Contents contributed and discussions participated by Anne Bubnic
Griefers: Cyberbullying in the online gaming world - 0 views
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A griefer is a player who plays an online game simply to aggravate and harass other players. Griefers find fun in embarrassing and pushing others around in the online gaming world. They may use tools such as stalking, hurling insults, and exploiting unintended game mechanics.Griefers scam, cheat and abuse, often victimizing the weakest and newest players.
Our Kids Are Failing - And It's All Wikipedia's Fault! - 0 views
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n. Yesterday, news broke out in Scotland about how the internet was to blame for Scotland's failing exam pass rates. According to the Scottish Parent Teacher Council (SPTC), Wikipedia, among other sources, was cited as the reason as to why the students were failing. Is this a case of the internet making us stupid? Or do students just need to learn how to use the new research tools of the web a little more appropriately?
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Children are very IT-savvy, but they are rubbish at researching." She noted that today's students do the majority of their research online instead of using books or other resources that could be found at the library.
The Nokia Lolitas - 0 views
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As soon as there's a new technology, it's used for sex," says Sarah Jacobs, curator of the Museum of Sex in Manhattan, which explains why people of all ages and persuasions send out naked pictures via cell phone, Craigslist and MySpace and post their sex videos on sites like YouPorn.
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In the past six months alone, there's been a deluge of news stories about middle- and high-school students getting into trouble for sending around naked pictures and sex videos of themselves or classmates. The disposition of the cases has been wildly disparate: Some kids are arrested, some punished at school and others are lectured about online safety.
Penguins Can Fly - April Fool [BBC Video] - 0 views
Penguins can fly! [BBC Video] - 0 views
How I Learned to Type - 0 views
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"How I Learned to Type," was created by Diana Kimball and Sarah Zhang of the Digital Natives team. It takes a glance into how people of different ages learned one of the first skills every digital inhabitant needs - typing. Do you "peck" with two fingers, type in multiple languages at once, or have a typing teacher with a wooden leg? The people in "How I Learned to Type" do all this and more. Digital technology has become so ingrained in our lives that for digital natives, learning to type has become a ubiquitous experience, as memorable, say, as learning to read or ride a bike.
Cell phones as Learning Tools - 0 views
Libraries booking young video gamers - 0 views
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The American Library Association has announced a new project funded with a $1 million grant from the Verizon Foundation, the charitable branch of Verizon Communications.
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Libraries that already have mature gaming systems in place will be studied to gauge how electronic games improve players' literacy skills. Then, a dozen leading national gaming experts, including a Tucson librarian, will build a tool kit that libraries across the country can use to develop gaming programs.
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There's growing evidence that games in general, from the traditional board versions to electronic and online ones, support literacy and 21st-century learning skills, she said, though libraries have been slow to capitalize on them.
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If you made a list of sounds you might hear at your local library, the rumbling of explosions and the loud hum of race-car engines probably wouldn't rank high on it. But in a darkened room at the Quincie Douglas Branch Library, about 20 preteens and teens gather around two screens. It's a mostly soundproof room, to make sure their efforts to rack up points on Nintendo's Wii and PlayStation 2 don't bother the consumers of decidedly more static media. It's a sight that could become more frequent at a library near you.
Webware 100 Awards 2008 - 0 views
Digital Underground Storytelling For Youth - 0 views
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Student -created videos telling powerful stories!! D.U.S.T.Y. is an afterschool program for middle and high school students in Oakland, CA. DUSTY students work on computers to create their own Digital Stories, as well at to generate rap and hip hop "beats and rhymes." Throughout the creative process, students learn to master programs such as Adobe Photoshop, Adobe Premiere, iMovie, and Fruity Loops with the help of skilled instructors. At the end of each semester, the students' creative masterpieces, including digital stories, raps, beats, and performances are showcased in some sort of final event at The Parkway Theatre, The Metro, and other local venues.
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In this information technology age, children and youth in West and East Oakland face the additional disadvantage of a digital divide, which separates ethnicities, socio-economic classes, genders, and ages. Youth from low-income communities rarely have access to cutting edge communication technologies or, just as importantly, to empowering uses of them. A comparison between the number of computers per Oakland school with the schools' statewide academic performance ranking, or API, revealed that some schools with high numbers of computers have very low API's. This discrepancy suggests that simply having technology is not enough; rather, to improve student academic outcomes, technology must be meaningfully used.
Classroom to boardroom: Kids As Content Creators - 0 views
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But before they even met with Digla, the students had been well versed with the workings of the professional world through the program’s “Real-Life Curriculum.”That covers everything from positive messaging, effective communication, interview etiquette and professional presentation to how to navigate through social programs, legal rights and the judicial system.
