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Kimberly Hayworth

Kimberly Hayworth 

Occupation: Instructional Designer (Stanford University)

Location: San Francisco Bay Area

Birthday: 09/16

Followers: 26,267

Following: 4,607

Views: 1,593,026

Added to CircleCount.com: 12/29/2011That's the date, where Kimberly Hayworth has been indexed by CircleCount.com.
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Kimberly Hayworth has been at 2 events

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Takahiro Yamamoto3,330,132We'll finish our 366 project in several days! Are you happy about it? Or are you sad? Anyway, who not celebrate the fact that we're completing our missions! You can share two shots this time. *Please remember just two images!* 1) Your best or most favorite shot you took in the fourth quarter of 2012 (October- December). Add #Bestof4Q12Creative366  in the comment section after you post the image! 2) Your best or most favorite shot you took for the project this year. Add #BestofCreative366Project  in the comment section after you post the image! If you think those two tags are too complicated, forget them and just two of your images! But please add your comment in the comment section after you have posted them. *And if you are the one who failed to complete the mission and are thinking you are going to do it again next year, you can add your fav one you took for the project here!* One last thing: I have made this event "public." I might have missed inviting those who are participating this +Creative 366 Project, so if you know anyone who isn't here but is doing his/her project, please invite them! 366プロジェクトもあと数日で終わりです。うれしいですか。それとも、悲しい? どちらにしても、長かったミッションの終わりを皆で祝いましょう! 今回は写真を2枚シェアしてください。 *2枚だけです!* 1.10月~12月にプロジェクト用に撮った写真から、お気に入りの写真かベストの写真を1枚選んで投稿してください。 #Bestof4Q12Creative366  のタグを投稿後にコメント欄に入れてください。 2.プロジェクトのために撮った写真から、今年のベスト(もしくはお気に入り)! の写真を1枚選んで投稿して下さい。  #BestofCreative366Project  をタグとします。 タグが面倒なら、ただ2枚を選んで投稿してくださるだけで結構です。写真のコメント欄に、その写真の思い出などを書き添えていただけるとうれしいです。 そして、このプロジェクトに参加したのに途中で挫折した!来年こそは!という方も、ぜひこのイベントにご参加ください。挫折するまでに撮った写真をシェアしていただければ結構です。もちろん、来年への抱負も添えてくださいね!The Best of Your 3662012-12-30 16:00:0085  
Google Play9,838,998Join a live hangout with Salman Khan of Khan Academy (khanacademy.org), as he takes your questions about his new book _The One World Schoolhouse: Education Reimagined_ (US&CA- goo.gl/Eo4Cv). Submit your questions in the comments below for a chance to have Salman respond on air. #khanhangout   Also -- Watch Salman's recent talk about his new book with Google's Executive Chairman Eric Schmidt: goo.gl/G8vkf -- and come prepared with some questions about his book. #khanhangout #salmankhan #khanacademy ABOUT SALMAN KHAN: Salman Khan is the founder of The Khan Academy, nonprofit organization with the goal of changing education for the better by providing a free world-class education for anyone anywhere. All of the site's resources are available, completely free of charge. Google Play presents: Salman Khan of Khan Academy2012-10-17 22:00:001614  

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Top posts in the last 50 posts

Most comments: 7

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2015-04-01 00:04:58 (7 comments; 3 reshares; 7 +1s; )Open 

750 Words

It's about learning a new habit: Writing. Every. Day.

Most reshares: 6

posted image

2014-12-03 01:45:44 (7 comments; 6 reshares; 13 +1s; )Open 

Are Virtual Classrooms the Future?
https://signalblog.stanford.edu/are-virtual-classrooms-the-future
https://sdlf.stanford.edu

At the second lecture of the Stanford Digital Learning Forum Seminar Series, Professor Jeremy Bailenson proposed that virtual reality can fundamentally transform learning and its outcomes.

He demonstrated how manipulating technologies such as a virtual reality headset can improve student attention, reduce stereotype threat, and give students access to places like the coral reef without ever making them leave their homes or classrooms.

Bailenson is Associate Professor of Communication, Senior Fellow at the Woods Institute for the Environment, and Founder of the Virtual Human Interaction Lab.

Most plusones: 17

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2014-12-11 02:51:58 (2 comments; 1 reshares; 17 +1s; )Open 

Today in Geek History: Women in STEM FTW! Ada Lovelace, first codemonkey, was born in 1815. Happy Birthday, Ada!

Latest 50 posts

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2016-03-17 00:41:13 (0 comments; 3 reshares; 5 +1s; )Open 

Small Teaching: Everyday Lessons from the Science of Learning

Description

Employ cognitive theory in the classroom every day

Research into how we learn has opened the door for utilizing cognitive theory to facilitate better student learning. But that's easier said than done. Many books about cognitive theory introduce radical but impractical theories, failing to make the connection to the classroom. In Small Teaching, James Lang presents a strategy for improving student learning with a series of modest but powerful changes that make a big difference—many of which can be put into practice in a single class period. These strategies are designed to bridge the chasm between primary research and the classroom environment in a way that can be implemented by any faculty in any discipline, and even integrated into pre-existing teaching techniques.

