About the Series Editor |
|
xi | |
Introduction |
|
1 | (4) |
|
Chapter 1 Digital Masters: Becoming a Blogmaster, Annotexter, or Web Curator |
|
|
5 | (24) |
|
|
Silvia Rosenthal Tolisano |
|
|
Defining the Foundations of Literacy |
|
|
6 | (4) |
|
|
10 | (5) |
|
Blogs as a Professional Development Tool |
|
|
10 | (1) |
|
|
11 | (2) |
|
|
13 | (2) |
|
|
15 | (4) |
|
|
16 | (2) |
|
|
18 | (1) |
|
Creating Knowledge Habitats |
|
|
18 | (1) |
|
|
19 | (3) |
|
|
22 | (1) |
|
Start With Just One Thing |
|
|
23 | (1) |
|
Let the Task Drive the Decision |
|
|
23 | (1) |
|
Act More, and Analyze Less |
|
|
23 | (1) |
|
|
23 | (1) |
|
|
24 | (5) |
|
Chapter 2 Six Curriculum Actions for Developing Digitally Literate Learners |
|
|
29 | (30) |
|
|
Digital Literacy in Action |
|
|
30 | (2) |
|
Culling Through the Definitions |
|
|
30 | (2) |
|
Defining Classroom Implementation |
|
|
32 | (1) |
|
Overview of the Six Actions |
|
|
32 | (21) |
|
Establish Discrete Instructional Guidelines for Keyboarding, Touch, and Voice Technologies |
|
|
34 | (6) |
|
Refine and Review Instructional Policy on Internet Safety and Filtering |
|
|
40 | (4) |
|
Set Criteria for Viable Digital Application and Website Resource Selections |
|
|
44 | (2) |
|
Establish the Proficiency of Tagging Applications and Web Resources |
|
|
46 | (3) |
|
Curate a Classroom Clearinghouse to Organize and Match Tags to Units and Courses |
|
|
49 | (1) |
|
Create a Digital Design Solution Project as a Graduation Requirement |
|
|
50 | (3) |
|
|
53 | (1) |
|
|
53 | (6) |
|
Chapter 3 Notes From the Revolution: Peer-Driven Social Learning Communities |
|
|
59 | (20) |
|
|
|
59 | (2) |
|
|
61 | (3) |
|
|
61 | (1) |
|
Democratized Learning Spaces |
|
|
62 | (1) |
|
|
63 | (1) |
|
|
64 | (11) |
|
|
64 | (3) |
|
|
67 | (14) |
|
|
75 | (1) |
|
|
76 | (3) |
|
Chapter 4 Gaming as a Literacy: An Invitation |
|
|
79 | (34) |
|
|
How Video Games Promote Learning |
|
|
82 | (10) |
|
Participatory Culture and Engagement |
|
|
82 | (2) |
|
|
84 | (2) |
|
Collaboration and Cooperation |
|
|
86 | (2) |
|
|
88 | (2) |
|
|
90 | (2) |
|
|
92 | (2) |
|
Game and Education as a Design Science |
|
|
94 | (6) |
|
|
98 | (1) |
|
|
99 | (1) |
|
|
100 | (3) |
|
|
103 | (1) |
|
Policies for Safety of Students Online |
|
|
104 | (2) |
|
|
106 | (2) |
|
|
108 | (5) |
|
Chapter 5 The Classroom Website: A Marketplace for Learning |
|
|
113 | (16) |
|
|
|
Understanding the Digital Marketplace |
|
|
115 | (4) |
|
Why Teachers Need a Website |
|
|
117 | (1) |
|
Why Parents and Students Need a Website |
|
|
117 | (1) |
|
Why Administrators Need a Website |
|
|
118 | (1) |
|
|
119 | (6) |
|
Building an Electronic Calendar |
|
|
119 | (2) |
|
Producing a Paperless Newsletter |
|
|
121 | (1) |
|
Updating the Classroom Website |
|
|
121 | (1) |
|
Building a Social Learning Network |
|
|
121 | (3) |
|
Marketing the Classroom and Using Social Media |
|
|
124 | (1) |
|
|
125 | (1) |
|
|
126 | (3) |
Index |
|
129 | |