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Miller noted that the dual experience of the program – the hands on learning in video production along with the invaluable life skills components – is what makes the program a little different than other options for high school kids during their off-season. She hopes the program will be duplicated in other areas around the country.
America's Libraries adapted to digital age - 0 views
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As a group, libraries have embraced the digital age," said Lee Rainie, founding director of the Pew Internet & American Life Project, which has surveyed public attitudes toward libraries. "They've added collections, added software and hardware, upgraded the skills of their staff. A lot of institutions have had to change in the Internet age, but libraries still have a very robust and large constituency." A December 2007 Pew survey found that more than half of Americans — 53% — visited a library in the past year. That's expected to grow as more people look for free resources and entertainment in a slowing economy.
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At the one-room Watha T. Daniel/Shaw Interim Library in the District of Columbia, books still line the shelves. But on one recent day, almost every adult at the library sat in front of a computer, surfing the Web, checking e-mail or visiting a social networking site.
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The analysis found that libraries are thriving in the Internet age: •Attendance increased roughly 10% between 2002 and 2006 to about 1.3 billion. Regionally, Southern states lag the rest of the country in visits per capita. •Circulation, which measures how often library visitors check out print or electronic materials, increased about 9%, from 1.66 billion to 1.81 billion during the five-year period.
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Video Games as Learning Tools? - 0 views
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One study even looked at whether playing "World of Warcraft," the world's biggest multiplayer online game, can improve scientific thinking. The conclusion? Certain types of video games can have benefits beyond the virtual thrills of blowing up demons or shooting aliens.
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In one study, 122 fifth-, sixth- and seventh-grade students were asked to think out loud for 20 minutes while playing a game they had never seen before. Researchers studied the statements the children made to see if playing the game improved cognitive and perceptual skills. While older children seemed more interested in just playing the game, younger children showed more of an interest in setting up a series of short-term goals needed to help them learn the game.
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"The younger kids are focusing more on their planning and problem solving while they are actually playing the game, while adolescents are focusing less on their planning and strategizing and more on the here and now," said researcher and Fordham University psychologist Fran Blumberg. "They're thinking less strategically than the younger kids."
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Researchers gathering in Boston for the American Psychological Association convention detailed a series of studies suggesting that video games can be powerful learning tools - from increasing the problem solving potential of younger students to improving the suturing skills of laparoscopic surgeons.
Electronic Media and Youth Violence [CDC Report] - 0 views
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Electronic Media and Youth Violence: A CDC Issue Brief for Educators and Caregivers focuses on the phenomena of electronic aggression. This document was developed for educators and caregivers. It summarizes what is known about young people and electronic aggression and discusses the implications of these findings for school staff, educational policy makers, and caregivers. You can download the full report at this site.
TV, Computer Make Children Sleep Less - 0 views
Generation YouTube: Anything that can be a video will be a video. - 0 views
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For better or worse, said Mr. Newsom, we are now always on the record. Every significant and insignificant conversation is being recorded, and the videos are available on YouTube.
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For better or worse, said Mr. Newsom, we are now always on the record. Every significant and insignificant conversation is being recorded, and the videos are available on YouTube.
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For better or worse, said Mr. Newsom, we are now always on the record. Every significant and insignificant conversation is being recorded, and the videos are available on YouTube.
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Are Kids Different Because of Digital Media? - 0 views
Teens take media literacy courses - 0 views
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nearly 40% of high school students get exposure to media literacy in their health and social studies classes, where state support has made it standard to critically analyze tobacco and alcohol advertising.
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The average teenager spends more than three hours a day watching TV, but only 43 minutes reading, according to a study by the Kaiser Family Foundation, data which suggests that as important as English literature and composition courses are to a proper high school education, something valuable is missing from the curriculum. A number of schools are already answering that need, offering media literacy programs that teach teens to recognize and deconstruct the ways messages are made in film, television and new media.
Summer Photo Contest for Kids - Capturing spirit of biodiversity - 0 views
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National Geographic, Airbus, and ePals have partnered to raise awareness of biodiversity worldwide, especially among young people. A major component of this effort is a summer photo contest for students age 6-16, called "See the Bigger Picture". Students can submit digital photos online or via mailed electronic media until September 8th. The contest is open to kids aged between 6 and 16.
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Anne Bubnic
K-12 Educator with interests in the following areas: (1)Promoting organizational change through use of technology (2) Use of emerging technologies in a classroom setting to help students develop 21st century workplace skills (3) Creating effective district technology plans (4) Digital Citizenship
1. Making Music with Teens
2. Online Surveys
3. Virtual Worlds
4. RSS, Blogs & Wikis
5. Gaming
6. Podcasts
7. Dungeons & Dragons @ Your Library.