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These activities are not categorised by age, grade level, or subject area as they can be modified and adapted

for various settings and across curricular areas. These activities have been chosen and developed according to the following criteria: They are free to access for schools or are included as part of the NT laptop image. They are the types of activities that a teacher could easily introduce and learn alongside the students as a facilitator. They provide opportunities for constructivist and/or constructionist, studentcentred learning and projects. They are to be used as a springboard for teacher and student explorations into the exciting 1 to 1 computer environment made possible by the Digital Education Revolution for Secondary Schools.

1. What is it?
Scratch is developed by the Media Lab at the Massachusetts Institute of Technology (MIT). It is a programming language that makes it easy to create your own interactive stories, animations, games, music, and art -- and share your creations on the web. Scratch is designed to help young people (ages 8 and up) develop 21st century learning skills. As they create and share Scratch projects, young people learn important mathematical and computational ideas, while also learning to think creatively, reason systematically, and work collaboratively. Scratch users are encouraged to build upon the work of others while acknowledging the original source.

Start by going to http://info.scratch.mit.edu/Support to find out everything you need to know to get your students started. You can also download Scratch from here (scroll down to bottom of page). See classroom ready Scratch projects: http://scratch.mit.edu/users/DrSuper Tutorials, lesson plans, etc.: http://scratch.redware.com/
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Have a look at the online community where educators can share stories, exchange resources, ask questions, and find other Scratch educators at http://scratched.media.mit.edu/ .

Interactive E-Books Have students create an interactive e-book as a beginning project. You can choose any topic related to your subject, or just a book about themselves, their family or their school. Some simple steps to follow: Open Scratch. (Free download from website). Right-click on the Now click on the stage. and select delete. Click on the Backgrounds tab. Think of

each new background as a new page in your book. For the pages of your book, you can use Paint, Import, or Camera. Choose one and play around with it. Then decide what you would like to use to create the pages of your e-book; painting, importing images or taking new pictures using the camera option. Name your pages (backgrounds). Arrange the pages in the order you want to use them by clicking and dragging them into position. Now its time to add your text/story: For each page (background) you click on the Edit button, then click on the T button. Type the text you want. You can highlight what youve typed to change the colour, size and font. If you want to move your text, hover over the small black box in the upper left of your text. When you see the hand appear, click and drag the text where you want it on the page. When you are happy with your pages, its time to script the interactive page turning of your book. Click on the Scripts tab. Using the orangecoded Control option and the purple-coded Looks option, click/drag blocks over to the script window to create the following scripts for your book:

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You can now test/view your book by clicking on the

button. Use the

right arrow key to go from page to page. (You may need to type instructions to the reader on your first page telling them to press the right arrow button to turn the pages.) To Save: Go to File and Save As at the top of the SCRATCH window. Choose where you want to save your book. You can click on the up arrow to find a project folder or make your own. Before clicking on OK, be sure to name your story at the bottom of the window: Its also a good idea to write the authors name and to write some notes about the eBook here:

When you are ready, press OK to save the eBook. You can now access your eBook whenever you open SCRATCH by clicking on the OPEN button at the top of the screen. Students can share their eBook with other students around the world by clicking on the Share button and following the prompts to upload their project to the SCRATCH website.

Variations: Adding Sound to your eBook o Students can record themselves reading their eBooks: Click on the STAGE. o Click on the Script tab. o Drag and drop the Control and Sound commands into your script window to look like this:

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o Click on the drop down arrow next to the word pop and select Record. o When ready to read the story aloud, click the red record button. Read slowly, pausing before each new page. You can make a special sound that indicates when it is time to turn the page. o When finished, click the black stop square. You can play it back to check it. o Remember to click on the green flag to start the audio portion of the book. o When viewing the book, the student must push the right arrow button synchronising with the reading of the book. Good listening/reading skill. o Students can experiment with adding in other sounds at different times/pages. You can import sounds, create your own, etc. Making a Sprite/Character appear on single pages of your ebook: o Create a new Sprite, either by drawing one or importing one. o Add the following script for your sprite:

Make the number the background number of the page you want the Sprite to show on. (Backgrounds are automatically numbered.)

