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John Evans

More and More, Schools Got Game - washingtonpost.com - 0 views

  • As Net-generation teachers reach out to gamers, classrooms across the country are becoming portals to elaborate virtual worlds.
  • But lately, researchers and educators say sentiment toward gaming is changing. Advocates argue that games teach vital skills overlooked in the age of high-stakes tests, such as teamwork, decision-making and digital literacy. And they admire the way good games challenge players just enough to keep them engaged and pushing to reach the next level
  • if ( show_doubleclick_ad && ( adTemplate & INLINE_ARTICLE_AD ) == INLINE_ARTICLE_AD && inlineAdGraf ) { placeAd('ARTICLE',commercialNode,20,'inline=y;!category=microsoft;',true) ; } The Pew Research Center reported in September that 97 percent of youths aged 12 to 17 play video games, and half said they played "yesterday."
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  • A new generation of game designers is borrowing from the sophisticated platforms and stunning graphics that captivate students for hours after school. They hope to channel the kind of feverish determination students exhibit when stealing a car in Grand Theft Auto and redirect it toward more wholesome pursuits, such as algebra.
  • Compelling games can help schools compete for students' attention, advocates say, even as many teenagers are tackling complex projects on the Internet in their free time.
  • Private foundations and the National Science Foundation have contributed millions of dollars to developing or studying games. The U.S. Education Department awarded a $9 million grant in September to a New York-based education firm to develop games for the hand-held Nintendo DS to weave into middle school science lessons
John Evans

Games, Pop-Ups, 3D, and More - The iPad is Changing Books Forever | Singularity Hub - 7 views

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    "I grew up on a healthy regimen of Choose-Your-Own Adventure books, Nintendo, and role playing games, but even I am intimidated by the new brand of interactive storytelling that is flooding the iPad. More designers are exploring how the frenzy around Apple's tablet computer is evolving e-books into something new. Sure, you can find traditional children's picture books directly translated onto the iPad that simply let you flip through on a touchscreen, but there's so much more the medium allows. Embedded games, interactive backgrounds, responsive audio, non-linear stories - "books" on the iPad have become something much better: immersive experiences. I've got a host of videos to show you what I mean, check them out below. Combining games, books, music, and voices in compelling ways, these early attempts to revolutionize storytelling on the iPad are exciting…but they're just the beginning. Give it a few years and the lines between these different ways of telling stories will blur so far we'll have to come up with a new name. 'Books' just doesn't cut it anymor"
International School of Central Switzerland

When or do we teach typing? | The Thinking Stick - 0 views

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    By the time students are 6 and in our schools most of them have had numerous hours with computer devices. Whether it be a computer keyboard or a Nintendo DS, they are growing up being wired to input into a machine. If we start teaching them typing in middle school are we to late? Have they already developed habits that work for them?
John Evans

The Generation That Doesn't Remember Life Before Smartphones - 3 views

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    "Down a locker-lined hallway at Lawrence Central High School in Indianapolis, Zac Felli, a junior, walks to his first class of the day. He wears tortoiseshell glasses and is built like he could hit a ball hard. He has enviable skin for a teenager, smooth as a suede jacket. Over one shoulder he carries a slim forest-green and tan messenger bag that would have been social suicide in 1997. But 1997 was the year Zac was born, so he wouldn't know anything about that. A squat, taupe monolith flanked by parking lots, Lawrence Central smells like old brick and floor polish and grass. Its gleaming floors squeak if you move your foot a certain way. The school has existed on precisely this spot of land since 1963: maroon block letters over the door, tang of chlorine from the indoor pool. None of that has changed. Here's what has: After Zac turns the doorknob of Room 113 and takes his seat in Japanese III, he reaches into his shoulder bag, pushes aside his black iPhone 5S and Nintendo 3DS XL, and pulls out his Microsoft Surface Pro 3 tablet with purple detachable keyboard, which he props up on his desk using its kickstand. By touching a white and purple icon on his screen, he opens Microsoft OneNote, a program in which each of his classes is separated into digital journals and then into digital color-coded tabs for greater specificity. And then, without a piece of paper in sight and before an adult has said a word, he begins to learn."
John Evans

10 Augmented Reality Apps For Kids - 3 views

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    "In the days long past, kids would gather around that lucky boy whose parents could afford a Super Nintendo and patiently wait for their turn. Today, everyone can afford a gaming console. When augmented reality games finally make a grand entry into the consumer market, everyone will simply have to have them. This is the way of the future and boy, it sure looks bright. These AR apps are meant to accustom kids into using and enjoying augmented reality apps so that they can easily maneuver their way through whatever technological advances wait for them 10 or 20 years in the future."
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