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      <title>Digital Technology by </title>
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      <pubDate>2025-03-06 17:48:23 UTC</pubDate>
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         <title>Examples of How Digital Technologies Can Support Learners </title>
         <author>kendalljanicola</author>
         <link>https://padlet.com/kendalljanicola/h2u0w7e8f647nrnv/wish/3354744579</link>
         <description><![CDATA[<ol><li><p>Technology can make learning more fun and competitive by turning the material into a game format.</p></li><li><p>Technology allows for further, more concise and individualized information. It can also be used to simulate real situations for workplace training circumstances.</p></li><li><p>Technology offers the ability to take courses online making knowledge acquisition more convenient and available for people in the job market.</p></li></ol>]]></description>
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         <pubDate>2025-03-06 18:51:06 UTC</pubDate>
         <guid>https://padlet.com/kendalljanicola/h2u0w7e8f647nrnv/wish/3354744579</guid>
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         <title>Key Affordances of Learning With Technologies</title>
         <author>kendalljanicola</author>
         <link>https://padlet.com/kendalljanicola/h2u0w7e8f647nrnv/wish/3354772488</link>
         <description><![CDATA[<ol><li><p><mark>Interactivity</mark>- The technology systematically responds to the actions of the learner (ex: playing chess against a computer or community of players).</p></li><li><p><mark>Adaptivity</mark>- The technology presents information that is contingent</p><p>on the behavior, knowledge, and characteristics of the learner (ex: cell phone predicts text or autocorrects).</p></li><li><p><mark>Feedback</mark>- The technology offers feedback to the learner on the quality of the learner's performance, sometimes including how the quality can be improved (ex: a student answers a question correctly so the system moves onto more difficult questions).</p></li><li><p><mark>Choice</mark>- The technology gives students options for what to learn and</p><p>how to learn so they can regulate their own learning (ex- students can explore the internet to find the answers they need).</p></li><li><p><mark>Nonlinear Access</mark>- The technology allows the learner to select or</p><p>receive learning activities in an order that deviates from a set order (ex: e-books with hyperlinks that allow the reader to jump to a different chapter).</p></li><li><p><mark>Linked Representations</mark>- The technology provides quick connections</p><p>between representations for a topic that emphasize different</p><p>conceptual viewpoints, pedagogical strategies, and media (ex: concept maps help students visualize how different concepts are connected). </p></li><li><p><mark>Open-Ended Learner Input</mark>- The technology allows learners to express</p><p>themselves through natural language, drawing pictures, etc. (ex: online discussion forums like Google classroom).</p></li><li><p><mark>Communication With Other People</mark>- The learner communicates</p><p>with one or more other “persons,” who may range from peers to</p><p>subject-matter experts (ex: email, chatroom, discussion boards, etc.).</p></li></ol>]]></description>
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         <pubDate>2025-03-06 19:15:41 UTC</pubDate>
         <guid>https://padlet.com/kendalljanicola/h2u0w7e8f647nrnv/wish/3354772488</guid>
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         <title>Examples of Technologies that Stimulate Active Learning</title>
         <author>kendalljanicola</author>
         <link>https://padlet.com/kendalljanicola/h2u0w7e8f647nrnv/wish/3354804925</link>
         <description><![CDATA[<ul><li><p><strong>Digital games designed specifically to support learning</strong>: Atlantis, Civilization, Crystal Island, Minecraft, Sim</p><p>City, and Whyville</p></li><li><p><strong>Connect TV or movies with social media sites, online games &amp; products based on favorite characters</strong>: U.S. DOE's Ready to Learn initiative- PBS Kids Lab</p></li><li><p><strong>Create and post content</strong>: YouTube, Wikipedia </p></li><li><p><strong>Makerspaces</strong>: computer clubhouses (create computer programs such as Scratch), Raspberry Pi software, Wearable technology projects use Flora microcontrollers</p></li><li><p><strong>Embodied cognition</strong>: SMALLab, Tactical Language and Culture</p><p>Training System (TLCTS)</p></li><li><p><strong>Conversational Agents</strong>: Computerized agent technologies</p></li></ul>]]></description>
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         <pubDate>2025-03-06 19:43:57 UTC</pubDate>
         <guid>https://padlet.com/kendalljanicola/h2u0w7e8f647nrnv/wish/3354804925</guid>
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         <title>How Learning Technology Can Support Instruction</title>
         <author>kendalljanicola</author>
         <link>https://padlet.com/kendalljanicola/h2u0w7e8f647nrnv/wish/3354819480</link>
         <description><![CDATA[<p>Technology is capable of supporting instruction because it links formal and informal learning to improve learners' outcomes, orchestrates the complexities of instruction in the classroom, and</p><p>develops students’ writing through interactivity and feedback.</p><p><br></p><ul><li><p><strong>Wifi</strong>- allows students with longer commutes to do homework online on the bus</p></li><li><p><strong>Flipped classrooms</strong>- students watch videos online of academic content before coming to class</p></li><li><p><strong>Online "hangouts"</strong>- a place where students in large classes can meet to support each other's learning</p></li><li><p><strong>Out-of-school activities</strong> to provide</p><p>mentoring and learning opportunities in digital media and computer programming for low-income, female, and minority youth.</p></li><li><p><strong>Group Scribbles</strong>- a network technology designed to support collaborative learning.</p></li><li><p><strong>Software systems for writing </strong>instructions and for giving students feedback (Summary Street).</p></li></ul>]]></description>