Learn, fore... more »

Small Teaching: Everyday Lessons from the Science of Learning

Description

Employ cognitive theory in the classroom every day

Research into how we learn has opened the door for utilizing cognitive theory to facilitate better student learning. But that's easier said than done. Many books about cognitive theory introduce radical but impractical theories, failing to make the connection to the classroom. In Small Teaching, James Lang presents a strategy for improving student learning with a series of modest but powerful changes that make a big difference—many of which can be put into practice in a single class period. These strategies are designed to bridge the chasm between primary research and the classroom environment in a way that can be implemented by any faculty in any discipline, and even integrated into pre-existing teaching techniques.

Learn, for example:

-How does one become good at retrieving knowledge from memory?

-How does making predictions now help us learn in the future?

-How do instructors instill fixed or growth mindsets in their students?

Each chapter introduces a basic concept in cognitive theory, explains when and how it should be employed, and provides firm examples of how the intervention has been or could be used in a variety of disciplines. Small teaching techniques include brief classroom or online learning activities, one-time interventions, and small modifications in course design or communication with students.



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2016-03-15 00:30:11 (2 comments; 1 reshares; 2 +1s; )Open 

Student Engagement Strategies for the Online Learning Environment

Student Engagement Strategies for the Online Learning Environment___

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2015-12-19 19:03:24 (0 comments; 2 reshares; 3 +1s; )Open 

Essential Facts About the Computer and Video Game Industry - 2015 Report
Entertainment Software Association
Download Report: http://goo.gl/zTs98Q

Essential Facts About the Computer and Video Game Industry - 2015 Report
Entertainment Software Association
Download Report: http://goo.gl/zTs98Q___

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2015-12-19 18:46:27 (5 comments; 2 reshares; 4 +1s; )Open 

From CourseWork to Canvas...

Learn more about Stanford's transition from CourseWork (Sakai) to the Canvas learning management system.

From CourseWork to Canvas...

Learn more about Stanford's transition from CourseWork (Sakai) to the Canvas learning management system.___

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2015-11-05 17:18:49 (0 comments; 1 reshares; 4 +1s; )Open 

Lytro Immerge
https://www.lytro.com/immerge

The world’s first professional Light Field solution for cinematic VR, providing lifelike presence for live action VR through six degrees of freedom.

Lytro Immerge
https://www.lytro.com/immerge

The world’s first professional Light Field solution for cinematic VR, providing lifelike presence for live action VR through six degrees of freedom.___

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2015-10-29 23:44:38 (1 comments; 2 reshares; 3 +1s; )Open 

Introducing MARTY, Stanford's self-driving, electric, drifting DeLorean

Stanford engineers built an autonomous DeLorean capable of stable, precise drifting at large angles in order to study how cars perform in extreme situations, which could ultimately guide the development of autonomous safety protocols.

http://news.stanford.edu/news/2015/october/marty-autonomous-delorean-102015

Introducing MARTY, Stanford's self-driving, electric, drifting DeLorean

Stanford engineers built an autonomous DeLorean capable of stable, precise drifting at large angles in order to study how cars perform in extreme situations, which could ultimately guide the development of autonomous safety protocols.

http://news.stanford.edu/news/2015/october/marty-autonomous-delorean-102015___

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2015-08-10 21:31:14 (4 comments; 2 reshares; 5 +1s; )Open 

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2015-07-28 20:53:23 (3 comments; 1 reshares; 6 +1s; )Open 

Uh-oh....

Uh-oh....___

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2015-07-24 22:52:34 (1 comments; 1 reshares; 6 +1s; )Open 

Data Visualization

7 Things You Should Know About Data Visualization Software

(ArcGIS, Highcharts, Qlikview, SAS , and Tableau Software)

Data Visualization

7 Things You Should Know About Data Visualization Software

(ArcGIS, Highcharts, Qlikview, SAS , and Tableau Software)___

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2015-07-01 15:15:28 (0 comments; 1 reshares; 2 +1s; )Open 

How Apple Music Onboards New Users

Samuel Hulick's entertaining, step-by-step look at onboarding for the new Apple Music app.

How Apple Music Onboards New Users

Samuel Hulick's entertaining, step-by-step look at onboarding for the new Apple Music app.___

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2015-06-23 23:37:34 (3 comments; 2 reshares; 9 +1s; )Open 

Building a Brain

Building a Brain___

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2015-05-28 18:50:32 (0 comments; 0 reshares; 2 +1s; )Open 

Internet Trends 2015

KPCB’s Mary Meeker presents the 2015 Internet Trends report, 20 years after the inaugural “The Internet Report” was first published in 1995. Since then, the number of Internet users has risen from 35 million in 1995 to more than 2.8 billion today. The 2015 report looks at key Internet trends globally while still healthy Internet user and smartphone subscription growth continue to slow, Internet engagement continues to rise led by consumers spending more time on their mobile devices, where they can be connected 24/7. Mobile advertising still has headroom to expand and new innovations around ad formats and buy buttons should prove compelling for consumers and businesses.

