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Barbara Lindsey

Open Resources - Transforming the Way Knowledge Is Spread - NYTimes.com - 0 views

  • the five functions now performed by universities — teaching; providing a space for social interaction; testing students’ knowledge and offering feedback in the form of grades; cultivating a reputation as a good place to learn; and certifying what graduates know through accreditation — will inevitably change.
  • In October 2003, there were 511 courses available, all from M.I.T. According to Ms. Mulder, the current total is over 21,000 — with 9,903 in languages other than English, including Chinese, Spanish, Portuguese, French, Catalan, Hebrew, Farsi, Turkish, Korean and Japanese.
  • The school’s Masters Series Madrid is a game — with soundtrack, 3-D graphics and interviews with executives — that allows students to manage an international tennis tournament. “It’s a great way for people to see our school,” said Matthew Constantine, a member of the IE staff.
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  • Although all of the material on IE’s Web site is free for individual use, he said, the school “avoided developing material for self-learning” because “we think class discussion is essential.”
  • “If you don’t ‘close’ education in certain ways then you are out of business.”
  • “The completion rates for students in purely online programs are very low,” he said. “If a program is too open, too flexible, too ‘on demand,’ students won’t ever finish.”
  • Mr. Mulder also warned against viewing O.E.R. as a panacea. “O.E.R. is not education,” he said. “It’s only content. It becomes learning when you have good teaching.”
Barbara Lindsey

Teachable Moment - plagiarism - 0 views

  • Let's assume you have engaged students in worthwhile class work and it is time for them to involve themselves in an inquiry related to it and of interest to them. Forget about "research," forget about "the term paper,î abandon the often calcified list of "subjects." Here is a proposed series of steps and assignments for the process.
  • * "significant learningî ó that which raises questions and problems whose answers and solutions promote further curiosity and learning that have the potential to develop into a lifelong pursuit.
  • Assignment A: Ask students to prepare three carefully worded questions on a matter related to classwork whose answers they might like to pursue.
    • Barbara Lindsey
       
      I will do this from now on with our moderator questions and blog posts.
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  • If you feel there is no time for such a procedure (and if you are correct in your assessment), then you have the following options: Launch a campaign with other teachers directed at the problems and/or people responsible for making time unavailable so that it can be made available. If that fails, at least eliminate "research" and "term papers" from the curriculum on educational grounds.Use as much of the procedure as you can to promote inquiry and to eliminate as much plagiarism as possible.Continue to teach as in the past.Quit and find a more honorable line of work.
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    A must read for those who are concerned about plagiarism with online students.
Barbara Lindsey

'Augmented Reality' on Smartphones Brings Teaching Down to Earth - Technology - The Chr... - 1 views

  • Arguments for Augmentation The researchers and educators in this small, emerging field see clear advantages to using real-world sites as the backdrop for educational games. A major goal of Mentira is to motivate students "to get their heads out of the textbook" by showing them that language has a vibrant local context, Ms. Sykes says. By setting the story in a nearby neighborhood, she and Mr. Holden took advantage of its historic sites and folklore to integrate learning about its history and culture into the game
    • Chenwen Hong
       
      Mentria could also be a good model for foreign language teachers or instructors of culture courses.
    • Barbara Lindsey
       
      Thank you very much for bookmarking this to our group, Chenwen!
  • Mr. Gagnon is the lead developer of a software tool called ARIS, or Augmented Reality and Interactive Storytelling. ARIS lets designers link text, images, video, or audio to a physical location, making the real world into a map of virtual characters and objects that people can navigate with iPhones, iPads, or iPod Touches.
  • The open-source tool,
Barbara Lindsey

Video: Voices From the Front Lines of Online Learning - Wired Campus - The Chronicle of... - 0 views

