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.
Teaching with the Internet - 0 views
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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.
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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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The Benefits of Video Games - ABC News - 0 views
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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.
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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.”
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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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Video games help promote literacy - 0 views
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Believe it or not, video games help promote literacy, a skill which encompasses not just reading and writing, but also the ability to understand maps, body language and spoken words
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Video games help exercise decision-making and critical thinking skills that a person doesn’t necessarily get from passive entertainment.
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Players are taken through these famous stories and are required to problem solve and work together to get to the next level. These games are filled with goofy humor and are loyal to their source material.
The Ageing Brain: Neuroplasticity and Lifelong Learning | Eleonora Guglielman - Academi... - 1 views
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4. “Learn a trade or every day” Neuroplascity is linked to the concept of compeveness : if we stop exercising our mental facules we not only forget them,but the corresponding map is automacally assigned to otherfuncons that we connue to play. We could change the prov - erb “learn a trade for a rainy day” in: learn a trade for every day,and connue to pracce it regularly.
Twilight of the Books : The New Yorker - 0 views
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You wouldn’t think so, however, if you consulted the Census Bureau and the National Endowment for the Arts, who, since 1982, have asked thousands of Americans questions about reading that are not only detailed but consistent. The results, first reported by the N.E.A. in 2004, are dispiriting. In 1982, 56.9 per cent of Americans had read a work of creative literature in the previous twelve months. The proportion fell to fifty-four per cent in 1992, and to 46.7 per cent in 2002. Last month, the N.E.A. released a follow-up report, “To Read or Not to Read,” which showed correlations between the decline of reading and social phenomena as diverse as income disparity, exercise, and voting. In his introduction, the N.E.A. chairman, Dana Gioia, wrote, “Poor reading skills correlate heavily with lack of employment, lower wages, and fewer opportunities for advancement.”
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More alarming are indications that Americans are losing not just the will to read but even the ability. According to the Department of Education, between 1992 and 2003 the average adult’s skill in reading prose slipped one point on a five-hundred-point scale, and the proportion who were proficient—capable of such tasks as “comparing viewpoints in two editorials”—declined from fifteen per cent to thirteen. The Department of Education found that reading skills have improved moderately among fourth and eighth graders in the past decade and a half, with the largest jump occurring just before the No Child Left Behind Act took effect, but twelfth graders seem to be taking after their elders. Their reading scores fell an average of six points between 1992 and 2005, and the share of proficient twelfth-grade readers dropped from forty per cent to thirty-five per cent. The steepest declines were in “reading for literary experience”—the kind that involves “exploring themes, events, characters, settings, and the language of literary works,” in the words of the department’s test-makers. In 1992, fifty-four per cent of twelfth graders told the Department of Education that they talked about their reading with friends at least once a week. By 2005, only thirty-seven per cent said they did.
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The erosion isn’t unique to America.
Internet 'speeds up decision making and brain function' - Telegraph - 0 views
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Internet 'speeds up decision making and brain function' Internet use could improve brain function and speed up decision-making, but it comes at the expense of empathy and the ability to think in abstract terms, scientists have found.
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A study of the use of areas of the brain during different activities found that it is markedly more active when carrying out an internet search than when reading a book.
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The stimulation was concentrated in the frontal, temporal and cingulate areas, which control visual imagery, decision-making and memory.
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How The Internet Saved Literacy - Forbes - 1 views
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How The Internet Saved Literacy
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For students in Jerome McGann’s literature seminars at the University of Virginia, to read and interpret Jenny, a poem by the 19th century British poet Dante Gabriel Rossetti, is to live it. McGann doesn’t require that his students show up to class dressed in 19th century garb. Instead, they must take on a role as one of the poem’s characters through an interactive Web-based software application called Ivanhoe, which McGann and his colleagues developed in 2001.
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Students are free to change their characters’ actions, add stanzas and delete others. As long as they provide substantive justification–historical and psychological–all changes to the text are justified and encouraged, says McGann. Using the software, which was developed with the help of the university’s computer scientists, students rewrite the poem and keep role journals, chronicling their journeys deep into the recesses of their characters’ minds. To play the game effectively, they must react to each other’s interpretations as well. “Collaboration is the demand laid on you by this technology,” says McGann. “Classroom work is typically solo. Ivanhoe encourages you to work interactively with others.”
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Beyond Literacy | Gaming as a Literacy - 1 views
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gaming is different but it is still embedded in the construct of alphabet or notational literacy.
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“If we think first in terms of semiotic domains and not in terms of reading and writing as traditionally conceived, we can say that people are (or are not) literate (partially or fully) in a domain if they can recognize (the equivalent of ‘reading’) and/or produce (the equivalent of ‘writing’) meanings in the domain.” Video games, “situate meaning in a multimodal space through embodied experiences to solve problems and reflect on the intricacies of the design of imagined worlds and the design of both real and imagined social relationships and identities in the modern world.
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The immersive nature of digital games (think of virtual reality generally or something like Xbox 360 Kinect in particular) occurs the body and the mind are fully engaged in making meaning both by “reading” the game and creating components or actions (“writing”).
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Study: Emerging Technology Has Positive Impact in Classroom - US News - 0 views
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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."