Real Lives is a unique, interactive life simulation game that enables you to live one of billions of lives in any country in the world. Through statistically accurate events, Real Lives brings to life different cultures, human geography, political systems, economic opportunities, personal decisions, health issues, family issues, schooling, jobs, religions, geography, war, peace, and more!
Educational games are a great way to way to make learning exciting, and simulation games are best of all, putting you in control of the learning experience.
this is a quote about simCEO from Edutopia-
What if students created their own companies, complete with business plans? What if they could also buy and sell stocks in classmates' companies? What if they could see how stock prices fluctuated over a 10-year period rather than just a few weeks?
The result of that brainstorming became an online simulation called SimCEO. Luebbe, principal of American International School of Budapest, has been fine-tuning his creation by sharing it with educators around the world. They have surprised him by taking projects in directions he never imagined.
He expected teachers to focus on financial literacy and entrepreneurship. But some have brought in different content. "They might set the simulation in Colonial America or New York in the 1920s," Luebbe says, then ask students to consider how historical factors would have affected market prices. Because teachers determine all the content, he adds, "they can bring in demographic data, real or fictional news, historical events -- whatever they want." The game becomes an open platform for teacher innovation.""
These documents are really good summaries of strategies and digital approaches - maybe useful for educators who are unfamiliar with the strategy and need a short, sharp description.
"What does the iPad have to teach educational technology about how a phenomenon becomes popular and adopted? Quite a bit. First, acceptance is high, with a half-million units sold in the first week of release. Six weeks later, Apple was selling twice as many iPads per week as Mac computers. Given some recent history, this should be surprising-the idea of a tablet device has been around for at least a decade or two, but most such devices have not experienced anything close to wide adoption. However, some specific factors have paved the way for the iPad's adoption. And these factors harbor advice that educational technology would do well to heed.
Prime the technology pump. The iPhone, direct predecessor to the iPad, came onto the market amid a wave of technology that permitted small packages to deliver powerful computing. This hardware, including GPS location sensors, fast and efficient microprocessors, and the evolution of touch screen technology was a necessary condition for the emergence and success of both the iPhone and the iPad generation of devices.
Define (and answer) the problem. The hugely popular mobile smartphones had an equally huge problem. People hated their interfaces. A decade of frustration with labyrinthian voicemail menus and inscrutable settings had created an army of frustrated mobile phone users with enough pent-up rage to fuel a revolution. By providing a device that was easy to use, the iPhone had identified a core problem and set a new bar for its solution, one that was quickly taken up by many others.
Whet undiscovered appetites. The explosion of mobile devices also created for millions the idea of constant, away-from-home connectivity. The iPhone upped the ante significantly by providing a full browsing and even computing experience, giving consumers the expectation that they should be only inches away from powerful, networked computing at all times.
Provide the practice. The iPhone defined a new set of touch-based interactions. Whi
This is an interesting post for those of us (er, that'll be me, I guess) in Victoria, Australia. However the rest of this blog is really interesting as well - have a look DSSers!!
Pixar University's Randy Nelson on Learning and Working in the Collaborative Age
The Dean of Pixar University explains what schools must do to prepare students (and themselves) for new models in the workplace.
This is a fascinating look at what the Pixar workplace is like, and the skills and experiences Randy Nelson sees as vital to develop in students.
Some high points;
Four main areas- Breadth of experience, Depth of knowledge, Communication, Collaboration.
The core skill of innovators is error recovery, not failure avoidance.
Employers would rather see the proof of a portfolio versus the promise of a resume.
Employers need people who are more interested than interesting.
See communication as a destination, not as a source - you aren't the judge of your communication skills - your audience is.
Collaboration is amplification, not cooperation.
"Forest Lake principal Kappy Cannon didn't leave it up to teachers to decide whether they would join the digital revolution. As long as you provide adequate support, she reasons, you can demand that it be done. This mandate from the boss gave the school's tech-integration team a major boost. Also helpful: instructional-technology specialist Paulette Williams's sweet but insistent approach. When the school got interactive whiteboards, she gave teachers six months to relinquish their old overhead projectors. Then she said, "You can give me the projectors peacefully, or I'm going to take them." "
This is terrific. I wish he had been my professor. Howard Gardner talks about how ineffective one-size-fits-all education is, and suggests how education has to change. I love what he has to say about assessment.
CITED's Lessons Learned for Effective Technology Implementation
Learn ways to address the challenges of integrating technology into the classroom. Hear from district leaders and read the most up-to-date research about effective methods to make technology an integral part of learning in this CITEd article.
GenYES is the only student-centered research-based solution for school-wide technology integration. Students work with teachers to design technology-infused lessons and provide tech support. The resulting collaboration provides the students with project-based learning and the teachers with on-site, sustainable technology integration support.