  • As a first time student enrolled in an online course, I am dismayed by the total lack of the instructor's input. She merely feeds us the publisher's materials, has a teaching assistant grade the homework and pulls her tests from the publisher's test bank. I could teach this course, easily, myself.
  • There is no "teaching" or explanation, just self study. Silly things are graded like participation in discussions, and homework is often graded despite the fact the solutions manuals are all available online for students. Many online courses are taught by for-profit schools whose key motivation is to never fail students and to keep their tuition dollars flowing in. Even traditional schools' online courses are silly. The teacher has no way to know who is taking the exams. Exams are open book. Let's all start calling it the sham that it really is.
  • I have to say, from my experience as a student in an Ivy League school on the ground I had experiences like that. You can't judge an entire way of teaching and learning from these experiences.I have been teaching graduate school online since 1999. I engage actively with learners one on one, in small groups and in the class. I use meeting technologies as well as the Blackboard discussion. Learners work independently or collaboratively, depending on the assignment. I review and make detailed comments on their writing in assignments that require them to reasearch and draw on multiple scholarly sources. There is typically not one textbook, so "publisher's materials" or "open book exams" are non-existent. Even discussion assignments are submitted in full APA style and require references to the assigned and other scholarly readings. Higher order critical and creative thinking, original analysis, are required.
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  • When these learners complete the program, they have competencies relevant to 21c life-- they can communicate, collaborate, access and integrate information from diverse sources using electronic libraries. It is an exciting way to teach and learn and it is the wave of the future so we need to gain the skills needed to make these educational experiences consistently meaningful.
  • Working with online instruction requires different techniques. An instructor online cannot usually look at a student's face and see that she isn't grasping the point, for example, or when she has fallen asleep. I can see why instructors would miss this type of face-to-face communication; online feedback is both less immediate and in some cases more direct. But a lecture can be truly engaging or enormously incomprehensible even for the student who moves to the front row to try to understand it all. Online learning can also reap huge results or can suffer from another set of equally mind-numbing problems.
  • I have to agree with jsalmons and bghansel. It's not the fact that a school is online or on-ground that matters. It's the quality of the educator that matters. I, too, have gone to and taught in Ivy League schools and found them to be a mixed bag, just as I've found online schools to be a mixed bag.
  • Yes, softshellcrab, discussion questions are the backbone of online courses. Are you telling me they don't play a role in on-ground education? Are you telling me that only talking-head lectures educate? Is there something wrong with students doing self-studying? Haven't you seen lecture content in online courses? I'm puzzled as to why you think critical thinking, Socratic reasoning/questioning, and constructivism are bad or can't be done online, but can on-ground.
  • The most (Stress THE MOST)primary issue with distance education is the degree of affective education taught.
  • We can use SKYPE, WIMBA or other "video" based education, but what we lose is the subtle differences of students and their interactions with others that makes it difficult to determine their level of character (highest level of affect).
  • Bill Gates may think we will have less seated instruction in the future (see another Chronicle issue elsewhere), but the backlash against online will be in the form of those who cannot interact and thus not obtain jobs (except in the places where it wont matter because none have any affect in that place).The bottom line is that we are losing a major portion of our education system in a pure online education format. Until we recognize how to better teach affective education with online, and more importantly assess that type of education, we will have major issues not only in higher education, but also in industry/business.And this is an open invitation for Bill Gates to discuss this issue.
  • "Quality on-line teaching is harder than regular classroom teaching, but poor on-line teaching is easier than regular classroom teaching."
  • But can I make it more specific - "Quality on-line teaching is harder (taking more time, e.g.)than regular classroom teaching of the same quality (in achieving the same extent of satisfaction in students, e.g.)?"
  • However, no one has mentioned the preparation required for quality online instruction. Some building blocks of good online programs are high quality/targeted content, flexible tools for development and delivery, engaging and interactive design, attentive and responsive instructors during the class, self motivated learners, and as always outcomes-based curriculum.
Barbara Lindsey

PollEverywhere grappling with Monetization and Free Educator Plans « Moving a... - 0 views

  • the development of pricing schedules and "free" access options for phenomenal web 2.0 services for education and learning.
  • PollEverywhere is grappling with similar monetization issues as VoiceThread has.
  • My digital curriculum wiki is one I'm going to be updating and moving later this spring, and hopefully sharing often at educational conference events and in-district PD sessions
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  • A high quality education has never been free and without cost. We SHOULD utilize and leverage free content and tools when it makes sense and those resources tangibly advance our learning goals. We also must remember and should discuss, however, the cases where digital content and capabilities are WORTH paying for.
Barbara Lindsey

2020 Forecast | KnowledgeWorks - 0 views

  • Over the next decade, the most vibrant innovations in education will take place outside traditional institutions.
  • The forecast does not predict what will happen, but rather serves as a guide to the as-yet-unwritten future. It is designed to help you see connections among things that once seemed unrelated and to help you consider the changes and challenges that you are facing today within the context of wider patterns of change.
  • a critical dilemma facing these institutions: how to reconcile bottom-up developments in education with the traditional top-down hierarchy that is currently in place.
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    Over the next decade, the most vibrant innovations in education will take place outside traditional institutions.
Celeste Arrieta