Interactive Games All sorts of unexpected learning results from creating simple games in Scratch. For example, try creating this driving game and discover the surprise learning outcomes: (Adapted with permission from John Annables Scratch Projects: Project 2: A Skill Tester;
annable.john.a@edumail.vic.gov.au)
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1.

After opening Scratch, right click on the cat sprite and delete.

2. 3.

Click here to paint a new sprite. Draw a birds-eye view of a car. Make sure that you can easily determine which way it is pointing.

4.

Now assemble the following script by clicking and dragging the scripting blocks. This will allow the user to control your car using the arrow keys.

Click on the green flag and try controlling your car...

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5.

Now we need to design a set of roads to test our skill... Click on the Stage, then the Backgrounds tab, then Edit...

6.

Fill the background with green using the paint bucket, then use rectangles to make roads....

7.

We now need some more scripting to complete the game.

Place your car where you want it to start by click dragging the car into place. Add these blocks into your scripts and copy these coordinates onto the block.

8.

We now need to add scripting to tell the car what to do when it runs off the road (touches the green colour...)

After adding these scripts, click on the colour square, then click on the green background with the eyedropper. Now try out your driving skills

o Try making your roads more elaborate or create more obstacles to avoid.
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Scratch Cards-These cards provide a quick way to learn new Scratch code. Download for use at: http://info.scratch.mit.edu/Support/Scratch_Cards

More ideas: Try using Scratch to develop narratives in English or recount historical events. Develop maths skills by having students create interactive maths games or tutorials. The creative, collaborative possibilities for classroom use of Scratch are endless!

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2.
http://photoalbumbuilder.thelearningfederation.edu.au/ This is one of The Learning Federation's newest tools for schools. Use the Photo album builder to create an interactive photo album. Add your own digital photos and choose the content for each page. Create a word jumble activity. Add a caption and audio file to each photo. Create a quiz that includes questions and answers on all of the photos. Once you have created an album, you can publish it, or package it together to share with others. All work done on an album is automatically saved. Provides opportunities for students to improve writing and comprehension skills. Includes guidelines, sample feedback and a template for students to follow when designing their photo album. Supports the contribution of multiple users within an online creation process through the use of a unique ID, or enables download to a local computer. Provides an option to print the photo album that captures the student's work.

There are 2 options for use: 1. Use the online Photo album builder - no download necessary. All your work is saved on a remote server. You will require an Internet connection. 2. Download a zip file from Scootle which contains the software and help guide. You can then use this without requiring an Internet connection. o Login to Scootle o Conduct a basic search for 'photo album builder' o Download the zip file and extract contents. The software contains an extensive built-in help guide that you could print. Ideas: Students in ESL or Language classrooms can create albums to demonstrate and reinforce their learning, or create albums for other students to learn concepts. Students could be required to submit a photo album as the culminating project at the end of a unit, or to show the steps involved in an experiment. The ultimate goal is for students to produce educational content, not to be passive consumers. This resource provides a constructivist approach to stimulating students creativity.
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3.

http://www.mathsonline.com.au/ What is it? Maths Online is a high quality, independent online maths tutoring program based on Australian state curricula for Years 7 - 12. Maths Online was developed by experienced Australian teachers. The program features hundreds of fully animated and narrated maths lessons with over 15,000 exam-style questions to test a students mastery of maths. Who can access Maths Online? Maths Online is provided free of charge to every secondary school student in Australia. This has been made possible by McDonalds Australia covering the costs of supplying the program. Individualised Learning: Any Maths teacher who has experienced the significant diversity in their students abilities and levels will appreciate the value this program offers for individualised learning. Easy to set up and user-friendly, students can learn and revise at their own pace and get immediate feedback while the teacher can monitor and facilitate students progress online. Additional notes: Headsets recommended Variations: http://www.mathplayground.com/mathvideos.html This site offers over 70 video tutorials that could be used to supplement discussions in the maths classroom or to supplement the Maths Online program.

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4.

