A short presentation video about ethical hacking
- Subject:
- Education
- Educational Technology
- Material Type:
- Homework/Assignment
- Date Added:
- 07/02/2019
A short presentation video about ethical hacking
This unit of study identifies criteria on which to evaluate digital teaching resources to ensure that they are of good quality, credible and fit for purpose.
Students will look at images and determine how they have been altered. Discuss why someone might alter photographs that are online.
This Digital Citizenship unit was created by the Snohomish School District. This strand in the unit focuses on: Evaluating Resources and
Students will look at two websites for services for dogs to try to determine which one is the fake site. Discuss why someone might create fake websites and how to spot a fake website.
Students will look at images and determine how they have been altered. Discuss why someone might alter photographs that are online.
There are many resources on the internet and students need to learn how to determine if the information is false or accurate.
Students will be able to identify the Google is not a resource and determine that Wikipedia is not a credible source for research.
Students will look at images and determine how they have been altered. Discuss why someone might alter photographs that are online.
A Practical Resource for Educators and Instructional Designers
Short Description:
Everyday Instructional Design works through the online course or module development process, exploring the rationale and pragmatics of all of the steps involved with determining what needs to be developed, creating design plans, developing a prototype, pilot testing with a “live” student audience, reflecting on feedback, and determining how we can tweak our designs to create the best possible online teaching and learning experience.
Long Description:
Everday Instructional Design: A Practical Resource for Educators and Instructional Designers provides useful background understanding of the principles and processes that guide the design, development, testing, and refinement of online course modules. This book has been developed based on a series of instructional design and educational technology courses taught by Rob Power at different Canadian universities, and follows a project-based learning experience that walks participants through the first few weeks of an instructional design and development project. These steps typically span the first six to eight weeks of designing and developing online courses as a contract instructional designer or as an in-house ID specialist. Everyday Instructional Design works through this process, exploring the rationale and pragmatics of all of the steps involved with determining what needs to be developed, creating our initial design plans, developing a prototype of a selected portion of the larger ID project, collaborating with other instructional designers to get “expert feedback” on our works-in-progress, pilot testing our prototypes with a “live” student audience, reflecting on the expert and student feedback we receive, and determining how we can tweak our prototype designs before proceeding with the rest of the course development project.
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Word Count: 39892
ISBN: 978-1-9993825-8-2
(Note: This resource's metadata has been created automatically by reformatting and/or combining the information that the author initially provided as part of a bulk import process.)
Students will practice authenticating online source material as well as strategies for determining the reliability of information. This lesson is part of a media unit curated at our Digital Citizenship website "Who Am I Online?"
Juego educativo para aprender de forma divertida conceptos sobre Paleontología, el trabajo de las paleontólogas y el rico patrimonio paleontológico que poseemos no solo en España sino en todo el mundo.
This resource was created by Jenny Motacek, in collaboration with Dawn DeTurk, Hannah Blomstedt, and Julie Albrecht, as part of ESU2's Integrating the Arts project. This project is a four year initiative focused on integrating arts into the core curriculum through teacher education, practice, and coaching.
The purpose of this text is to provide students with an introduction to the field of Instructional Design and building upon skills that will help the novice designer become more effective in their professional career. This text will go beyond theory to discuss such topics as recommended skillsets and traits for designers, the importance of cultivating strong communication and leadership skills and how to incorporate emotional intelligence into your wheelhouse of professional skills. In addition, tips on the management of projects as well as the instructional design process will be discussed. In an effort to broaden the concept of the instructional design profession, you will find sections devoted to instructional design in various professional venues, (i.e., consulting, educational {higher education and K-12}).
In the educational realm of instructional design, one current topic among designers is how to incorporate openly licensed material into instructional texts. We will provide a section on open educational resources and licensing to assist you in becoming knowledgeable on best practices and dealing with cutting edge initiatives in the educational world.
Effective instructional designers should be able to speak comfortably in public in various venues whether it is a business meeting, training a small group of individuals, or, presenting at a large conference. For an instructional designer, it is important to hone these leadership skills and prepare yourself for the inevitable public speaking situation. This text will provide information on how to improve upon your public speaking skills.
Descubre las bases del Conectivismo, una teoría revolucionaria del aprendizaje para la era digital, a través de esta infografía informativa. Acceda al recurso aquí https://pdf.ac/DhSHN y sumérjate en los principios fundamentales del Conectivismo según George Siemens. Explora cómo esta teoría redefinirá tu perspectiva sobre el aprendizaje y el conocimiento.
There are many different topics within exploration that students have some background information with. Topics like the Atlantic Slave Trade and the Columbian Exchange are parts of history that students either have background knowledge on or they are easy for students to grasp. However, there are other topics, like mercantilism and triangular trade, that students struggle with. This lesson is designed to be done in an 80-minute period (or more), or over the course of two days. It allows students some autonomy to work on their own, and to take the notes that they need, but also allows the teacher to lead a portion of the lesson and clarify any quesitons that might arise.
This lesson can be used to introduce students to the concept of different map projections that they might encounter throughout the year. It helps them to understand that there are many different ways to view the world and that certain views give them different information.
Overview of Gamification in ELTGamification integrates game-like elements, such as points, badges, and competition, into English Language Teaching (ELT) to boost learner engagement and motivation. By turning learning activities into games, students become more active participants in their language acquisition, making the process enjoyable and interactive. Popular tools like Duolingo, Kahoot!, and Classcraft use rewards and challenges to encourage continuous learning and help reinforce vocabulary, grammar, and fluency. While gamification offers clear benefits—such as increased motivation and personalized learning—it also presents challenges, including the risk of over-relying on game mechanics, which can undermine deeper learning, and technology access issues in certain regions. Despite these obstacles, gamification remains a powerful tool in modern ELT, offering innovative ways to enhance language teaching.
Explore how to use Tilt Brush.
A brief history of educational technology and a glimpse at where educational technology may be headed in the future.