Views: To What End? - Inside Higher Ed - 0 views

    • Celeste Arrieta
       
      Learning for life
  • the goals of completion do not make the assumption that our (and their) work is finished when the students receive these initial degrees and certificates
  • be able to make informed decisions and use clear judgmen
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  • develop coping skills, life skills, and team skills so they can create a satisfying philosophy by which to live and by which to contribute to the general welfare
  • General education is a corollary of liberal education
  • “quality of life” issues for these students to help them succeed in fulfilling careers and contribute to the betterment of society
  • they are strategically located in the right places
  • the colleges are still primarily staffed by part-time faculty who instruct a study body that is primarily part-time. These are not the best conditions for taking on a mandate to change the world.
  • When the social order is rumbling with change, when new movements are afoot, when fear stalks the land, when money flows from the heavens — when there is a tectonic shift in the community college zeitgeist — there is great opportunity to change our routine; there is opportunity for significant reform
  • “learning” is the same thing, or at least is deeply reflected, in what we mean by degree and certificate completion
    • Celeste Arrieta
       
      Is it?
  • pendulum
  • balance
  • overall purpose and what we mean by a truly educated person
  • Today we must prepare students for the challenges of changing careers and jobs five or six times in their lives
  • It took years to purge the idea of the “terminal” degree from the community college lexicon and years more to embed the principles of lifelong learning into our programs and practices
  • students need the skills to succeed in an initial job, but they also need the skills to cope with changes in the economy and the culture — skills to transition into their next job
    • Celeste Arrieta
       
      quality education - premier education
Barbara Lindsey

Free as in Freedom: The Power of Pull - John Seely Brown - 0 views

  • The 21st century has changed the game completely. The infrastructure is driven by the continual advances in computing, storage and bandwidth. There's no stability in sight.
  • In a world of increasingly rapid change, the half life of a given skill is constantly shrinking and the predictability of future needs is increasingly less certain. We're having to move from stocks to flows. This means we move from protecting knowledge assets to participating in knowledge flows. This means that our learning strategy moves to having a strong tacit component as against a hoarding mindset of stocking knowledge.
  • We're creating a lot of information everyday more in every two days than we did from the dawn of man to 2003.
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  • We need to rethink how we learn and deal with the tacit knowledge.
  • Dusty wanted to put Maui on the surfing map. Dusty found four peers in the same age group and decided to build a scheme of collaboration - the likes of which the world has never seen. Dusty was the first junior champion ever in Maui and came up with a new genre - aerial surfing
  • Here are some things they did in their learning community:They are willing to keep failing because they knew they could learn from failure.They collectively analysed each frame of videos of the best surfers across the world.The used video camera to capture and analyse their own moves. They deconstruct their own technique by watching each frame of their work on the beach.They pulled ideas from various sports - windsurfing, skateboarding, mountain biking, motorcross, etc. The cool stuff is they've taken ideas from different domains and applied them to their own domain. They've understood the idea of 'spikes', where they've travelled to the expertise hotspots for surfing across the world to learn their trade. Now they're a bit of a spike in themselves.
  • This is an example of deep collaborative learning with each other. They are people that are passionate about a trade and they chase extreme performance with a deep questing disposition. They learn themselves from the things that others are doing around them. They have a commitment to indwelling -- they soak up the world around them.
  • The second story JSB has is about WOW - The World of Warcraft. It's a massively multi-player online role-playing game (MMORPG). There's a reason we need to care. This is the first domain where we've discovered a place where we don't have diminishing returns, we have exponentially increasing returns. The sense of joint collective activity is pretty awesome as one of the TWU students pointed as well. The core of the game is really more the social life on the edge of the game. The edge is often called a knowledge economy. WOW is way too complicated to play without complex analysis tools and dashboards, but these dashboards are tailored to each player to measure their own performance and are a key to their mastery at the game. This is quite curious -- don't managers develop dashboards to look at their people? This is obviously a game changing way to self-reflect. The cool thing that goes is after action reviews -- this is very in tune with the Agile Retrospectives idea. This is an example of blending the tacit and the cognitive. This is collective indwelling and reflection. While they marinate and learn in a social context, they also reflect together when they're done, so they can learn from each other. This is the way grandmasters learn -- they practice with peers and then reflect on what they did. This is the way hackers practice their trade.
  • There's an incredibly rich knowledge economy around this game. On a typical night there are about 10-15000 new ideas coming up about the game. There are blizzard forums, databases, blogs, wikis, videos and what not. The way people absorb all of this is that guilds (player teams) self-organise into being a knowledge refining community to work together, curate content and then collectively learn amongst themselves. This is the idea of a personal learning network (PLN) IMO.
Barbara Lindsey