Microsoft Excel

Excel is an excellent tool for organising, analysing, and sharing data, but have you thought of using Excel to create interactive games? Sample Interactive Game

(adapted from Patricia Nicholsons Lesson Plans at http://pjnicholson.com/ )


Have students create an interactive game for peers to play. The subject matter they use in the game can be prescribed by the teacher or can be students choice related to the subject. Students will constructively learn and apply problem solving skills while acquiring computer skills specifically around navigating and working with aspects of Microsoft Excel that are not traditionally taught or used, including the Conditional Formatting of cells. The amount of guidance you give will depend on the age and ability levels of your students, but it is recommended that you allow them to create and problem solve how to do these steps on their own and with each other as much as possible. The rule Ask three before me would be a good strategy as a facilitator. Depending on the amount of time you want to devote to this activity, you could demonstrate a completed game and have them figure out the how to through research, trial and error, and experimentation. In this particular example of a game you can create, the user will be asked to type in the answer to a question. If they answer correctly, a tile will reveal part of a picture. (These instructions assume a prerequisite knowledge of formatting cell borders.) Get students to take a photo they would like to use in their game and save it to their My Pictures folder. (Or you may like them to use a photo specifically related to the subject matter, or find a photo online.) Open a new workbook in Microsoft Excel. Click on the Page Layout tab and select Background as shown here:

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Navigate to the folder that contains the picture saved for this game and select it. Click Insert. The picture will appear tiled, repeating itself in the background like the one shown here. When you are done creating the game, only one picture will show.

Next, you will need to set up the worksheet so that the picture is divided into a 4 x 4 grid. Do this by manually changing the column widths for A, B, C and D and row heights for rows 1, 2, 3 and 4. You want the four squares to be the same size while encompassing just the one picture. We want to colour the entire worksheet with a background colour that will also cover the picture to be revealed. To do this, select the entire worksheet by clicking in the top left hand corner of the worksheet as shown here:

This will turn the entire worksheet blue indicating that it is selected. Next you will fill the worksheet with a fill colour. On the Home Tab, click on the small arrow box on the font button. (See below) This will open the Format Cells dialog box. Select Fill, then select the colour you want to fill your worksheet with.

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Now you need to set up the cell that will contain the instructions for the game. You can type the instructions in cell E1 and format it however you like (drag column E out to make it longer, put a thick border around the instructions, etc.) Your instructions might say something like, Test your knowledge of ...by typing your answers to the questions/problems in the corresponding cells to reveal a secret picture.

Format the cells where the answers will be typed (A1 to D4) by selecting them and placing a thick black border around the 4 x 4 grid. Select the same cells again and select an all borders border for these cells. Format cells A5-D13 with an all borders border. These cells will contain your clues or questions to be answered. Now you can type in the cell reference for the user to type answers to the questions or problems presented. One example is shown here:

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Now its time to add Conditional Formatting to the picture squares: o Click in cell A1 and on the Home Tab, click on Conditional Formatting, select Highlight Cell Rules and you will see choices like Greater Than..., Less Than..., Equal To... etc. Choose the one that works for the type of problems/questions you are asking in your game. For example, the game above needs exact numerical answers, so you would select Equal To... If you were asking something that requires a worded answer, you would select Text that Contains... o At the next dialog box type in the correct answer to cell A1, then in the drop down menu select Custom Format. o At the Format Cells dialog box select the Fill tab and select No Color. Then click OK to apply the conditional formatting to the cell A1.

o Continue adding conditional formatting to the remainder of the picture cells according to the answers required for each cell.

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Unlock Cells: o By default all cells are locked so you need to unlock the cells the user will be typing their answers into. Select cells A1 to D4. On the Home Tab, click on the arrow at the bottom corner of the font button, then click on the Protection Tab in the Format Cells dialog box. Deselect Locked. Click OK to apply this formatting.

Protecting your Worksheet: o You need to protect the worksheet so no one can edit any of the data you have entered. On the Review Tab, click on Protect Sheet and when the dialog box pops up, you only want Select unlocked cells to be ticked.

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o Students may want to password protect their worksheets as well. Have students play each others games to see if they work and collaboratively problem-solve when they dont.

Additional Notes: One of the benefits of using this idea is that you dont need to have internet access. If and when you are connected, students can share their creations with other students in your school, community or around the world! Variations: Have students figure out how to use Excel to create a Snakes and Ladders Gameboard. Create an interactive crossword puzzle in Excel. Create a Gameshow using Excel.