Internet Trends 2015

KPCB’s Mary Meeker presents the 2015 Internet Trends report, 20 years after the inaugural “The Internet Report” was first published in 1995. Since then, the number of Internet users has risen from 35 million in 1995 to more than 2.8 billion today. The 2015 report looks at key Internet trends globally while still healthy Internet user and smartphone subscription growth continue to slow, Internet engagement continues to rise led by consumers spending more time on their mobile devices, where they can be connected 24/7. Mobile advertising still has headroom to expand and new innovations around ad formats and buy buttons should prove compelling for consumers and businesses.___

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2015-04-30 00:55:31 (3 comments; 1 reshares; 5 +1s; )Open 

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2015-04-24 19:14:54 (0 comments; 1 reshares; 6 +1s; )Open 

Lacuna Stories

"Lacuna Stories" is a collaborative annotation platform that empowers students and instructors to engage with course materials, and each other, in innovative and meaningful ways.

For more information, visit http://www.lacunastories.com/

Lacuna Stories

"Lacuna Stories" is a collaborative annotation platform that empowers students and instructors to engage with course materials, and each other, in innovative and meaningful ways.

For more information, visit http://www.lacunastories.com/___

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2015-04-18 01:44:08 (0 comments; 2 reshares; 5 +1s; )Open 

Human+Machine Futures Forecast Map
Institute for the Future

The human story is one of using technology to extend our senses and our selves. We invented writing to extend our expressions over space and time. We built a global network of digital portals from which to make, share, and compare the varieties of human experience. Emerging technology is enhancing and accelerating this process and we’re now entering a new stage in the ongoing exploration of vast unknown territories of sensory experience and human-machine symbiosis  -See more at: http://www.iftf.org/future-now/article-detail/human-machine-futures/#sthash.shOdJfSc.dpuf

Human+Machine Futures Forecast Map
Institute for the Future

The human story is one of using technology to extend our senses and our selves. We invented writing to extend our expressions over space and time. We built a global network of digital portals from which to make, share, and compare the varieties of human experience. Emerging technology is enhancing and accelerating this process and we’re now entering a new stage in the ongoing exploration of vast unknown territories of sensory experience and human-machine symbiosis  -See more at: http://www.iftf.org/future-now/article-detail/human-machine-futures/#sthash.shOdJfSc.dpuf___

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2015-04-15 02:04:44 (0 comments; 1 reshares; 3 +1s; )Open 

Nine Practical Uses of the xAPI

In this webinar, Andrew Downes will run through nine practical Tin Can API (xAPI) use cases that you can begin working on today. For each use case, he’ll explain the benefits to your organization, and then outline a step-by-step plan you can follow to pilot that use case. You’ll learn what you need to ask your existing vendors, what you need to buy, and what you need to build; everything you need to know to get started.

What use cases will you learn about? 

* Learning Analytics 
* Better Blended Learning 
* Adaptive Pathways 
* Just-in-Time Performance Support 
* Mentoring 
* Team Learning 
* Multi-device Learning 
* LRS to LRS communication 
* Open Badges

Nine Practical Uses of the xAPI

In this webinar, Andrew Downes will run through nine practical Tin Can API (xAPI) use cases that you can begin working on today. For each use case, he’ll explain the benefits to your organization, and then outline a step-by-step plan you can follow to pilot that use case. You’ll learn what you need to ask your existing vendors, what you need to buy, and what you need to build; everything you need to know to get started.

What use cases will you learn about? 

* Learning Analytics 
* Better Blended Learning 
* Adaptive Pathways 
* Just-in-Time Performance Support 
* Mentoring 
* Team Learning 
* Multi-device Learning 
* LRS to LRS communication 
* Open Badges___

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2015-04-08 00:56:01 (2 comments; 0 reshares; 3 +1s; )Open 

Stand Out with Adobe Slate
Self-paced Workshop for Educators: http://goo.gl/4HmCdU

See how you can use Slate in your class...

Stand Out with Adobe Slate
Self-paced Workshop for Educators: http://goo.gl/4HmCdU

See how you can use Slate in your class...___

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2015-04-08 00:42:19 (0 comments; 0 reshares; 0 +1s; )Open 

Adobe Debuts Free Multimedia App for iPad

Adobe has unveiled Slate, a new tool for iPad that allows students and teachers to produce multimedia presentations that are viewable on any platform.

Slate allows users to combine text and images into template-driven, multi-page interactive documents that offer transition effects, professionally designed typographical themes and photo layouts and cover treatments, all in an HTML5 package that is viewable through all modern browsers.

Adobe Debuts Free Multimedia App for iPad

Adobe has unveiled Slate, a new tool for iPad that allows students and teachers to produce multimedia presentations that are viewable on any platform.