gladwell dot com - designs for working - 0 views

  • The task of the office, then, is to invite a particular kind of social interaction--the casual, nonthreatening encounter that makes it easy for relative strangers to talk to each other. Offices need the sort of social milieu that Jane Jacobs found on the sidewalks of the West Village. "It is possible in a city street neighborhood to know all kinds of people without unwelcome entanglements, without boredom, necessity for excuses, explanations, fears of giving offense, embarrassments respecting impositions or commitments, and all such paraphernalia of obligations which can accompany less limited relationships," Jacobs wrote. If you substitute "office" for "city street neighborhood," that sentence becomes the perfect statement of what the modern employer wants from the workplace.
    • Barbara Lindsey
       
      This reminds me of the strength of weak ties argument.
  • In the war-room study, the company moved the client, the programmers, and a manager into a dedicated conference room, and made them stay there until the project was done. Using the war room cut the software-development time by two-thirds, in part because there was far less time wasted on formal meetings or calls outside the building: the people who ought to have been bumping into each other were now sitting next to each other.
  • The agency is in a huge old warehouse, three stories high and the size of three football fields. It is informally known as Advertising City, and that's what it is: a kind of artfully constructed urban neighborhood. The floor is bisected by a central corridor called Main Street, and in the center of the room is an open space, with café tables and a stand of ficus trees, called Central Park. There's a basketball court, a game room, and a bar. Most of the employees are in snug workstations known as nests, and the nests are grouped together in neighborhoods that radiate from Main Street like Paris arrondissements. The top executives are situated in the middle of the room. The desk belonging to the chairman and creative director of the company looks out on Central Park. The offices of the chief financial officer and the media director abut the basketball court. Sprinkled throughout the building are meeting rooms and project areas and plenty of nooks where employees can closet themselves when they need to.
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  • A vital community, in Jacobs's view, required more than the appropriate physical environment. It also required a certain kind of person, who could bind together the varied elements of street life.
  • What Stephenson's X-rays do best, though, is tell you who the public characters are. In every network, there are always one or two people who have connections to many more people than anyone else. Stephenson calls them "hubs," and on her charts lines radiate out from them like spokes on a wheel. (Bernie the candy-store owner, on Jacobs's Hudson Street, was a hub.) A few people are also what Stephenson calls "gatekeepers": they control access to critical people, and link together a strategic few disparate groups. Finally, if you analyze the graphs there are always people who seem to have lots of indirect links to other people--who are part of all sorts of networks without necessarily being in the center of them. Stephenson calls those people "pulsetakers." (In Silicon Valleyspeak, the person in a sea of cubicles who pops his or her head up over the partition every time something interesting is going on is called a prairie dog: prairie dogs are pulsetakers.)
  • she pointed to the lines connecting that department with other departments. "They're all coming into this one place," she said, and she showed how all the lines coming out of marketing converged on one senior executive. "There's very little path redundancy. In human systems, you need redundancy, you need communication across multiple paths."
  • What concerned Stephenson wasn't just the lack of redundancy but the fact that, in her lingo, many of the paths were "unconfirmed": they went only one way.
  • What you want to do is put people who don't trust each other near each other. Not necessarily next to each other, because they get too close. But close enough so that when you pop your head up, you get to see people, they are in your path, and all of a sudden you build an inviting space where they can hang out, kitchens and things like that. Maybe they need to take a hub in an innovation network and place the person with a pulsetaker in an expert network--to get that knowledge indirectly communicated to a lot of people."
  • it's clear that there are some very simple principles from the study of public characters which ought to drive the design process. "You want to place hubs at the center," Joyce Bromberg, the director of space planning, says. "These are the ones other people go to in order to get information. Give them an environment that allows access. But there are also going to be times that they need to have control--so give them a place where they can get away. Gatekeepers represent the fit between groups. They transmit ideas. They are brokers, so you might want to put them at the perimeter, and give them front porches"--areas adjoining the workspace where you might put little tables and chairs. "Maybe they could have swinging doors with white boards, to better transmit information. As for pulsetakers, they are the roamers. Rather than give them one fixed work location, you might give them a series of touchdown spots--where you want them to stop and talk. You want to enable their meandering."
  • The point of the new offices is to compel us to behave and socialize in ways that we otherwise would not--to overcome our initial inclination to be office suburbanites. But, in all the studies of the new workplaces, the reservations that employees have about a more social environment tend to diminish once they try it. Human behavior, after all, is shaped by context, but how it is shaped--and whether we'll be happy with the result--we can understand only with experience.
Barbara Lindsey