Other Ideas: 1,726 lesson plans using Excel: http://www.lessonplanet.com/search?grade=912&keywords=Excel&med ia=lesson&rating=4 Science lesson for an inquiry based introduction to natural selection (grades 9-12): http://www.learnnc.org/lp/pages/3818?ref=search

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5. Using Interactive Animations and Simulations in Science

Using interactive animations and simulations in science is a great way to engage and enthuse your students while incorporating the use of ICTs in your classroom. Many experiments cannot be completed in a school laboratory because of workplace health and safety issues or equipment costs, so completing them online is a great way to enable your students to complete the activity, gather necessary information, and still have a hands on feel. Using the Animations / Simulations: There are many websites that allow you to download and store the simulation file for free, (usually a .swf or flash file) so in these instances you can take the file and embed it wherever you would like. This is handy if the web connection goes down at your school as you can store the file on the school server and still access your activity without accessing the web. Other sites do not allow downloading so you will require internet access to complete the activity. Most of the interactives require scaffolding to ensure your students get the most out of the activity. This is also important if you are looking to emphasize particular outcomes as you can then guide your students through the activity. Often, specific instructions are necessary to ensure students know how to navigate the activity. Scaffolding may include a worksheet, online page or mini demonstration to ensure your students have a full understanding. Finding the Animations / Simulations: A web search will often allow you to find resources on a particular topic but if you are specifically after an animation or simulation you need to specify this in your search. For example, using the search terms electrolysis interactive yields many simulations or animations that would be suitable for use in a high school classroom. Explore these sites: http://www.freezeray.com/index.html This site offers a growing bank of imaginative, highly visual teaching-aids developed for use with interactive whiteboards in secondary Schools. The resources are designed to be used as rich sources of visually stimulating material, making use of both animations and drag and drop interactivity.
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http://www.kscience.co.uk/index.htm K- Science contains some flash lessons and animations. Mostly drag and drop activities but does have the option to create your own drag and drops. http://www.chem.iastate.edu/group/Greenbowe/sections/projectfolder/animati onsindex.htm This page contains simulations for senior chemistry or physics. Some come with tutorial worksheets; other will require instructions to be developed. All can be downloaded for free though credit is to be given to chemical education research group at Iowa State University where appropriate. http://www.knowitall.org/nasa/simulations/science.html This site is less interactive but it does explain several science concepts using animations. The age range for most of these resources is most likely years 7 10.

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6.

http://www.thefutureschannel.com/
What is it? The Futures Channel was founded in 1999 with the goal of using new media technologies to create a channel between the scientists, engineers, explorers and visionaries who are shaping the future, and todays learners who will one day succeed them. The Futures Channel partners with schools around the country as well as a wide range of publishers, science centers, professional development service providers, public television stations, websites and more to provide high quality real world digital content to enhance their education offerings and objectives. The Futures Channel Mission: To produce and distribute high quality multimedia content which educators in any setting can use to enliven curriculum, engage students and otherwise enhance the learning experience. To connect mathematics, science, technology and engineering to the real world of careers and achievement, providing a context and purpose for what students are learning, allowing them to envision their own successful futures. To provide a channel through which professionals from the sciences, engineering and technology sectors can reach their future workforce prospects and interest them in their fields.

How the Website works: Each week they feature a selection of new movies and educator favourites. Movies that are featured are available for two weeks. There are some movies that are available anytime due to their popularity online. You can find these by clicking on the "real world movie" categories. Most movies also have related lesson plans for you to use in class. All are available for free.

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Example: If you were to click on the movie titled, Designing Toy Cars, you would see a synopsis of the movie and two related lesson plans as follows:
The 1963 Buick Riviera Subject: Mathematics Topics: Ratios Grades: 4 - 6 The Tinkertoy Derby Subject: Mathematics Topics: Measurement (speed), Operations (division) Grades: 3 - 7

Ideas for Use: Use a movie as an attention grabber at the beginning of a new topic in Mathematics and follow with a related hands-on project or one of the lessons provided; Integrate into a current topic to demonstrate real-world applications; Choose to show certain movies that relate to your students areas of interest or career interests- using their interest in the subject as a springboard, have them develop related projects or design project proposals; have students go to the website and choose a movie to watch on their own and report back to the class how mathematics and science are used in that career. Have students record all the results using their laptops/word processing. Additional Notes: Flash 9 required, headsets/earphones recommended if students are viewing movies individually.

