How Students Uncovered Lingering Hurt From LAUSD iPad Rollout | MindShift | KQED News - 2 views
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"It started with a move by resourceful students who were able to unlock security settings on their iPads. The disastrous $1 billion iPad rollout by the Los Angeles Unified School District in September 2013 provided a cautionary tale to districts looking to spend public dollars on technology and digital curriculum. But below the surface of the news stories were thousands of kids feeling hurt by the way they were portrayed by the media and the school district's lack of trust in them. To explore the aftermath of the scandal that put them front and center of that cautionary education technology tale, students at Theodore Roosevelt High School in Boyle Heights conducted their own research on how the rollout was handled, talking to peers and family members and ultimately painting a very different picture of the lasting consequences."
MinecraftEdu Takes Hold in Schools | School Library Journal - 1 views
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"I'm in Minecraft, of course-the phenomenally popular, open-ended game that places players in a world in which they can live and build things infinitely. Marcus "Notch" Persson, the Swedish creator of Minecraft, started out by creating a simple game, allowing players to construct whatever they wanted, using a few different colored blocks, each equivalent to one cubic meter. Released in 2009, it has evolved into a massive, world-building video game in which players uses those blocks to create anything they can think of, from houses, caves, and machines to a scale version of the Death Star. Microsoft purchased Minecraft from Notch and his team for $2.5 billion in November 2014. There aren't any express objectives or any real way to win in Minecraft. It's a "sandbox," in gaming speak-offering free play without a specific goal and currently used by more than 18.5 million players, with some 20,000 more signing up every day. Users may choose between Creative Mode, in which they can build using unlimited resources by themselves or with friends, with no real danger or enemies, and Survival Mode, where they fend off enemies and other players and fight for resources and space. They can trade items and communicate using a chat bar. Modifications (or mods) can add complexity by creating things like economic systems that let players buy and sell resources from in-game characters using an in-game currency system. These downloadable mods can also add computer science concepts and thousands of additional features."
Why, and how, schools should be using Instagram - Daily Genius - 2 views
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"Instagram is huge. As in 300 million users huge. As in, your students, and probably their parents, are on it. Already, 30 billion photos have been shared on the platform. There's a lot going on there. So while Facebook is dead and buried for the cool kids, and the likes of Snapchat don't really work for an institution, Instagram still has kudos as well as scale. If you want to be reasonably sure that the people you want are on board, then Instagram it is. So should a school use it? Should a school start to use the fastest growing, and already one of the biggest, social media platforms in the world? There's a certain amount of leading-the-witness in the question, but sheer scale doesn't necessarily mean there is educational value. Unless you use it right, of course. So how, and why should you be using Instagram in your school? Here's some suggestions:"
The end of the PC era - Tech News and Analysis - 1 views
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"For nearly 30 years, personal computers as we have known them have been the drivers of the technology engine. From Intel to Microsoft to Dell to HP to Micron Technology - many fortunes were made on the back of the PC. But the rise of mobile computing is upending the technology business and is simultaneously redefining what is a personal computer and how we use it. On Thursday Hewlett-Packard, one of the oldest companies in Silicon Valley with deep connections to the PC ecosystem (they paid $25 billion for Compaq in 2002) and the world's largest seller of PCs, confirmed it is looking to sell off its personal computing business. "
There's no app for good teaching | ideas.ted.com - 0 views
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"Bringing technology into the classroom often winds up an awkward mash-up between the laws of Murphy and Moore: What can go wrong, will - only faster. It's a multi-headed challenge: Teachers need to connect with classrooms filled with distinct individuals. We all want learning to be intrinsically motivated and mindful, yet we want kids to test well and respond to bribes (er, extrinsic rewards). Meanwhile, there's a multi-billion-dollar industry, in the US alone, hoping to sell apps and tech tools to school boards. There's no app for that."