Slate allows users to combine text and images into template-driven, multi-page interactive documents that offer transition effects, professionally designed typographical themes and photo layouts and cover treatments, all in an HTML5 package that is viewable through all modern browsers.___

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2015-04-08 00:40:42 (0 comments; 0 reshares; 0 +1s; )Open 

Adobe Slate
https://standout.adobe.com/slate

Slate is a free iPad app that turns any document into a beautiful visual story in minutes. It’s an easy, fun way to communicate with impact.

Adobe Slate
https://standout.adobe.com/slate

Slate is a free iPad app that turns any document into a beautiful visual story in minutes. It’s an easy, fun way to communicate with impact.___

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2015-04-02 20:53:33 (2 comments; 4 reshares; 15 +1s; )Open 

Essential Facts About the Computer and Video Game Industry - 2014 Report
Entertainment Software Association
Download Report: http://goo.gl/RyMg8B

Today’s video games provide rich, engaging entertainment for all players across all platforms. Our “2014 Essential Facts About the Computer and Video Game Industry” report underscores how video games have evolved into a mass medium:
 
59% of Americans play video games
The average gamer is 31 years old
71% are age 18 or older

Nearly half (48%) of gamers are female and women over the age of 18 represent a significantly greater portion of the game-playing population (36%) than boys age 18 or younger (17%). A majority of parents (56%) say video games are a positive part of their child’s life: 88% think that game play is fun for the whole family and 75% believe playing games offers a goodopportunity t... more »

Essential Facts About the Computer and Video Game Industry - 2014 Report
Entertainment Software Association
Download Report: http://goo.gl/RyMg8B

Today’s video games provide rich, engaging entertainment for all players across all platforms. Our “2014 Essential Facts About the Computer and Video Game Industry” report underscores how video games have evolved into a mass medium:
 
59% of Americans play video games
The average gamer is 31 years old
71% are age 18 or older

Nearly half (48%) of gamers are female and women over the age of 18 represent a significantly greater portion of the game-playing population (36%) than boys age 18 or younger (17%). A majority of parents (56%) say video games are a positive part of their child’s life: 88% think that game play is fun for the whole family and 75% believe playing games offers a good opportunity to connect with their child.

Video games are a strong engine for economic growth. In 2013, the industry sold 160 million games and generated more than $21 billion in revenue, $7.2 billion of which came from purchases of digital full games and add-on content, mobile apps, subscriptions and social network gaming. Computer and video game companies directly and indirectly employ more than 140,000 people in 36 states.___

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2015-04-01 21:27:45 (0 comments; 0 reshares; 4 +1s; )Open 

Design and Development of Games for Learning
Free online course from MIT on edX
Starts today 

This project-based course explores the process of designing and developing educational games, including issues associated with assessment, implementation and marketing.

Design and Development of Games for Learning
Free online course from MIT on edX
Starts today 

This project-based course explores the process of designing and developing educational games, including issues associated with assessment, implementation and marketing.___

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2015-04-01 00:36:23 (0 comments; 0 reshares; 4 +1s; )Open 

Humanities + Digital Tools
Panel Discussion
Stanford Humanities Center
May 5, 2015
2:00 PM

From visualizations of complex information and interactive teaching platforms to digitization projects and textual analysis, humanities scholars across campus are harnessing the power of digital tools to push the boundaries of their research. Likewise, the unique properties of humanities scholarship are pushing the boundaries of digital tools.

In this panel discussion, Stanford scholars and technical experts will talk about their work in the digital humanities. The conversation, which will be streamed live, will be moderated by Stanford Humanities Center Director Caroline Winterer and Zephyr Frank, Director of Stanford's Center for Spatial and Textual Analysis (CESTA.)

Humanities + Digital Tools
Panel Discussion
Stanford Humanities Center
May 5, 2015
2:00 PM

From visualizations of complex information and interactive teaching platforms to digitization projects and textual analysis, humanities scholars across campus are harnessing the power of digital tools to push the boundaries of their research. Likewise, the unique properties of humanities scholarship are pushing the boundaries of digital tools.

In this panel discussion, Stanford scholars and technical experts will talk about their work in the digital humanities. The conversation, which will be streamed live, will be moderated by Stanford Humanities Center Director Caroline Winterer and Zephyr Frank, Director of Stanford's Center for Spatial and Textual Analysis (CESTA.)___

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2015-04-01 00:27:00 (2 comments; 0 reshares; 1 +1s; )Open 

Ten Premodern Poems by Women
Free, Stanford Online Course
Starts Today (March 31st)

This course is offered for anyone with an interest in poetry--no background or prior education in the subject is required. You are welcome to join the course simply to explore the resources and participate in discussions about the poems. Each week we will explore one poem as it emerged from a poet's life and place in history, and a contemporary poet from Stanford's Creative Writing program will discuss the significance of the week's poem to us today.

Ten Premodern Poems by Women
Free, Stanford Online Course
Starts Today (March 31st)

This course is offered for anyone with an interest in poetry--no background or prior education in the subject is required. You are welcome to join the course simply to explore the resources and participate in discussions about the poems. Each week we will explore one poem as it emerged from a poet's life and place in history, and a contemporary poet from Stanford's Creative Writing program will discuss the significance of the week's poem to us today.___

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2015-04-01 00:04:58 (7 comments; 3 reshares; 7 +1s; )Open 

750 Words

It's about learning a new habit: Writing. Every. Day.