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7.
http://www.readwritethink.org/ What is it? A website provided by the International Reading Association and the U.S. National Council for the Teachers of English (NCTE). All of the content is reviewed and approved by literacy experts who understand best practices and know what works in the classroom. The Read Write Think Mission: To provide educators, parents, and afterschool professionals with access to the highest quality practices in reading and language arts instruction by offering the very best in free materials. Ideas for Classroom Use: In addition to hundreds of high quality lessons, classroom resources and professional development resources, the best applications for use in the 1 to 1 environment are the interactives. You can search for these by typing in the search box interactive resources or student interactives. Then you can search for an interactive that suits your specific purpose. Following a description of each interactive is a list of the lessons that use it, providing excellent scaffolding. Interactive Example: http://www.readwritethink.org/classroom-resources/studentinteractives/compare-contrast-30066.html

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8.
What is it? Google Earth is an interactive, virtual globe that enables you to find and explore just about any location on our planet and beyond. Getting Started: To start out, download the latest version by clicking on
http://www.google.com/earth/download/ge/

Its also useful for you and/or your students to watch a few quick tutorials. You can find these at:
http://www.google.com/earth/learn/beginner.html

Additionally, you can view or download the userguide at:


http://serc.carleton.edu/sp/library/google_earth/UserGuide.html

Ideas for Classroom Use: As a general overview, Google Earth can be used: to support hands-on inquiry by students in computer classrooms. as a basis for homework assignments. for dynamic presentations during class lectures. for inquiry during class presentations. to create imagery and maps for PowerPoint, Word, and other presentation tools. as a data discovery, organisation, and distribution tool for research projects. to enrich discussion of an issue that arises spontaneously during an informal classroom discussion.

Here are some step-by-step ways to use it in your classroom: Virtually visit a place you are studying, a place you will be going to on an excursion, or a place that has come up in a classroom discussion. Compare/contrast how this location has changed over time by clicking on the clock icon in the toolbar.

Use the sliding historical marker to view the location at different dates. Use Google Earth to play GeoNet at: http://www.eduplace.com/geonet/geonet.html

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Have your GeoNet game and Google Earth both open in separate windows on your screen. Use Google Earth to investigate the places you are trying to answer questions about. Work in collaborative groups or individually to achieve scores and attain different levels: You start out as a GeoTrekker. When you earn 1000 points you become a GeoAdvisor, at 2000 points you are a GeoExpert, and at 3000 points you are a GeoChampion. The teacher can assign exact locations on earth to be explored along with which categories are to be completed. (There are six categories to choose from- Spatial Terms, Places and Regions, Physical Systems, Human Systems, Environment and Society, and Geography-Changes over Time). The original point value decreases with each incorrect answer- if you answer correctly on the first go, you get 100 points, if you get it right on the second go, you earn 50 points, and if you answer correctly after three tries, you only earn 25 points. This feature of the game ensures students who are not guessing randomly will earn more points faster than students who are guessing. Record and narrate a journey or trip. Students can plan a trip ahead of time, practise it, and record the journey while reading a narration. Click on the camera icon on the tool bar.

o When ready to begin recording, click on the red button. Click on the microphone to record the narration. Once you are happy with your recorded journey, you can save it for others to view. Great for use as an assessment tool. Measure distances and areas for projects in Maths class. The toolbar includes tools for creating a path or polygon on your map. With the Add Path tool you can designate the endpoints of your path by clicking and releasing your left mouse button for a straight line or you can trace a free form path by holding down and dragging the cursor. You can set the width and colour of your path in the View tab. In the

