SMART Board Interactive Whiteboard For Dummies


Book Description

The easy-to-use guide to SMART Board® interactive whiteboards SMART Board interactive whiteboards—which combine the functionality of a computer with the simplicity of a whiteboard—are rapidly becoming fixtures in classrooms, boardrooms, and lecture halls everywhere. While these high tech devices are transforming the ways we teach and learn, getting the most out of them can be down right intimidating. SMART Board® Interactive Whiteboard For Dummies is here to help, explaining everything users need to know to make the most of their technology. Covering topics including how to calibrate a SMART Board interactive whiteboard using a computer, navigating software options, creating interactive presentations and lesson plans, incorporating sound and animation, managing content, and using digital ink with the touch of a finger, the book is designed to get your interactive whiteboard up and running in no time. Introduces and explains SMART Board interactive whiteboards, computer-based white boards that are becoming widespread in classrooms and boardrooms around the world Covers essential topics ranging from setting up a SMART Board interactive whiteboards to managing content Provides the tools SMART Board interactive whiteboard users need to make the most of these new devices The go-to guide for anyone working with SMART Board interactive whiteboards, SMART® Board Interactive Whiteboard For Dummies is designed to make using the chalkboards of the twenty-first century a cinch.







Literacy Smarts


Book Description

'Literacy Smarts' explores the opportunities that interactive whiteboards offer for more effective and expansive ways of teaching. It introduces simple activities and tasks that use whiteboard technology to bring new vitality to classroom lessons.




The Interactive Whiteboard Revolution


Book Description

Hardware - Classroom - e-Teaching - Designing lessons - Training and support.




Interactive Whiteboards for Education: Theory, Research and Practice


Book Description

"This book contributed to the debate about the importance of research-based studies in the field of educational policy making in general and learning technologies, particularly the use of interactive whiteboards for education"--Provided by publisher.




Blackboard


Book Description

A captivating meditation on education from the author of The Yellow-Lighted Bookshop In Blackboard, Lewis Buzbee looks back over a lifetime of experiences in schools and classrooms, from kindergarten to college and beyond. He offers fascinating histories of the key ideas informing educational practice over the centuries, which have shaped everything from class size to the layout of desks and chairs. Buzbee deftly weaves his own biography into this overview, approaching his subject as a student, a father, and a teacher. In so doing, he offers a moving personal testament to how he, "an average student" in danger of flunking out of high school, became the first in his family to graduate from college. He credits his success to the well-funded California public school system and bemoans the terrible price that state is paying as a result of funding being cut from today's budgets. For Buzbee, the blackboard is a precious window into the wider world, which we ignore at our peril. "Both anecdotal and eloquent, The Yellow-Lighted Bookshop is a tribute to those who crave the cozy confines of a bookshop, a place to be ‘alone among others' and savor a bountiful literary buffet." —Booklist (starred review)




Learning by Playing. Game-based Education System Design and Development


Book Description

With the widespread interest in digital entertainment and the advances in the technologies of computer graphics, multimedia and virtual reality technologies, the new area of “Edutainment” has been accepted as a union of education and computer entertainment. Edutainment is recognized as an effective way of learning through a medium, such as a computer, software, games or AR/VR applications, that both educates and entertains. The Edutainment conference series was established and followed as a special event for the new interests in e-learning and digital entertainment. The main purpose of Edutainment conferences is the discussion, presentation, and information exchange of scientific and technological developments in the new community. The Edutainment conference series is a very interesting opportunity for researchers, engineers, and graduate students who wish to communicate at these international annual events. The conference series includes plenary invited talks, workshops, tutorials, paper presen- tion tracks, and panel discussions. The Edutainment conference series was initiated in Hangzhou, China in 2006. Following the success of the first (Edutainment 2006 in Hangzhou, China), the second (Edutainment 2007 in Hong Kong, China), and the third events (Edutainment 2008 in Nanjing, China), Edutainment 2009 was held August 9–11, 2009 in Banff, Canada. This year, we received 116 submissions from 25 different countries and regions - cluding Austria, Canada, China, Denmark, Finland, France, Germany, Greece, Hong Kong, Italy, Japan, Korea, Malaysia, Mexico, The Netherlands, Norway, Portugal, Singapore, Spain, Sweden, Switzerland, Taiwan, Trinidad and Tobago, UK, and USA.




Using Interactive Whiteboards in the Classroom


Book Description

Get the most out of the latest classroom technology with Using Interactive Whiteboards in the Classroom. This resource covers the basics for interactive whiteboard users and explores the more advanced features to create truly dynamic lessons. Advice from real teachers and tips from experts provide the "know how" to incorporate interactive whiteboard activities across the curriculum, including the areas of language arts, mathematics, science, social studies, and health and fitness. Ideas for differentiation help teachers engage students with ease, providing a platform for increased student achievement.




Flip Your Classroom


Book Description

Learn what a flipped classroom is and why it works, and get the information you need to flip a classroom. You’ll also learn the flipped mastery model, where students learn at their own pace, furthering opportunities for personalized education. This simple concept is easily replicable in any classroom, doesn’t cost much to implement, and helps foster self-directed learning. Once you flip, you won’t want to go back!




Grammar Rulz!


Book Description

Just a dozen a day and Grammar Rulz! The idea is simple: Students must find and correct a dozen errors in daily-starter exercises. Four, six-week-long units feature historical periods familiar to middle-school students - from ancient Egypt to Viking times. Pre-formatted SMART(TM) Notebook and Mimio(R) files allow you to engage and focus middle-school students with these unique grammar bell-ringers - designed to provide you with a fast, fun, and flexible way to teach basic writing conventions! Each daily exercise takes as little as three minutes and provides a new vocabulary word and authentic practice for spelling, capitalization, punctuation, grammar, and usage plus an optional extension activity. Easy-to-grade unit quizzes provide built-in assessment. Grammar Rulz works with any classroom! Use it: In social studies/language arts classes or during stand-alone language-arts instruction; and With any level of technology. Ready-to-go PDFs and whiteboard files give you the power to display and correct the daily exercises using multimedia projectors or interactive whiteboards. You can also use Grammar Rulz with an overheard projector, dry-erase board, or chalkboard. Additional CD files give you a bonus story unit; Grammar Rulz Express packets with two exercises per page for an even faster and easier correction method; printable illustrations of story characters, proofreading and punctuation posters, spelling lists, and middle-school writing standards; and helpful videos on how to use Grammar Rulz with interactive whiteboard software.