At the core of FreshBrain is an open and free web site freshbrain.org that provides teens with the opportunity to explore, engage, and create through activities and projects. FreshBrain takes advantage of the latest technologies, such as web conferencing and social networking, to provide a very progressive environment where teens can complete activities and work together on projects. This experience is enhanced with Advisors, available to support and mentor teens who are working on projects, with the intention of increasing the likelihood of success. In addition, FreshBrain provides teens with tools and training in the latest technologies to complete these projects.
Providing the latest tools in technology, and a social interactive networking environment, has enabled teens to explore, create, and share with others. A result of pulling these two key online arenas together into one solution has enabled FreshBrain to attract teens comfortable with technology and communicating online. Creations from FreshBrain users range from music videos to logo designs.
The Council of Chief State School Officers (CCSSO) is engaged in a Proof of Concept for a Virtual Learning Magnet (VLM) for Space Science and Mathematics with support from the National Aeronautics and Space Administration (NASA). CCSSO’s strategic plan calls for setting the education context for a new century, and the Proof of Concept for the VLM supports this by exploring how states can bring together teachers and subject matter experts to support learners with targeted interests in areas of global importance. The VLM is designed to supplement, and not duplicate, the offerings of state-led virtual schools.
The Internet has created a whole new world of social communications for young people who are using e-mail, social networking Web sites, instant messaging, chat rooms and text messaging to stay in touch with friends and make new ones.
While most interactions are positive, increasingly kids are using these communication tools to antagonize and intimidate others. According to a 2008 University of Toronto cyber bullying survey, nearly one in five Canadian students surveyed reported having been bullied online in the past three months. An Alberta study found that one-third of students who had cyber bullied, had also been victims themselves.
Eat, Pray, Love" Author Elizabeth Gilbert muses on the impossible things we expect from artists and geniuses -- and shares the radical idea that, instead of the rare person "being" a genius, all of us "have" a genius. It's a funny, personal and surprisingly moving talk.
This presentation pulls together the latest Pew Internet data about how teens use the internet, their cell phones, and other technology. It explores how the world of digital natives is different from their predecessors.
Alternate reality games (ARGs) weave together real-world artifacts with clues and puzzles hidden virtually any place, such as websites, libraries, museums, stores, signs, recorded telephone messages, movies, television programs, or printed materials. ARGs are not computer or video games, but electronic devices are frequently used to access clues. Players can meet and talk with characters in the narrative and use resources like postal mail, e-mail, the web, or the public library to find hints, clues, and various pieces of the puzzle. ARGs open doors into the future of students’ professional lives, where they will be expected to solve complex problems by taking necessary raw materials from multiple resources, thinking critically and analytically, and putting their individual skills, interests, and abilities at the disposal of a group dedicated to a common goal.