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measurements tab, you can view information about the length of your path using the drop down menu for selecting your preferred unit. Once you finish drawing your path, click ok to add the new path to the My Places folder. The process for creating a polygon is essentially the same, however, the measurements tab contains information about the perimeter and area. Students can create and analyse geographical information. Slow Down and Enjoy the View: Slow down the zoom feature by changing the Fly-To speed settings. Go to the Tools menu, then Options> Touring. Reduce the speed to as slow as possible. Now with the slow zoom you have the time to reflect on what you are viewing with the students...talk about the continents you see and then the countries and then the regions. This gives students more time to take in the view. Have students upload photos as part of a broader project. They can take photos of locations on a school excursion or historical sites in your city and upload for the world to see! Create a short quiz like the one below in which students have to visit places using Google Earth in order to answer the questions. Tailor your quiz or assignment around a particular unit of work. This quiz was posted by Adelia Barber, Doctoral Student at UC Santa Cruz while teaching an introductory biology class. This sends students on a virtual plant ecology search mission. QUIZ:
1. Use your Internet research skills to learn a little bit about Ngorongora Crater in Tanzania, then find the site in Google Earth. Can you find the safari vehicles? Large animals? What kinds of plants do you think are growing along the shores of the lake? What kinds of plants would you find along the crater rim? 2. Judging by the characteristics of the trees, what time of year do you think the picture was taken over Central Park in Manhattan? 3. John Muir described a few trees growing on the top of Half Dome in
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Yosemite Valley when he visited there in the mid-1800s. Are there any trees still growing on the top of Half Dome? 4. The Tigris River flows through central Baghdad. Is there any vegetation growing on the islands or on the edges of this river? 5. Youre considering accepting a plant biologist job that would require you to survey the vegetation on the shores of Prince William Sound immediately outside of the small town of Valdez, Alaska. Are you going to be working in the trees or in more open vegetation?

Additional Ideas: Step by Step lesson plans: http://www.google.com/educators/6_12.html Twenty-Five Interesting Ways to use Google Earth in the Classroom:
https://docs.google.com/present/view?id=dhn2vcv5_175fp5qg9d3

More Cross-Curricular Ideas:


http://www.docstoc.com/docs/22506428/Google-Earth-Across-theCurriculum

Do a Google Search for online interactive quizzes by typing in Google Earth Quizzes

Some thoughts on Assessment: Formative assessment is an essential part of the educational process. When using Google Earth in the classroom, the instructor can observe the students directly as they engage in the activities. Discussions during and after the activities provide constant feedback to the instructor. Student responses can reveal whether they are learning what is intended. Summative assessments can be combinations of project work submitted electronically, presentations, tests involving hands-on use of Google Earth, and narrated journeys submitted electronically.

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9.

What is it? Dust Echoes is an interactive website containing a series of twelve beautifully animated dreamtime stories from Central Arnhem Land. These stories tell of love, loyalty, duty to country and aboriginal custom and law. Study guides are included as classroom resources.
"Dust Echoes is one way that we are bringing everyone back to the same campfire black and white. We are telling our stories to you in a way you can understand, to help you see, hear and know. And we are telling these stories to ourselves, so that we will always remember, with pride, who we are. "

Tom Lewis, actor, musician, Indigenous consultant

Getting Started: Access the website at: http://www.abc.net.au/dustechoes/ Explore the four diverse landscapes and experience the impressive features that create a highly motivating learning experience for your students. Ideas for Classroom Use: Each story is about five minutes long, and is accompanied by a study guide with suggested classroom activities and detailed questions, online quizzes and worksheets.

Dust Echoes suits the Society and Environment (or equivalent) curriculum areas

in all states and territories, but can also be nicely integrated into English, Art, Drama and Music activities. The stories can help students achieve the following learning outcomes: Develop knowledge about a number of Aboriginal Dreamtime stories from the Arnhem Land area Interpret the symbolism of these stories Analyse the meanings and messages in the stories Understand more about the nature of traditional Aboriginal life that is reflected in the stories Appreciate aspects of the Aboriginal Dreamtime and culture Reflect on the relevance of the meanings and messages of these stories to their own lives today Analyse how a variety of animation film techniques were used to create these stories.
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Before Viewing the Stories: Introduce the concept of stories and storytelling through reference to students lives and experiences by: Having students brainstorm stories that they know. Then have students categorise them: Fairy Tales, Bible Stories, TV/Movies, Books, Personal or Family Stories, etc. Identify who tells stories? Ask students to identify different ways they receive these stories. They may be by the written word, the spoken or sung word, or by pictures. Now ask what the message, meaning or purpose of some of these stories is. For example, students might decide that it is to teach them some proper way of behaving; or just to entertain; or to warn or scare children so they do not do dangerous things; or to explain the origins of something. Students will be able to apply these types of categories later to the Dust Echoes stories. After Viewing the Stories: There are many ways to check for students understanding and to extend their learning in creative, constructivist ways. Try having students: Prepare a storyboard for their own version of a story. Creatively change the ending to one of the stories. Do a drawing or painting of a scene from the story. Write and perform a song or a piece of music to perform with part of a story. Create some sound effects for part of a story. Create a dance about one of the characters in a story. Mime or perform charades of a sequence from a fairy tale, and have other students guess what the story is. Research and present an Aboriginal story from another part of Australia. Invite and host a visit by a local Indigenous story teller or musician. Create a map to accompany one of the stories.

