[ECP] NetHappenings redux: (formatting problems)
- From: Educational CyberPlayGround <admin@xxxxxxxxxxxxxxx>
- To: nethappenings@xxxxxxxxxxxxx
- Date: Tue, 30 Oct 2007 10:56:26 -0500
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Hi,
Sorry about the formatting of the last one - this one should be easier to read.
Lets see if the headers and footers show up.
Not having a good day!
<Karen>
1)
NAEP FORECASTING
http://nces.ed.gov/pubsearch/pubsinfo.asp?pubid=2007328
A recent study by the Department's National Center for Education
Statistics (NCES) attempts to relate student achievement on the
twelfth-grade National Assessment of Educational Progress (NAEP) in
math in terms of postsecondary educational outcomes. For example, of
the seniors who scored below NAEP's "Basic" level, 46% did not go on
to higher education and only 18% went on to receive a bachelor's
degree. In contrast, of the seniors who scored at NAEP's "Basic"
level, 82% went on to college (53% to a four-year institution) and
50% went on to receive a bachelor's degree. Moreover, of the seniors
who scored at NAEP's "Proficient" level, most students (95%) went on
to college (84% to a four-year institution) and 79% went on to
receive a bachelor's degree. And, of the seniors who scored at
NAEP's "Advanced" level, nearly all students (98%) went on to
college (94% to a four-year institution) and 91% went on to receive
a bachelor's degree. On their own, the study's findings are
intuitive. Yet, in light of an earlier NCES study
http://nces.ed.gov/pubsearch/pubsinfo.asp?pubid=2007482 which found
that most state fourth- and eighth-grade proficiency standards fall
at or below NAEP's "Basic" range, they
do suggest the need to raise expectations to improve students' odds
in higher education.
2) FORECASTING when they can't read by 3rd. grade.
http://www.edu-cyberpg.com/Literacy/stats.asp
(NAEP) figures show that the minority differential in reading
achievement is a persistent problem that has not changed in the least
since 1979 (NAEP1998) Department of Education recent findings
indicate that U.S. schools show little "significant difference" in
the performance of kids in the early grades since 1992 and literally no
differences in the math and reading scores of 17-year-olds over the
past 34 years.
3)
SPEAK UP SURVEY
http://www.netdayspeakup.org/
Through December 15, K-12 students, teachers, administrators, and
parents from across the nation have the opportunity to share their
ideas and opinions on how technology should be used in the education
process through Project Tomorrow's fifth annual Speak Up survey. This
year's survey features new questions, addressing student interest
(and parent support)
in math, science, and technology careers; utilizing web 2.0 tools,
like MySpace, in school; the merit of 21st century skills, such as
learning a new language; the value of emerging technologies, such as
video games, in education; and designing the ultimate, 21st century
school. Results are shared with participating schools and school
districts so they can use the data for planning and community
discussion. Results are also used by government agencies and various
organizations to inform new programs and polices.
4)
Teenage Privacy and Age Verification
http://www.techliberation.com/archives/042597.php
Adam Thierer of the Progress & Freedom Foundation complete with a
podcast he did with other experts on the issue.
5)
EDUCATION selling K-12 student INFORMATION and their rights to privacy
http://www.edu-cyberpg.com/Technology/PRIVACY_INFORMATION.html
Privacy and Encryption companies gather and sell k12 student information.
Check to see whether your school district has a policy about
disclosing student information.
6)
Copyright Protection on the Social Web:
Fair Use Rights and mashups
Media and social-Web companies Coalition
http://www.siliconvalley.com/news/ci_7215686?nclick_check=1
Media: Disney, Viacom, CBS, NBC, and News Corp. on the media side
Web: Microsoft, MySpace (parent is News Corp.), Veoh Networks and
Dailymotion (In france) announced some copyright-protection guidelines
1) having in place by the end of the year "filtering software that
blocks all content media companies flag as being unauthorized,"
2) keeping the filters up to date
3) "cooperation between media and Web companies to allow 'wholly
original' user-generated videos to be posted and to accommodate 'fair
use' of copyrighted material as allowed under law.
