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The Benefits of Video Games - ABC News - 0 views

  • A recent study from the Education Development Center and the U.S. Congress-supported Ready To Learn (RTL) Initiative found that a curriculum that involved digital media such as video games could improve early literacy skills when coupled with strong parental and teacher involvement. Interestingly, the study focused on young children, and 4- and 5-year-olds who participated showed increases in letter recognition, sounds association with letters, and understanding basic concepts about stories and print.
  • A study by the Education Department Center further found that low-income children are “better prepared for success in kindergarten when their preschool teachers incorporate educational video and games from the Ready to Learn Initiative.”
  • Even traditional games teach kids basic everyday skills, according to Ian Bogost, associate professor at the Georgia Institute of Technology and founder of software maker Persuasive Games. “Look at ‘World of Warcraft’: You’ve got 11-year-olds who are learning to delegate responsibility, promote teamwork and steer groups of people toward a common goal.”
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  • In fact, results from the ONR study show that video game players perform 10 percent to 20 percent higher in terms of perceptual and cognitive ability than non-game players.
  • As Dr. Ezriel Kornel explains on WebMD.com, playing certain video games (e.g. Brain Age or Guitar Hero) can also improve hand-eye coordination, enhance split-second decision making and even, potentially, boost auditory perception.
  • A study published in the February edition of Archives of Surgery says that surgeons who regularly play video games are generally more skilled at performing laparoscopic surgery.
  • Besides offering medical students the ability to practice on patients (which is much safer in the digital world), simulations offer health care providers several upsides. Chief among them, Taekman says, are the abilities to make choices, see results and apply information immediately.
  • According to studies by Daphne Bavelier, a professor of brain and cognitive sciences at the University of Rochester, video gamers show real-world improvements on tests of attention, accuracy, vision and multitasking after playing certain titles.
  • In a series of experiments published in the Journal of Personality and Social Psychology, researchers found that participants who had just played a “pro-social” game in which characters must work together to help each other out as compared to those who had just played a “neutral” game (e.g. Tetris) were more likely to engage in helpful behaviors. Examples included assisting in a situation involving an abusive boyfriend, picking up a box of pencils or even volunteering to participate in more research.
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Teaching with the Internet - 0 views

  • we have moved from a time when land, labor, or capital defined power and influence, to one where power and influence accrue to those most effective at using information for solving important problems.
  • As individuals or organizations identify problems, gather information, and seek solutions, digital bits become faster and cheaper than atoms (Negroponte, 1995) and in a highly competitive context speed, information, and cost become paramount.  Most of the technologies of literacy are driven by these three considerations.  Successful information and communication technologies allow faster access to more information at a cheaper cost than alternatives. Moreover, the globally competitive context in which we find ourselves ensures that new technologies for information and communication will continually be developed, resulting in continuously changing literacies and envisionments for literacy.
  • Policy decisions and discussions in many countries seek to ensure students leaving school are able to use new electronic literacies in order to identify central problems, find appropriate information quickly, and then use this information to solve problems and effectively communicate the solutions to others.
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  • You may envision the use of current e-mail technologies to help students share literary responses with friends and colleagues. To what extent does research from my envisionment for using e-mail generalize to your envisionment when the pragmatic aspects of these communication tasks differ so substantially? Clearly the challenges are enormous as we consider the utility of literacy research from one technology to another, from one iteration of a technology to another, and from one envisionment of literacy to another. Issues of ecological validity caused by rapidly changing technologies for information and communication and the increasingly deictic nature of literacy are critically important as we explore the literacy potentials of digital environments.
  • One area drawing recent attention has been the use of talking books among younger readers.  Talking books are hypermedia texts with digitized pronunciations of words and larger textual units.  Sometimes they also include animated illustrations and other features. While talking storybooks are designed to improve comprehension and reduce the decoding difficulties experienced by beginning readers, most of this work has taken place among students eight years of age or older, often with students experiencing difficulties learning to read (e.g., Farmer, Klein, & Bryson, 1992; Greenlee-Moore & Smith, 1996; Lundberg & Olofsson, 1993; Miller, Blackstock, & Miller, 1994; Olofsson, 1992; Olson, Foltz, & Wise, 1986; Scoresby, 1996; Wise et. al, 1989; Wise & Olson, 1994).
  • The largest, most systematic work is a study, jointly funded by Scholastic Network, the Council of Great City Schools, and the Center for Applied Special Technology (CAST). Participants included 500 students in grades four and six in seven urban school districts around the U.S. (CAST, 1996; Follansbee, Hughes, Pisha, & Stahl, 1997).  Each classroom completed an integrated learning unit on Civil Rights using a common curricular framework and common activities. Each class was encouraged to use traditional library resources as well as technology resources, including computers and multimedia software. The experimental classes also used the Internet for on-line resources, activities, and communication. Each student completed a project as a result of their participation in the unit. Evaluation of the final project showed significantly greater achievement on a number of measures for classrooms using Internet resources.
  • literacy is regularly being redefined within shorted time periods. This takes place as rapidly changing technologies for information and communication transform literacy and as users envision new ways of using these technologies for literate acts, transforming, in turn, the nature of these technologies.