Information overload, the early years - The Boston Globe - 0 views

  • The larger printed books became, the more they needed to offer guidance through their own texts. The tables of contents and alphabetical indexes developed by printers and authors to accompany them are still recognizable today.
  • More effective to modern eyes, though not as widespread, were tables of contents that outlined layers of subdivisions with successive indentations, as a PowerPoint slide might today (but without the bullet points).
  • These slips were cut from a full page and soon glued onto a new sheet, but in the mid-17th century for the first time one scholar advocated using the slips themselves as an information-storage system.
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  • The slips, ordered and sorted, would eventually inspire both the index card and the library card catalog.
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    Page 3 of article
Barbara Lindsey

Are Schools Inhibiting 21st Century Learning? : April 2008 : THE Journal - 0 views

  • both district leaders and parents are open to believing that social networking could be such a tool--as long as there are reasonable parameters of use in place. Moreover, social networking is increasingly used as a communications and collaboration tool of choice in businesses and higher education. As such, it would be wise for schools, whose responsibility it is to prepare students to transition to adult life with the skills they need to succeed in both arenas, to reckon with it."
  • he majority of middle and high school students (51 percent of students in grades 6 through 12) indicated that "games make it easier to understand difficult concepts.
  • Teachers
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  • 65 percent indicated that they thought educational gaming would be an effective tool for students with different learning styles and would help engage students in coursework.
  • some 46 percent said they would "like to receive specific professional development on how to effectively integrate gaming technologies into curriculum
Barbara Lindsey

Are Schools Inhibiting 21st Century Learning? : April 2008 : THE Journal - 0 views

  • educational game
  • Students, teachers, and administrators also expressed interest in online learning. Forty-three percent of high school students said they were interested in it for earning college credit, and 39 percent of middle school students said they were interested in it as a way to get "extra help in a subject.
  • "More than 33 percent of high school students, 24 percent of middle school students, and 19 percent of [students in grades 3 through 5] with no previous online class experience stated said they would like to take an online class, with girls having a slightly stronger interest than boys.
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  • About a third of teachers said they've :explored" methods for integrating online learning into their instruction. And, furthermore, a third also said they were interested in online learning for teacher professional development, and more than a quarter (26 percent) said that online learning is actually their preferred method for receiving training.
  • As for school and district administrators, 45 percent said they viewed online learning "as a way to boost student engagement."
  • Among teachers, parents, and school administrators, 52 percent said they think mobile technologies can help engage students in learning. They also agreed that mobile devices can help extend learning beyond the school day (43 percent) and help prepare students for work (42 percent).
Barbara Lindsey

Fishing / Fish Nuggets » CogDogBlog - 0 views

  • Course Management Systems are huge fish nugget factories. And we spend a lot of time, effort, money keeping the assembly lines moving. Fishing? Most things web 2.0.
    • Barbara Lindsey
       
      How can we swim against the stream when university administration pays millions in initial and on-going costs (renewal fees, support staff, 'training sessions') for these lock-step CMSs and actively promote their use and discourage or prevent the use of flexible, interactive and user-defined social networking environments?
  • Most of the faculty that reach out to me are really just asking for tech support. They want to know how to perform certain tasks in Blackboard. They want to know how to edit a web site. They don’t tend to ask the bigger questions: what is appropriate technology for me to use to achieve my goals, how should I use x to help my students learn.
  • I had tremendous latitude to explore and try new technologies
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  • Do we foster an environment of “learned helplessness” among the faculty we support by most of our work being workshops on the tools rather than the craft?
    • Barbara Lindsey
       
      Why is it that so many educators don't get this?
  • And along these lines, I was part of some technology conversations with UBC faculty and I just relished watching my colleague Brian’s face contort when someone says, “how do I use twitter in my class?” He’d say in his sweet flip matter, “I am not going to answer that” — not because he doesn’t want to help, but because he wants to teach fishing, not toss them nuggets. You don’t find a freaking “job aid” that gives you a 8 step recipe to use twitter in your economics class– you spend some time in the environment, and let the affordances linger with your content area, and then maybe, you develop an idea that makes sense.
  • My thought is you do a lot of small things.
  • Toss ‘em something that might help on a personal level- be it flickr or doodle or diigo or heck, Blabberize.
  • it means less formal training, less workshops, and more learning by doing. It means using these tools a much as possible in our processes, so they become part of a fabric, not something strange and exotic.
    • Barbara Lindsey
       
