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heinrosie

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
heinrosie

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
heinrosie

How Internet Use Affects Youth - Technology News - redOrbit - 0 views

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    article found by Troy to support statement
heinrosie

International Education Statistics: National, regional and global literacy trends, 1985... - 0 views

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    article found by Troy to support statement
heinrosie

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."
heinrosie

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
heinrosie

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.
heinrosie

Facebook and Bebo can help literacy - Telegraph - 0 views

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    found by Kenneth
Kenneth Powell

The Literacy of Gaming: What Kids Learn From Playing | Mediashift | PBS - 1 views

  • Play games. Otherwise how can you have meaningful conversations about them? Not learning how to play games would be akin to talking about “The Lord of the Flies” without having learned to read.
  • Play games. Otherwise how can you have meaningful conversations about them? Not learning how to play games would be akin to talking about “The Lord of the Flies” without having learned to read.
  • Play games. Otherwise how can you have meaningful conversations about them? Not learning how to play games would be akin to talking about “The Lord of the Flies” without having learned to read.
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  • Play games. Otherwise how can you have meaningful conversations about them? Not learning how to play games would be akin to talking about “The Lord of the Flies” without having learned to read.
  • When people learn to play videogames,” according to James Paul Gee, “they are learning a new literacy.
  • They are learning a new interactive language that grants them access to virtual worlds that are filled with intrigue, engagement and meaningful challenges.
  • As our commerce and culture migrates further into this emerging digital ecosystem it becomes more critical that we develop digital literacy, of which videogames inhabit a large portion.
  • Gee, a linguist and professor of literacy studies at Arizona State University, thinks we should expand the traditional definition of literacy beyond reading and writing because language isn’t the only communication system available in today’s world. And there is no better example of a new form of media that communicates distinctive types of meaning than videogames.
  • Games are fun, but their real value lies in leveraging play and exploration as a mode of learning the literacy of problem-solving, which lowers the emotional stakes of failing.
  • This doesn’t mean that game-based problem-solving should eclipse learning content, but I think we are increasingly seeing that a critical part of being literate in the digital age means being able to solve problems through simulations and collaboration.
  • Mistakes are how one figures out what doesn’t work and provides the impetus to zero in on what might.
  • Conversely, the game of modern education revolves around right and wrong answers. Now this kind of learning may be appropriate in some instances, say, when you want a student to remember the capitals of countries. That method is important, but it can only take you so far. It certainly can’t penetrate more sophisticated, and I would argue, more important questions, such as: How does geography shape culture?
  • Yet if we are not prepared to be wrong than we won’t be able to come up with anything creative or solve complex problems. Videogames, on the other hand, embed trial and error into the foundation of gameplay.
  • “policymakers interested in preparing students for success in the 21st-century economy would do well … to appreciate how skills developed through navigating virtual environments might pay off in the workplace … [and how] the new skills and dispositions of the gamer generation will transform the workplace. The gamer generation will push for work environments to incorporate more virtual aspects in fields, such as market analysis, and social and economic modeling. Gamers, for example, have abundant experience making big decisions, coordinating resources, and experimenting with complex strategies in game-based simulations.”
  • Although videogames have great potential to be powerful vehicles for learning, there is no guarantee this will happen
  • Play games. Otherwise how can you have meaningful conversations about them? Not learning how to play games would be akin to talking about “The Lord of the Flies” without having learned to read.
  • Connect games to books, movies, TV and the world around them. By thinking about games beyond their boundaries we can cultivate pattern recognition across media platforms and parlay the problem-solving of gaming into the real world.
  • Have your students or kids collaborate with other peers to analyze and interpret games, as well share strategies
  • collaboration and networking kids can learn to enhance their own perspectives, ideas and, perhaps, contribute to a whole that is greater than the sum of its parts.
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    found by Kenneth
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    and another one down
heinrosie

UC News - University of Canterbury - New Zealand - 0 views

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    found by kenneth
heinrosie

LexisNexis® Academic: Document - 0 views

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    found by Cydney
heinrosie

LexisNexis® Academic: Document - 0 views

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    found by Cydney
heinrosie

PDF.js viewer - 0 views

shared by heinrosie on 14 May 14 - No Cached
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    found by Cydney
heinrosie

articulo_26.pdf - 0 views

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    found by Maggie
heinrosie

Study: Children Who Blog Or Use Facebook Have Higher Literacy Levels - Derek E. Baird :... - 0 views

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    Found by Kenneth
heinrosie

we can talk here - 4 views

Hey everyone! we can use this as a chat forum about the project as well! -Rosie

started by heinrosie on 14 May 14 no follow-up yet
ryano5643

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.
israelj

Troy's Statement - 5 views

To be added to the 3 articles submitted. The definition of literacy is: "ability to read and write, reading/writing proficiency; competence or knowledge in a specified area." Bearing this in min...

literacy technology education youth culture affects writing video games UCONN Texting

started by israelj on 15 May 14 no follow-up yet
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