750 Words

It's about learning a new habit: Writing. Every. Day.___

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2015-03-09 18:18:39 (1 comments; 2 reshares; 5 +1s; )Open 

The Demo

The Demo, which will be performed at Bing Concert Hall in April, examines the life and work of tech visionary Douglas Engelbart.

The Demo

The Demo, which will be performed at Bing Concert Hall in April, examines the life and work of tech visionary Douglas Engelbart.___

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2015-03-02 01:39:37 (1 comments; 5 reshares; 10 +1s; )Open 

Bradley Horowitz Is Now Running Google+

Bradley Horowitz Is Now Running Google+___

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2015-02-21 01:32:53 (1 comments; 1 reshares; 4 +1s; )Open 

Principles of Design Quick Reference Poster

Principles of Design Quick Reference Poster___

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2015-01-10 01:38:27 (6 comments; 0 reshares; 8 +1s; )Open 

BREAKING: Watch President Obama announce his #FreeCommunityCollege proposal → go.wh.gov/comm-college 

BREAKING: Watch President Obama announce his #FreeCommunityCollege proposal → go.wh.gov/comm-college ___

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2015-01-08 20:16:09 (2 comments; 1 reshares; 10 +1s; )Open 

Adventures in Writing
http://online.stanford.edu/course/adventures-writing

Veteran writing instructors and undergraduate student artists teamed up to create a new public online course focused on teaching key strategies for effective writing.

After a team of Stanford writing instructors created storyboards for an online class to teach writing skills to high school and college students, they turned to a team of Stanford undergraduates to bring their stories to life as a graphic novel.

Adventures in Writing, a non-credit course, will be available to the public starting Jan. 12 through Stanford Online. The course is aimed primarily at 16- and 17-year olds through age 20.

Adventures in Writing
http://online.stanford.edu/course/adventures-writing

Veteran writing instructors and undergraduate student artists teamed up to create a new public online course focused on teaching key strategies for effective writing.

After a team of Stanford writing instructors created storyboards for an online class to teach writing skills to high school and college students, they turned to a team of Stanford undergraduates to bring their stories to life as a graphic novel.

Adventures in Writing, a non-credit course, will be available to the public starting Jan. 12 through Stanford Online. The course is aimed primarily at 16- and 17-year olds through age 20.___

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2015-01-07 22:12:03 (0 comments; 2 reshares; 8 +1s; )Open 

The Game Design Tool Kit
goo.gl/JB7suY
Download Game Design Tool Kit: http://goo.gl/IvOtYB

The Learning Games Network (LGN) and FableVision have partnered to create the Game Design Tool Kit (GDTK), a free online resource designed to help teachers use game design more extensively in their curriculum. Offered as a series of resources, the GDTK is available for download by teachers at no cost as a comprehensive handbook.

Features of the Game Design Toolkit include:

- A lesson plan guide
- Research and design prompts
- Step-by-step instructions
- Discussion guides

Implementation of the GDTK can be condensed into as brief of a span of time as a few days or can be spread out over a quarter or a semester.

The Game Design Tool Kit
goo.gl/JB7suY
Download Game Design Tool Kit: http://goo.gl/IvOtYB

The Learning Games Network (LGN) and FableVision have partnered to create the Game Design Tool Kit (GDTK), a free online resource designed to help teachers use game design more extensively in their curriculum. Offered as a series of resources, the GDTK is available for download by teachers at no cost as a comprehensive handbook.

Features of the Game Design Toolkit include:

- A lesson plan guide
- Research and design prompts
- Step-by-step instructions
- Discussion guides

Implementation of the GDTK can be condensed into as brief of a span of time as a few days or can be spread out over a quarter or a semester.___

posted image

2014-12-11 23:00:32 (1 comments; 0 reshares; 2 +1s; )Open 

Interactive Map of Road Conditions
https://www.google.com/maps/d/viewer?mid=zDDPyQzda0kg.ki5QXIA6uLTc

For all of you in the Palo Alto/Peninsula Area, here's a continuously updated map indicating road flooding and closures.

Hope you all stay safe, warm and dry :)

Interactive Map of Road Conditions
https://www.google.com/maps/d/viewer?mid=zDDPyQzda0kg.ki5QXIA6uLTc

For all of you in the Palo Alto/Peninsula Area, here's a continuously updated map indicating road flooding and closures.

Hope you all stay safe, warm and dry :)___

posted image

2014-12-11 02:51:58 (2 comments; 1 reshares; 17 +1s; )Open 

Today in Geek History: Women in STEM FTW! Ada Lovelace, first codemonkey, was born in 1815. Happy Birthday, Ada!