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Compiled by Karin Nyhuis

10.

(The following was modified from information contained in a Review of Animoto for Education by Jonathan Wylie on September 6, 2010 at http://www.brighthub.com/education/k-12/reviews/57062.aspx ) What is it? Animoto is a web application that produces videos from userselected photos, video clips and music. Animoto analyses the provided photos, video clips and music, using them to generate a video similar to a trailer. According to the website, the song is analyzed, producing a unique video every time. The site also claims that no two videos are ever the same. Fast, Free and Shockingly Easy is their motto. Getting Started: Before using Animoto in the classroom, you need to register online. Animoto offers several pricing options for the average consumer, but educators get an all access pass, worth $30 a year, for free. This will allow you to create an unlimited number of online slideshows. So, to get started, you need to go to the Animoto for Education sign up page at http://animoto.com/education/signup . Fill in your name, grade level, email, and school on this page. Animoto will vet your details and send you a confirmation email to activate your education class account. This may take a week or more, so bear this in mind. Share the activation link you get with your students so that they too can sign up. Please note that students under 13 have to be using teacher created accounts. This is for the safety and security of your students. Animoto recommend you use some fake email accounts from gmail to create generic student accounts. Creating Your First Video: Once logged in to the site, you are ready to create your first video slide show. This is a simple 3-step process: Step 1: Select your pictures and/or video. You can upload images and videos of you own, select from the Animoto stock gallery, or import them from sites like Facebook, Flickr, Picasa, and Photobucket. Once selected, your photos and videos can be reordered simply by dragging and dropping them. Feeling more carefree? Select shuffle and have them randomly ordered by Animoto. On the same screen you can also add text to your slideshow, duplicate them, rotate,
DEPARTMENT OF EDUCATION AND TRAINING -ICT For Learning

Compiled by Karin Nyhuis

delete and spotlight images. Spotlighting an image gives it more prominence in your finished slide show. Step 2: Choose your slide show music. Think of what may be most appropriate for the online slideshows you are creating. Again, you can select music from your own collection, or choose from a variety of tunes in the Animoto library. You can browse through Animoto's collection of music by genre. Here you will find everything from indie rock to classical melodies. A useful feature is the ability to choose where you want the start point of your soundtrack to be. If you have a short video, you may just want to begin with that catchy chorus half way through the song. Step 3: Finalise your video. Here you can choose what speed you want the video to play at - half, normal or double speed. You can also select what thumbnail you would like to have as your video cover screen. Finally, give your video a title and write a short description of what it is about. After you do this, Animoto will process and render your video. This may take a little time, depending on how long your slide show is. Once it is ready, Animoto will email you a link to your finished slide show. On this page you will also see a blue toolbox with links to email it, embed it in your classroom website, remix or export your video. Note Downfalls of this program: You can only select one song (track) to play with your slideshow, so the show will only be as long as the song lasts. If you have a longer slideshow than the time allowed by the song, you can try: Starting the song later in the slideshow Eliminating some of the text slides, or consolidating Take out some of the pictures Speed up your slideshow- choose normal or double speed. When compared to Photo Story 3, Animoto has a much more polished and professional feel, with exciting transitions that seem to move with the music. However, as mentioned above, the single song choice can be quite limiting. Ideas for Classroom Use: There are numerous ways that you can use Animoto in the classroom. It is a tool that has applications across the K-12 curriculum, including creating biographies, showcasing field trips, digital storytelling, science projects and more. Indeed, Animoto are showcasing many of these great uses on their own website to try and inspire creativity in their members. Have a look at: http://animoto.com/education/case_studies to see examples of how teachers are using Animoto in the classroom today.

DEPARTMENT OF EDUCATION AND TRAINING -ICT For Learning

Compiled by Karin Nyhuis

DEPARTMENT OF EDUCATION AND TRAINING -ICT For Learning

Compiled by Karin Nyhuis

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