YouTube's copyright-protection uses "software to find unique
characteristics in the clips so it can detect copies posted by
YouTube users without permission,
http://www.latimes.com/business/la-fi-youtube16oct16,0,3144564.story
"Media companies can ask Google to automatically delete every
unauthorized copy or to slap ads on the clips and promote them." Both
the AP and the L.A. Times said neither the new coalition nor YouTube
have as yet defined "fair use," though both said fair use of
copyrighted material would be allowed.
7)
Net Happenings CITIZENS:
Learn What you need to know about Fair Use to Protect Your Rights
http://www.edu-cyberpg.com/Internet/copyrightleft2.html
http://www.edu-cyberpg.com/Music/musiclaw4.html
What is the definition of copyright?
http://www.edu-cyberpg.com/Internet/1copyright.html
Learn about Copyright do's and don't
including digital rights management at the Educational CyberPlayGround.
Topics Include: Copyleft, Plagiarism, Fair Use, Mashups, Open Source,
Music, Art, and Publishing.
8)
BARDS ARE THE OFFICIAL STORY TELLERS
http://www.edu-cyberpg.com/Arts/Story_telling.html
"In ancient days, all the men knew the same hunting songs, and all
the women knew the same lullaby. Then, when agriculture was invented,
then class society developed and you have priesthood and aristocracy
that owned the land, and now they could afford to have, for example,
music made for them. And this was the beginning of high art. Talented
professionals would spend their whole lives creating the most elegant
culture they could -- if you want to use that word. The ordinary
person, 99 percent of the population probably, could look at this and
admire it from afar, but in their daily life they kept on making
their own music, doing their own sewing, constructing their own
houses and telling their own stories, usually without the benefit of
any writing paper.
9)
Big Media doesn't protect the Artist. The Story told by The Turtles.
MUSIC LAW: music deals, youtube + warner, PRODUCTION CONTRACTS and Payola
http://www.edu-cyberpg.com//music/musiclawdeals.html
10)
Plagiarism in Dylan, or a Cultural Collage?
http://www.edu-cyberpg.com/Internet/CDylan.html
11)
What Can Kids Put Up Online
http://www.edu-cyberpg.com/Internet/5copyright.html
12)
Character Development
Adolescent Character Development - struggling with Social Pressure in
the online and offline world.
http://www.edu-cyberpg.com/Teachers/character.html
13)
Professors Get an `F' in Copyright Protection From Publishers
http://www.edu-cyberpg.com/teachers/aup.html
14)
How To Erase Your Hard Drive
http://www.edu-cyberpg.com/Technology/erasehd.html
15)
OPEN SOURCE FREE CLASSROOM COURSEWARE TOOLS
http://www.edu-cyberpg.com/Technology/opensource.html
16)
What Makes A Viral Video Successful
http://www.edu-cyberpg.com/Internet/ViralMarketing.html
17)
Keep It Secret Stupid
http://www.edu-cyberpg.com/Technology/secrutiysecretmodel.html
18)
HURRICANE, School Security, and Emergency Communication
http://www.edu-cyberpg.com/Technology/disaster2.html
19)
Most Australian children go online for the first time between the
ages of 5 and 10 and quickly become Net regulars. Nearly half of
Australians 6-17 are online daily.
http://www.australianit.news.com.au/story/0,24897,22590496-16123,00.html
75% of those aged 15 to 17 going online daily for study and to chat
with friends." YouTube llaunched its Australian site
http://www.australianit.news.com.au/story/0,24897,22634516-16123,00.html
20)
How much time is too much time?
http://www.news.com/When-the-PC-becomes-a-parenting-problem/2009-1025_3-6212826.html
"More than three-quarters of Americans age 12 and older spend about
8.9 hours online per week,up about an hour from a 2005 ~
USC-Annenberg Digital Future Project "But young people, specifically
ages 8 to 18, spend about an hour on the computer and 49 minutes
playing video games per day ~ Kaiser Family Foundation.
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