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John Evans

Gaming's Not Just for Kids: What Educators Need to Know About Esports | EdSurge News - 0 views

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    "League of Legends, DOTA 2, Heroes of the Storm and-of course-Fortnite. You may recognize these as titles of popular video games, even if you aren't strictly a "gamer." The reality is that video games and the communities, organizations and players surrounding them have become big business-some worth potentially millions of dollars. These aren't just games anymore; they have emerged, along with other massive titles such as Overwatch, as a phenomenon it seems everyone is racing to catch up with. Playing these games competitively, known as esports, is on the verge of becoming not only a force in the business and entertainment world, but a factor in the classroom as schools start esports leagues and curriculum springs up around gaming culture. So what do educators need to know about it?"
John Evans

The Data Workout: How It's Impacting Teaching and Learning | EdSurge Guides - 2 views

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    "If you think data-in education, or any field-is cut and dry, think again. Working with data in the classroom, especially, can be either exhausting or exhilarating-depending on your fitness level. Data can be big, but also quite small. It's often quantitative, but is increasingly qualitative. It's predictive, but not always inclusive. It's private, but not always protected. But one thing's for certain: data has enormous power to impact teaching and learning."
John Evans

Minecraft's New Oregon Trail Experience Has Everything-Even the Dysentery | EdSurge News - 1 views

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    "Remember the Oregon Trail? Of course you do, it's the game the internet won't let you forget. Thirty-two years after the first full-color graphic version hit the Apple II, Houghton Mifflin Harcourt-the current owner of the Oregon Trail franchise-is teaming up with Microsoft on a new world that ports many of the landmarks and features of the original game into Minecraft. Announced this morning in a Microsoft blog post, the new world, called The Oregon Trail Experience, is exclusive to Minecraft: Education Edition, the version that replaced the popular MinecraftEdu late last year. Microsoft acquired Minecraft from Swedish game developer Mojang in 2014."
Nik Peachey

Nik's EdTech & ELT Newsletter 19th September 2017 - 0 views

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    Nik's EdTech & ELT Newsletter 19th September 2017 https://t.co/MKck1HmOG9
John Evans

New CBC creative writing challenge invites students to imagine Canada's future in 150 y... - 2 views

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    "The First Page is a brand new creative writing challenge for students in Grades 7 to 12, created by CBC Books. The challenge? We want students to give us a glimpse of the great Canadian novel of the year 2167. Write the first page of a book set 150 years in the future, with the protagonist facing an issue that's topical today and setting the scene for how it's all playing out in a century and a half."
John Evans

I'm a Neuroscientist. Here's How Teachers Change Kids' Brains. | EdSurge News - 2 views

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    "Teachers change brains. While we often don't think of ourselves as brain changers, when we teach we have an enormous impact on our students' cognitive development. Recent advances in educational neuroscience are helping educators understand the critical role we play in building brain capacities important to students' learning and self-control. To understand how teachers change the brain, we need to begin with a reasonably new understanding of the biology of learning. The human brain is an experience-dependent organ. Throughout our lives, the cerebrum-the largest portion of our brain-fine-tunes itself to adapt to the world around us. The scientific term used to describe this is "neuroplasticity, " which involves three processes."
John Evans

Sir Ken Robinson's Next Act: You Are the System and You Can Change Education | EdSurge ... - 1 views

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    Sir Ken Robinson's views on creativity are abundantly well documented. In his 2006 TED Talk-still the most-watched of all time-he claimed that "we are educating people out of their creative capacities" and charged the current education system with being too rigid in adhering to traditional academic subjects. Kids, he argued, need time to dance, draw, create and find what they're good at. But he hasn't given up on schools or education-far from it, in fact. For his follow-up act, Robinson is releasing a new book for parents on how to raise capable children who thrive in school. Make no mistake, though, he's still shaking up the system (and redefining what that actually means).
John Evans

What Kids Need to Learn to Succeed in 2050 - Youth, Now - Medium - 0 views

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    "In such a world, the last thing a teacher needs to give her pupils is more information. They already have far too much of it. Instead, people need the ability to make sense of information, to tell the difference between what is important and what is unimportant, and, above all, to combine many bits of information into a broad picture of the world."
John Evans

'Let's go exploring': The story of Calvin and Hobbes creator Bill Watterson | CBC Radio - 1 views

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    "Calvin and Hobbes had millions of followers when it was retired in 1995 after a 10-year run"
Phil Taylor

Is Technology Bad for the Teenage Brain? (Yes, No and It's Complicated.) | EdSurge News - 2 views

  • Social media, contrary to its reputation, actually seems to improve certain prosocial behaviors—empathy, to name one—in teenage populations.
  • So we have a dash of “good news,” a pinch of “bad news,” and a potential framework to turn “no news” into “know news.”
John Evans

Why It's Important to Teach Your Students Financial Literacy-and Three Ways to Do It | ... - 1 views

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    "Teaching financial literacy in the classroom is one promising way to improve financial capacity for today's young people. Today's young people face an overwhelming number of complex financial decisions. However, many are unprepared to make informed financial choices as they move into adulthood. In fact, three out of four young adults cannot answer basic financial questions. Teaching financial literacy in the classroom is one promising way to improve financial capacity for today's young people. Research shows that by the age of 12, students will develop an economic understanding that researchers describe as "essentially adult". By including lessons on smart money habits early in their cognitive development, we can encourage young people to save money, foster family conversations, a"
John Evans

The 10 Best VR Apps for Classrooms Using Merge VR's New Merge Cube | EdSurge News - 6 views

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    "Recently, the world of virtual reality was shaken up when the popular Merge Cube by Merge VR dropped in price from $15 to just a dollar at many Walmart stores. When using specific apps, these cubes showcase different experiences as you rotate the block around with your hands. If you haven't held a Merge Cube yet, they're made of a soft rubber material that's comparable to a stiffer stress ball. (If you want to test out the apps first, you can print out a temporary paper cube.)"
Nik Peachey

Nik's Educational Technology & ELT Newsletter October 11th 2016 - 0 views

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    Welcome to the latest educational technology newsletter from http://peacheypublications.com/
John Evans

An Inside Peek Into the Education World's Obsession with Minecraft | EdSurge News - 2 views

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    "I've been playing Minecraft Education-mostly with students or other teachers-for about four years now. My experience came to a head two weekends ago, when I attended MINECON, the annual Minecraft convention and fan fest held this year in Anaheim on September 24-25. I go to a lot of educational technology conferences, but I don't have a lot of experience with "fandom conventions." Experiencing MINECON 2016 as an educator, I found it to be a melding of the two-and a clear indicator as to why the education world is obsessed with Minecraft."
John Evans

It's Time to Weave Computational Thinking into K-12 -- THE Journal - 2 views

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    "It's high time for students to move beyond an hour of coding exercises and learn computational thinking. That's the message of a new report from Digital Promise that examines what's important to know and be able to do in a "computational world." Digital Promise is a non-profit that that promotes the use of innovation in education, particularly as it uses digital technologies. The new report, "Computational Thinking for a Computational World," explains its theme of computational thinking by borrowing a description from a long-ago article published by the Association for Computing Machinery: It is "a way of solving problems, designing systems and understanding human behavior that draws on concepts fundamental to computer science… a fundamental skill for everyone, not just computer scientists." More simply, the report noted, "The skill required to tell a computer what to do is programming. The thought process behind programming is computational thinking." What it isn't is humans thinking like computers. And, according to the report's authors, it's something that needs to be taught across subjects in K-12 schools."
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