we can talk here - 4 views

started by heinrosie on 14 May 14 no follow-up yet
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Study: Children Who Blog Or Use Facebook Have Higher Literacy Levels - Derek E. Baird :... - 0 views

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    Found by Kenneth
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articulo_26.pdf - 0 views

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    found by Maggie
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PDF.js viewer - 0 views

shared by heinrosie on 14 May 14 - No Cached
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    found by Cydney
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LexisNexis® Academic: Document - 0 views

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    found by Cydney
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LexisNexis® Academic: Document - 0 views

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    found by Cydney
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UC News - University of Canterbury - New Zealand - 0 views

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    found by kenneth
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Facebook and Bebo can help literacy - Telegraph - 0 views

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    found by Kenneth
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Educational Leadership:Teaching Screenagers:One-to-One Laptop Programs Are No Silver Bu... - 0 views

  • Overall, however, most large-scale evaluations have found mixed or no results for one-to-one initiatives. After five years of implementation of the largest one-to-one initiative in the United States, Maine's statewide program, evaluations found little effect on student achievement—with one exception, writing, where scores edged up 3.44 points (in a range of 80 points) in five years (Silvernail & Gritter, 2007).
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    paper saying that literacy skills have improved.
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Study: Emerging Technology Has Positive Impact in Classroom - US News - 0 views

  • The report, IT Opportunities in the Education Market, revealed that 78 percent of K-12 teachers and administrators believe technology has positively impacted the classroom and the productivity of students. Roughly 65 percent of educators surveyed also believe that students are more productive today than they were three years ago due to the increased reliance on technology in the classroom.
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    Article found by Rosie to support statement. "The report, IT Opportunities in the Education Market, revealed that 78 percent of K-12 teachers and administrators believe technology has positively impacted the classroom and the productivity of students. Roughly 65 percent of educators surveyed also believe that students are more productive today than they were three years ago due to the increased reliance on technology in the classroom."
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How Slang Affects Students in the Classroom - US News - 0 views

  • "They do not capitalize words or use punctuation anymore," Wood, a teacher with 10 years of in-class experience, says. "Even in E-mails to teachers or [on] writing assignments, any word longer than one syllable is now abbreviated to one."
    • heinrosie
       
      This is a possible rebuttal against our statement.
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    Possible rebuttal against statement. found by Rosie
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International Education Statistics: National, regional and global literacy trends, 1985... - 0 views

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    article found by Troy to support statement
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How Internet Use Affects Youth - Technology News - redOrbit - 0 views

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    article found by Troy to support statement
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Has CMC and texting led to the dumbing down of literacy? ELEANOR WEBSTER investigates |... - 0 views

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    Information to support statement found by Travvy
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Literacy - Wikipedia, the free encyclopedia - 0 views

shared by heinrosie on 14 May 14 - Cached
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    Definition of Literacy found by Michael
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