'Soon We'll All Be Gamers' -- THE Journal - 0 views
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"Play is positive; gaming is good; and online engagement has begun supplying a generation with the love and feelings of connection that all humans crave. Some 7 billion hours a week are being poured into to this alternate world of engagement through online games. And 25 percent of Call of Duty players call in sick the day a new version the game comes out. These amazing and concerning facts paint a picture of the new world of gaming, said Jane McGonigal, who delivered the opening keynote address Wednesday at the FETC 2015 conference in Orlando, FL. The first person to earn a Ph.D. in the study of the effects of gaming, she is director of Games Research & Development at the Institute for the Future, a non-profit research group in Palo Alto, CA."
The Beginner's Guide To Competitive Gaming In Schools - Edudemic - 1 views
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"32 million people watched the Season 3 World Championships for the video game League of Legends this year. 8.5 million of those people watched at the same time. To put that in perspective, 13 million people watch a typical NFL game on Sunday. Last years' World Series drew 18 million viewers. 8.5 million viewers at one time is really impressive when you realize this was accomplished without a large TV contract and almost no marketing. The impact of these gaming tournaments has created billion dollar deals in the field of video streaming. It is big business. Competitive video gaming is nothing new. Game designers however, have figured out a formula that not only makes games that have mass appeal to players, but to those watching as well. Games are no longer just for sale as a leisure product, they are a sport. Games like League of Legends, Starcraft II, Counter Strike and Dota 2 are putting up millions in prize money and salaries to top players."
CodeGirl - 0 views
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"Join high school-aged girls from around the world as they try to better their community through technology and collaboration in this thrilling, heartfelt documentary. By 2017, the app market will be valued at $77 Billion. Over 80% of these developers are male. The Technovation Challenge aims to change that by empowering girls worldwide to develop apps for an international competition. From rural Moldova to urban Brazil to suburban Massachusetts, CODEGIRL follows teams who dream of holding their own in the world's fastest-growing industry. The winning team gets $10K to complete and release their app, but every girl discovers something valuable along the way."
Teens Are Being Bullied 'Constantly' on Instagram - The Atlantic - 1 views
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"No app is more integral to teens' social lives than Instagram. While Millennials relied on Facebook to navigate high school and college, connect with friends, and express themselves online, Gen Z's networks exist almost entirely on Instagram. According to a recent study by the Pew Research Center, 72 percent of teens use the platform, which now has more than 1 billion monthly users. Instagram allows teens to chat with people they know, meet new people, stay in touch with friends from camp or sports, and bond by sharing photos or having discussions. But when those friendships go south, the app can become a portal of pain. According to a recent Pew survey, 59 percent of teens have been bullied online, and according to a 2017 survey conducted by Ditch the Label, a nonprofit anti-bullying group, more than one in five 12-to-20-year-olds experience bullying specifically on Instagram. "Instagram is a good place sometimes," said Riley, a 14-year-old who, like most kids in this story, asked to be referred to by her first name only, "but there's a lot of drama, bullying, and gossip to go along with it.""
25 More Insanely Useful Websites You Might Need Someday - 5 views
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"The internet is filled with websites. Billions of them. Some are useful, some, not so much. Some of the useful websites are quite popular, and rightly so-a tool like Canva is a life saver for easy web graphics. Then you have helpful tools like Down for Everyone or Just Me. But there are many other useful websites beyond the ones you may know about. The fun is in discovering them. Fortunately, we went ahead and did the hard work for you."
The Ultimate Guide To Gmail Productivity: 25 Must-Have Tips, Tricks, And Time Savers | ... - 2 views
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" DOUG AAMOTH 08.19.16 12:00 AM From its not so humble beginnings as a non-prank released on April Fool's Day in 2004 to its billion-plus users today, Google's illustrious email offering has proven indispensable for most of us. And sure, you may use it all day, every day, but are you really getting the most out of it? Here are 25 tips, tricks, and time-savers for even the most seasoned of Gmail pros."
Data Never Sleeps 5.0 | Domo - 1 views
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"Data is on overdrive. It's being generated at break-neck pace, flooding out of the dozens of connected devices we use every day, and it shows no signs of slowing down. In fact, the number of internet users has grown over a billion in the last five years, more than half of the world's web traffic now comes from mobile phones. In its fifth year, Data Never Sleeps shows exactly how much data is created every single minute. From tweets to swipes, likes to shares, the digital world is exploding. Have a look."
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