăţământul primar vor beneficia de noile manuale, precum şi de dispozitive hardware corespunzătoare, tablet PC-uri sau telefoane smart. În următorii ani autorităţile trebuie să se asigure că toate materialele didactice vor fi digitalizate. Toţi elevii sud coreeni vor primi gratuit tabletele digitale, iar manualele vor fi disponibile pentru descărcare de pe serverele ministerului, prin intermediul reţelelor WiFi locale." Sursa: http://portal.edu.ro/index.php/articles/11512
Tablet PC – calculator portabil al cărui ecran (de regulă cu o diagonală de 12 inchi) îndeplineşte o funcţie dublă: cea de afişare a informaţiei şi interfaţă de manipulare a calculatorului (de obicei prin intermediul unui stylus -unealtă de scris sub forma unei mini-baghete din material plastic sau metal având la vârf o bobiţă din plastic, folosită pentru interacţiunea cu ecranele tactile rezistive, sau folosind degetele - touch). Primul tablet a fost lansat în 2001 de către Microsoft şi folosea Windows XP Tablet PC Edition.
Tipuri de Tablet PC: a) tip broşură ; b) tip placă; c) tip decapotabil; d) tip hibrid.
Sursa: http://www.it4fans.ro/
1. Multi-Touch Technology 2. Transdisciplinarity 3. Romanian Project
1. Multi-Touch Technology Multi-touch technologies have a long history (Ref: Bill Buxton). What is Multi-touch? Ref.: http://solutions.3m.com (Touch Terminology) Example. 2011: Surface 2.0 (Microsoft & Samsung) - www.microsoft.com/surface/ Ideas main. About Microsoft Surface:
2. Transdisciplinarity "A NEW VISION OF THE WORLD - TRANSDISCIPLINARITY" by Basarab Nicolescu (Basarab Nicolescu is a major advocate of the transdisciplinary reconciliation between science and the humanities. He has published many articles on the role of science in contemporary culture in journals in France, Romania, Italy, United Kingdom, Brazil, Argentina, Japan and in the USA) Who is Basarab Nicolescu ? Ref.: The International Center for Transdisciplinary Research (CIRET) - http://basarab.nicolescu.perso.sfr.fr/ciret/ro/visionro.htm
3. Romanian Project Multi - Touch project: "Educational process optimized in vision of knowledge society skills" Project 2009-2012. Integrated curriculum, inter-and transdisciplinary "Learning in the Knowledge Society" Ref.: http://transdisciplinar.pmu.ro "Societatea cunoaşterii presupune nu numai o extindere şi aprofundare a cunoaşterii umane, dar mai ales managementul cunoaşterii şi o diseminare fără precedent a cunoaşterii, către toţi cetăţenii, prin mijloace noi." Mihai Drăgănescu (1929-2010)
(in romanian) Strategia de postaderare UE 2007-2013. Proiect Multi - Touch „Proces educaţional optimizat în viziunea competenţelor societăţii cunoaşterii” (Curriculumului integrat, inter- şi transdisciplinar "Învăţare în societatea cunoaşterii"), cofinanţat din Fondul Social European (FSE) si implementat de Unitatea de management al proiectelor cu finanţare externă, din cadrul MECTS, în parteneriat cu SIVECO România şi Universitatea Naţională de Apărare "CAROL I" (Departamentul ADL).
Activitati principale: DEZVOLTAREA DE CURRICULUM TRANSDISCIPLINAR; DEZVOLTAREA DE MATERIALE DIDACTICE AFERENTE CURRICULUMULUI TRANSDISCIPLINAR; IMPLEMENTAREA DE CURRICULUM SI MATERIALE DIDACTICE TRANSDISCIPLINARE-FORMARE; DEZVOLTAREA DE PROIECTE TRANSDISCIPLINARE PE BAZA TEHNOLOGIEI MULTI-TOUCH
Concluzii Utilizarea tehnologiei multi-touch implementează: învăţarea activă prin explorare; învăţarea prin acţiune; învăţarea colaborativă; învăţarea bazată pe proiect; • învăţarea în context.
Ref.: http://transdisciplinar.pmu.ro/resurse | Read more: http://mvlada.blogspot.com/
Topics: Mobile Learning (m-Learning), Mobile Network Technology, Mobile software, Mobile Internet, Mobile dating, Health impact, Mobile phone features
"M-learning’ is the follow up of E-learning and which originates from D-learning (distance learning). M-learning is the delivery of education to the students who are not having fixed location or who prefer to use mobile phone technology for learning. The rapid growth in the mobile and communication sector make it possible to develop new forms of education. M-learning means delivery of education by means of the mobile phone devices, PDAs and audio players. M-learners seek the lessons in the small format." Ref.: http://www.networktutorials.info/
HARDWARE:iPad, iPhone, Smartphone, Tablet PC
SOFTWARE: Operating Systems - iOS, Android, Windows Phone 7, BlackBerry, Chrome OS tablet, WebOS, MeeGo
Companies (Manufacturers): Apple, Google, Microsoft, Research in Motion (RIM) Mobile Services and Apps (Apple, Google, Microsoft): iOS, Android, BlackBerry, Windows Phone7
Ref.: www.agora.ro/conferinta/programatica-2011-mobile-services-and-apps
Pagină actualizată la 31 Decembrie 2012.