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         <pubDate>2025-03-06 19:58:17 UTC</pubDate>
         <guid>https://padlet.com/kendalljanicola/h2u0w7e8f647nrnv/wish/3354819480</guid>
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         <title>Opportunities and Challenges for Using Technology</title>
         <author>kendalljanicola</author>
         <link>https://padlet.com/kendalljanicola/h2u0w7e8f647nrnv/wish/3354836815</link>
         <description><![CDATA[<p><mark>OPPORTUNITIES</mark></p><ul><li><p><strong>Digital dashboard</strong>: allows learners to monitor their own progress through the learning environment (ex: Blackboard/Brightspace)</p></li><li><p><strong>Distance learning</strong>: "planned learning that normally occurs in a different place from teaching and as a result requires special techniques..." - e-learning, online learning, or Web based learning provide many advantages for distance learning (live Webinars and asynchronous learning).</p></li><li><p><strong>Mobile personal devices</strong>: easily transportable devices now give users quick and easy ways to search for information, create recordings (pictures, videos, audios), and communicate with others. Well-designed mobile applications can also be adapted to a learner’s abilities and desires.</p></li></ul><p><br/></p><p><mark>CHALLENGES</mark></p><ul><li><p><strong>Digital dashboard</strong>: providing the professional development necessary for instructors to use them effectively.</p></li><li><p><strong>Distance learning</strong>: may be used more in the future as learning environments become more digitally supported, self-regulated, and socially connected.</p></li><li><p><strong>Mobile personal devices</strong>: systematic research on their effectiveness is limited. If laptops are not used for specific aims and purposes, they can impede students’ ability to focus their attention on learning.</p></li><li><p><strong>Technology can serve as a distraction for students</strong> (ex: reading highlighted text and skipping the narrative).</p></li></ul>]]></description>
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         <pubDate>2025-03-06 20:14:27 UTC</pubDate>
         <guid>https://padlet.com/kendalljanicola/h2u0w7e8f647nrnv/wish/3354836815</guid>
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         <title>Mayer’s Principles to Guide Multimedia Learning</title>
         <author>kendalljanicola</author>
         <link>https://padlet.com/kendalljanicola/h2u0w7e8f647nrnv/wish/3354856351</link>
         <description><![CDATA[<p>Design that prioritizes easy engagement for the user and productivity with respect to the intended pedagogical goal is important.</p><p><br></p><p><strong><mark>12 Principles to Guide Learning from Multimedia</mark></strong></p><ul><li><p>Guidelines for the design or selection of a learning technology, rather than as universal rules that apply to all multimedia.</p></li></ul><ol><li><p><strong>Coherence Principle</strong>- words, pictures, sounds excluded</p></li><li><p><strong>Signaling Principle</strong>- cues that highlight the organization of the essential material are added.</p></li><li><p><strong>Spatial Contiguity Principle</strong> -  corresponding words and pictures are presented near to, rather than far from, each other on the page or screen.</p></li><li><p><strong>Temporal Contiguity Principle</strong>-corresponding words and pictures are presented simultaneously rather than successively.</p></li><li><p><strong>Segmenting Principle</strong>- presented in user-paced segments rather than as a continuous unit.</p></li><li><p><strong>Pretraining Principle</strong>- they know the names and characteristics of the main concepts.</p></li><li><p><strong>Modality Principle</strong>- graphics and narrations are better compared to  animation and on-screen text.</p></li><li><p><strong>Multimedia Principle</strong>- words and pictures than from words alone.</p></li><li><p><strong>Redundancy Principle</strong>- graphics and narration are better compared to the combination of graphics, narration, and on-screen text.</p></li><li><p><strong>Personalization Principle</strong>- words are in conversational style rather than formal style.</p></li><li><p><strong>Voice Principle</strong>- narration is spoken in a friendly human voice rather than a machine voice.</p></li><li><p><strong>Image Principle</strong>- people <strong><em>do not </em></strong>necessarily learn better from a multi-</p><p>media lesson when the speaker’s image is added to the screen.</p></li></ol><p><br></p><p><br></p><p><br></p>]]></description>
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         <pubDate>2025-03-06 20:33:43 UTC</pubDate>
         <guid>https://padlet.com/kendalljanicola/h2u0w7e8f647nrnv/wish/3354856351</guid>
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         <title>Physical Education Exit Slip Activity</title>
         <author>kendalljanicola</author>
         <link>https://padlet.com/kendalljanicola/h2u0w7e8f647nrnv/wish/3354867695</link>
         <description><![CDATA[<ul><li><p>Students will use the website <mark>Ziplet</mark> to fill out an <strong>exit ticket</strong> after the soccer lesson.</p></li><li><p>During the lesson, the 8th grade students will be taught how to dribble and pass the soccer ball.</p></li><li><p>At the closure of class, the teacher will ask the students to take our their cell phone and go to Ziplet. </p></li><li><p>They will type in the code, giving them access to the two questions. </p></li><li><p>Once they've answered the questions, they are free to go to the locker rooms and change.</p></li></ul>]]></description>
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         <pubDate>2025-03-06 20:44:08 UTC</pubDate>
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