1. CHAPTER 1- Copyright, Creative Commons, OER.
1.1. Copyright-
1.1.1. Legal authorization to a creator to protect their creative work, usually for a limited amount of time.
1.1.1.1. Public Domain- Free to the public to use, modify and redistribute, no confines.
1.1.1.2. Fair Use- The public's ability to freely use portions of copy written work for criticism, education, etc.
1.2. Creative commons- Creators give permission for their work to be used under specific guidelines.
1.2.1. CC- BY- (Attribution)- The ability to use as well as modify the work as long as credit is given to the creator.
1.2.2. CC-SA- (Share Alike)- Must credit the creator, as above but you must also license the work under SA.
1.2.3. Creators give permission for their work to be used under specific guidelines.
1.2.4. CC-NC- (Non-Commercial)- Ability to use, modify, as well as, distribute materials as long as there is no profit.
1.2.5. CC-0- (Zero)- ability to use creators work without crediting them
1.3. OER- Open educational resources
1.3.1. Free, public resources to use, modify and distribute for educational purposes.
2. CHAPTER 2- Accessibility
2.1. UDL- Universal Design For Learning.
2.1.1. Increases learning access and reduces barriers for students. Developing lesson plans with UDL helps all kids, but it may be especially helpful for kids with learning and thinking differences.
2.2. Captioning
2.2.1. Provides a physical representation for audio media to make content more accessible to those that are unable to hear the audio.
2.3. ALT tags
2.3.1. Provides a description of a photo that allows an individual who is unable to see a picture understand the context the picture provides.
2.4. PDF accessibility
2.4.1. Ensuring PDF's are accessible to everyone they are intended for, you can do this by testing the link in an incognito tab.
3. CHAPTER 3- Intentionality and Models
3.1. Embedding
3.1.1. Incorporating a video or other content physically in the body of a web page or document.
3.1.1.1. This is helpful to keep students all on one page, not following youtube links.
3.2. SAMR
3.2.1. S-
3.2.1.1. Substitution- Using technology as a substitution.
3.2.1.1.1. EX: Using google maps instead of an actual paper map.
3.2.2. A-
3.2.2.1. Augmentation-
3.2.2.1.1. Using technology to make something better to add to it.
3.2.3. M-
3.2.3.1. Modification-
3.2.3.1.1. Using technology to change the way something is done.
3.2.4. R-
3.2.4.1. Redefine-
3.2.4.1.1. Using technology to redefine the way things are done.
4. CHAPTER 4- Digital Citizenry
4.1. Dot storming
4.2. Be internet awesome- Guidelines for being safe and secure while browsing the web.
4.2.1. 1. Share With Care
4.2.1.1. Be careful what you share and who you share it with. Treat online interactions like face to face interactions.
4.2.2. 2. Don't Fall For Fake
4.2.2.1. People and situations online may not always be what they seem, this is a huge part of online safety.
4.2.3. 3. Secure Your Secrets
4.2.3.1. Safe guarding personal, valuable information.
4.2.4. 4. It's Cool To Be Kind
4.2.4.1. Discourages bullying, encourages positivity, as well as kindness.
4.2.5. 5. When In Doubt Talk It Out
4.2.5.1. If you come across something questionable you should be comfortable talking with a trusted adult.
5. CHAPTER 5- Make it Stick
5.1. Active Practice
5.2. Retrieval Practice
5.2.1. Recalling information allows us to test our knowledge rather than being provided with the answer.
5.3. Spaced Practice
5.3.1. Reviewing material over a long period of time.
5.4. Interweaving
5.4.1. Interweaving new material with old material.
5.5. Frequent Testing
5.5.1. Keeping information relevant as well as identify weaknesses in material.