Today in Geek History: Women in STEM FTW! Ada Lovelace, first codemonkey, was born in 1815. Happy Birthday, Ada!___

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2014-12-09 22:55:00 (0 comments; 2 reshares; 4 +1s; )Open 

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2014-12-04 22:00:02 (0 comments; 5 reshares; 6 +1s; )Open 

Stanford Digital Learning Forum
How Virtual Reality Will Transform Online Learning
Jeremy Bailenson
November 12, 2014

https://sdlf.stanford.edu/events/vhil-virtual-human-interaction-lab-jeremy-bailenson

5 Ways VR Transforms Learning

- Experiential Learning
- Teachers with Superpowers
- Transforming Co-learners
- Novel Assessment
- Incidental Learning

Stanford Digital Learning Forum
How Virtual Reality Will Transform Online Learning
Jeremy Bailenson
November 12, 2014

https://sdlf.stanford.edu/events/vhil-virtual-human-interaction-lab-jeremy-bailenson

5 Ways VR Transforms Learning

- Experiential Learning
- Teachers with Superpowers
- Transforming Co-learners
- Novel Assessment
- Incidental Learning___

posted image

2014-12-03 01:45:44 (7 comments; 6 reshares; 13 +1s; )Open 

Are Virtual Classrooms the Future?
https://signalblog.stanford.edu/are-virtual-classrooms-the-future
https://sdlf.stanford.edu

At the second lecture of the Stanford Digital Learning Forum Seminar Series, Professor Jeremy Bailenson proposed that virtual reality can fundamentally transform learning and its outcomes.

He demonstrated how manipulating technologies such as a virtual reality headset can improve student attention, reduce stereotype threat, and give students access to places like the coral reef without ever making them leave their homes or classrooms.

Bailenson is Associate Professor of Communication, Senior Fellow at the Woods Institute for the Environment, and Founder of the Virtual Human Interaction Lab.

Are Virtual Classrooms the Future?
https://signalblog.stanford.edu/are-virtual-classrooms-the-future
https://sdlf.stanford.edu

At the second lecture of the Stanford Digital Learning Forum Seminar Series, Professor Jeremy Bailenson proposed that virtual reality can fundamentally transform learning and its outcomes.

He demonstrated how manipulating technologies such as a virtual reality headset can improve student attention, reduce stereotype threat, and give students access to places like the coral reef without ever making them leave their homes or classrooms.

Bailenson is Associate Professor of Communication, Senior Fellow at the Woods Institute for the Environment, and Founder of the Virtual Human Interaction Lab.___

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2014-12-01 22:59:08 (0 comments; 1 reshares; 5 +1s; )Open 

Google I/O 2014 - Solve for X: Scott Klemmer - Peer-to-Peer Mastery Learning

Google I/O 2014 - Solve for X: Scott Klemmer - Peer-to-Peer Mastery Learning___

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2014-11-25 23:53:49 (4 comments; 3 reshares; 8 +1s; )Open 

The first ever 3-D printer in space – delivered to station this fall by Dragon – just printed its first part. http://www.nbcnews.com/science/space/first-3-d-printer-space-makes-its-first-object-spare-n255516

The first ever 3-D printer in space – delivered to station this fall by Dragon – just printed its first part. http://www.nbcnews.com/science/space/first-3-d-printer-space-makes-its-first-object-spare-n255516___

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2014-11-22 02:16:14 (2 comments; 2 reshares; 2 +1s; )Open 

Teaching Practices Inventory
http://www.cwsei.ubc.ca/resources/TeachingPracticesInventory.htm

Here’s a great resource: the Teaching Practices Inventory. It’s an inventory that lists and scores the extent to which research-based teaching practices are being used. It’s been developed for use in math and science courses, but researchers Carl Wieman and Sarah Gilbert suggest it can be used in engineering and social sciences courses, although they have not tested it there.

The inventory takes 10 to 15 minutes to complete (53% of the research cohort took it in 10 minutes or less) and is designed for use by individual faculty. It is a self-report inventory, with the power to promote a comprehensive review of and reflection on teaching practices. Inventory items are organized into eight categories:

1) course information provided to students
2) supportingmater... more »

Teaching Practices Inventory
http://www.cwsei.ubc.ca/resources/TeachingPracticesInventory.htm

Here’s a great resource: the Teaching Practices Inventory. It’s an inventory that lists and scores the extent to which research-based teaching practices are being used. It’s been developed for use in math and science courses, but researchers Carl Wieman and Sarah Gilbert suggest it can be used in engineering and social sciences courses, although they have not tested it there.

The inventory takes 10 to 15 minutes to complete (53% of the research cohort took it in 10 minutes or less) and is designed for use by individual faculty. It is a self-report inventory, with the power to promote a comprehensive review of and reflection on teaching practices. Inventory items are organized into eight categories:

1) course information provided to students
2) supporting materials provided to students
3) in-class features and activities
4) assignments
5) feedback and testing
6) other (such as pre-post testing)
7) training and guidance of TAs
8) collaboration or sharing in teaching___

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2014-11-20 19:38:40 (1 comments; 0 reshares; 3 +1s; )Open 

Sheri Sheppard  named U.S. Professor of the Year
http://goo.gl/scKj41
http://www.usprofessorsoftheyear.org

Sheri Sheppard receives a national honor for her innovative approach to teaching undergraduate students in a hands-on, problem-solving way that transforms large classes into small group learning laboratories.

Sheri Sheppard, a professor of mechanical engineering at Stanford, today was named U.S. Professor of the Year for doctoral and research universities.

The U.S. Professors of the Year awards are sponsored by the Carnegie Foundation for the Advancement of Teaching and administered by the Council for Advancement and Support of Education (CASE).

Stanford mechanical engineer Sheri Sheppard talks about breaking up large classes to put students into problem-solving teams as she compares notes with a former student who is now a middle school... more »

Sheri Sheppard  named U.S. Professor of the Year
http://goo.gl/scKj41
http://www.usprofessorsoftheyear.org

Sheri Sheppard receives a national honor for her innovative approach to teaching undergraduate students in a hands-on, problem-solving way that transforms large classes into small group learning laboratories.

Sheri Sheppard, a professor of mechanical engineering at Stanford, today was named U.S. Professor of the Year for doctoral and research universities.

The U.S. Professors of the Year awards are sponsored by the Carnegie Foundation for the Advancement of Teaching and administered by the Council for Advancement and Support of Education (CASE).

Stanford mechanical engineer Sheri Sheppard talks about breaking up large classes to put students into problem-solving teams as she compares notes with a former student who is now a middle school teacher. Sheppard, who has studied how to attract diverse students to STEM, was named 2014 U.S. Professor of the Year for doctoral and research universities. This award is bestowed by the Carnegie Foundation for the Advancement of Teaching and administered by the Council for the Advancement and Support of Education.___

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2014-11-20 00:53:50 (1 comments; 0 reshares; 1 +1s; )Open 

Designing Technology and Pedagogy to Promote 21st Century Literacies in the Humanities
https://vimeo.com/112329700

A talk by Brian Johnsrud (Stanford) and Emily Schneider (Stanford) at the Digital Humanities Focal Group

"We've been told time and again: the information landscape is shifting, creating new ways of interacting with multimedia, sprawling archives, and digital, participatory cultures. These changes are (slowly) being echoed in the humanities classroom, as reading digitally, communicating online, and analyzing interactive, multimedia artifacts are being integrated into existing practices traditionally valued in the humanities.

In this talk, Brian Johnsrud and Emily Schneider will share their research on how traditional humanistic practices can be enlivened and extended with new digital tools and objects of analysis. The key questions inherent... more »

Designing Technology and Pedagogy to Promote 21st Century Literacies in the Humanities
https://vimeo.com/112329700

A talk by Brian Johnsrud (Stanford) and Emily Schneider (Stanford) at the Digital Humanities Focal Group

"We've been told time and again: the information landscape is shifting, creating new ways of interacting with multimedia, sprawling archives, and digital, participatory cultures. These changes are (slowly) being echoed in the humanities classroom, as reading digitally, communicating online, and analyzing interactive, multimedia artifacts are being integrated into existing practices traditionally valued in the humanities.

In this talk, Brian Johnsrud and Emily Schneider will share their research on how traditional humanistic practices can be enlivened and extended with new digital tools and objects of analysis. The key questions inherent to this research include: What kinds of "21 st century literacies" are required for productive engagement with new media and learning practices,both in and outside of classrooms? And how might courses in the humanities support students in developing these literacies?

Lacuna Stories, a digital reading and writing platform currently being developed in the Poetic Media Lab, takes on this challenge by merging academic texts and media with the interactive affordances of the Web. This talk will give an overview of"21st century literacies," discuss their connection to the overall learning goals of the humanities, and showcase several "old"and "new" literacies that Lacuna Stories is designed to support."___

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2014-11-19 02:42:11 (0 comments; 0 reshares; 1 +1s; )Open 

Showcase your #startup at this year’s OLC and MERLOT Emerging Technologies for Online Learning Symposium (#et4online) to network with other early-stage companies and gain access to your potential future customers in online #highered.

Showcase your #startup at this year’s OLC and MERLOT Emerging Technologies for Online Learning Symposium (#et4online) to network with other early-stage companies and gain access to your potential future customers in online #highered.___

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2014-11-19 02:32:42 (0 comments; 0 reshares; 2 +1s; )Open 

The Art of Tinkering: Loose Parts, Danger and Self-Directed Learning
Karen Wilkinson and Mike Petrich, Exploratorium
April 18, 2014
Learn more: http://goo.gl/Vmhu03
http://www.exploratorium.edu

At the Exploratorium we see tinkering as a serious endeavor; at its most basic -- a process that marries play and inquiry. When you're tinkering, you're trying something that you don't quite know how to do -- guided by whim, imagination and curiosity. You're not following step-by-step directions and the outcome isn't predetermined. You're attempting to figure out how things work and often reworking them.

We see tinkering as a practice that evolves over time, resulting in a disposition that allows you to fully engage with the world around you -- an ability that we think will be essential for the next generation. In the Tinkering Studio we attempt... more »

The Art of Tinkering: Loose Parts, Danger and Self-Directed Learning
Karen Wilkinson and Mike Petrich, Exploratorium
April 18, 2014
Learn more: http://goo.gl/Vmhu03
http://www.exploratorium.edu

At the Exploratorium we see tinkering as a serious endeavor; at its most basic -- a process that marries play and inquiry. When you're tinkering, you're trying something that you don't quite know how to do -- guided by whim, imagination and curiosity. You're not following step-by-step directions and the outcome isn't predetermined. You're attempting to figure out how things work and often reworking them.

We see tinkering as a practice that evolves over time, resulting in a disposition that allows you to fully engage with the world around you -- an ability that we think will be essential for the next generation. In the Tinkering Studio we attempt to design specifically for tinkerability, offering visitors to the museum an opportunity to author their own ideas as they engage with art, science and technology. We'll share some of the insights we've had working this way in the physical world that we think might relate to the digital one as well. We'll also highlight some of our design principles and discuss dimensions of learning we see in an environment like this.

This seminar series features dynamic professionals sharing their industry experience and cutting edge research within the human-computer interaction (HCI) field. Each week, a unique collection of technologists, artists, designers, and activists will discuss a wide range of current and evolving topics pertaining to HCI. ___

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2014-11-14 02:18:04 (0 comments; 2 reshares; 2 +1s; )Open 

ARIEL

Augmented Reality For Interpretive And Experiential Learning

The goal of the ARIEL project is the creation of an exhibit platform that uses scientific visualization techniques to transform modern visitor interaction with traditional hands-on exhibits. The project will ultimately demonstrate an innovative solution to a key problem faced by science centers: the reinvention of the exhibit experience for visitors with changing 21st century learning expectations.

The project has three main goals:

- to increase awareness of STEM content;
- improve 21st century learning skills;
- produce an evidence-based model for use of augmented reality activities within science museum settings.

The project combines technological and pedagogical components in the AR fixed-station activities and the VR environment that exhibit multiple... more »

ARIEL

Augmented Reality For Interpretive And Experiential Learning

The goal of the ARIEL project is the creation of an exhibit platform that uses scientific visualization techniques to transform modern visitor interaction with traditional hands-on exhibits. The project will ultimately demonstrate an innovative solution to a key problem faced by science centers: the reinvention of the exhibit experience for visitors with changing 21st century learning expectations.

The project has three main goals:

- to increase awareness of STEM content;
- improve 21st century learning skills;
- produce an evidence-based model for use of augmented reality activities within science museum settings.

The project combines technological and pedagogical components in the AR fixed-station activities and the VR environment that exhibit multiple characteristics and constraints to engagement.___

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2014-11-14 01:18:45 (0 comments; 0 reshares; 2 +1s; )Open 

Scot Osterweil - Learning from Play

Scot Osterweil is the Creative Director of the Education Arcade and a research director in the MIT Comparative Media Studies/Writing Program. He is a designer of award-winning educational games, working in both academic and commercial environments, and his work has focused on what is authentically playful in challenging academic subjects. He has designed games for computers, handheld devices, and multi-player on-line environments. He is the creator of the acclaimed Zoombinis series of math and logic games, and leads a number of projects in the Education Arcade, including the MIT/Smithsonian curated game, Vanished (environmental science), Labyrinth (math), Kids Survey Network (data and statistics), Caduceus (medical science), iCue (history and civics) and the Hewlett Foundation’s Open Language Learning Initiative (ESL). He is a founding member of theL... more »

Scot Osterweil - Learning from Play

Scot Osterweil is the Creative Director of the Education Arcade and a research director in the MIT Comparative Media Studies/Writing Program. He is a designer of award-winning educational games, working in both academic and commercial environments, and his work has focused on what is authentically playful in challenging academic subjects. He has designed games for computers, handheld devices, and multi-player on-line environments. He is the creator of the acclaimed Zoombinis series of math and logic games, and leads a number of projects in the Education Arcade, including the MIT/Smithsonian curated game, Vanished (environmental science), Labyrinth (math), Kids Survey Network (data and statistics), Caduceus (medical science), iCue (history and civics) and the Hewlett Foundation’s Open Language Learning Initiative (ESL). He is a founding member of the Learning Games Network www.learninggamesnetwork.org___

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2014-11-06 20:06:26 (0 comments; 0 reshares; 4 +1s; )Open 

AECT 2014 - Design Guidelines for Instructional Infographics
Patrick Lowenthal

AECT 2014 - Design Guidelines for Instructional Infographics
Patrick Lowenthal___

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2014-11-05 02:59:39 (1 comments; 1 reshares; 2 +1s; )Open 

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2014-10-31 06:27:01 (1 comments; 2 reshares; 14 +1s; )Open 

Happy Halloween Whovians!!

Happy Halloween Whovians!!___

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2014-10-31 04:02:53 (2 comments; 1 reshares; 8 +1s; )Open 

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2014-10-31 01:52:07 (0 comments; 0 reshares; 4 +1s; )Open 

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