      Yes--again, why is this such a difficult concept for educators?
  • They get so hung up on the basic that they can’t get into the cool stuff like expanding and applying their knowledge to more challenging problems. The same situation occurs with faculty. There are lots of folks out there…really…who don’t understand the Internet or servers or how web pages or email works or what the difference. For many folks, uploading links and icons and documents to Blackboard is a major accomplishment given their complete and total lack of understanding of the technological world. I am not even talking about understanding at the level of a techie but more an intuitive sense of how and why things work the way they do with technology.
  •  
    Save Bookmark
Barbara Lindsey

Major New Study Shatter Stereotypes About Teens and Video Games - MacArthur Foundation - 0 views

  • gaming experience is rich and varied, with a significant amount of social interaction and potential for civic engagement.
  • 99% of boys say they are gamers and 94% of girls report that they play games.
  • A typical teen plays at least five different categories of games and 40% of them play eight or more different game types.
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  • 76% of gaming teens play games with others at least some of the time. 82% play games alone at least occasionally, though 71% of this group also plays games with others. 65% of gaming teens play with others in the same room.
  • 76% of youth report helping others while gaming. 44% report playing games where they learn about a problem in society.
  • 12-14 year olds are equally as likely to play Mature and Adults Only rated games as their 15-17 year old counterparts.
  • “Gaming is a ubiquitous part of life for both boys and girls. For most teens, gaming runs the spectrum from blow-‘em-up mayhem to building communities; from cute-and-simple to complex; from brief private sessions to hours’ long interactions with masses of others.”
  • A focus of the survey was the relationship between gaming and civic experiences among teens. The goal was to test concerns that gaming might be prompting teens to withdraw from their communities. It turns out there is clear evidence that gaming is not just an entertaining diversion for many teens; gaming can be tied to civic and political engagement. Indeed, youth have many experiences playing games that mirror aspects of civic and political life, such as thinking about moral and ethical issues and making decisions about city and/or community affairs. Not only do many teens help others or learn about a problem in society during their game playing, they also encounter other social and civic experiences:
  • Moreover, the survey indicates that youth who have these kinds of civic gaming experiences are more likely to be civically engaged in the offline world. They are more likely than others are to go online to get information about current events, to try to persuade others how to vote in an election, to say they are committed to civic participation, and to raise money for charity.
  • Youth, parents, teachers, and others who work with youth should know about the wide diversity of video games – so they can take full advantage of games and their civic potential.”
  • The study also found that these civic gaming experiences occurred equally among all kinds of game players regardless of family income, race, and ethnicity. These data stand in contrast to teens’ experiences in schools and others community situations, where white and higher-income youth typically have more opportunities for civic development.
  • “This study offers us a glimpse into the potential of these new tools to foster learning and civic engagement, yet the findings about mature content suggest that parents and other adults need to be involved in young people’s game play, helping to realize the potential benefits while moderating unintended consequences. We see these results as the beginning of an important discussion about the role of digital media in learning, community, and citizenship in the 21st century.”
  • virtually all American teens play computer, console, or cell phone games and that the gaming experience is rich and varied, with a significant amount of social interaction and potential for civic engagement.
  • A typical teen plays at least five different categories of games and 40% of them play eight or more different game types.
  • 76% of youth report helping others while gaming. 44% report playing games where they learn about a problem in society.
  • gaming can be tied to civic and political engagement. Indeed, youth have many experiences playing games that mirror aspects of civic and political life, such as thinking about moral and ethical issues and making decisions about city and/or community affairs. Not only do many teens help others or learn about a problem in society during their game playing, they also encounter other social and civic experiences:
  • “Games that simulate aspects of civic and political life may well promote civic skills and civic engagement. Youth, parents, teachers, and others who work with youth should know about the wide diversity of video games – so they can take full advantage of games and their civic potential.”
  • This study offers us a glimpse into the potential of these new tools to foster learning and civic engagement, yet the findings about mature content suggest that parents and other adults need to be involved in young people’s game play, helping to realize the potential benefits while moderating unintended consequences. We see these results as the beginning of an important discussion about the role of digital media in learning, community, and citizenship in the 21st century.”
  •  
    Game playing is universal, diverse, often involves social interaction, and can cultivate teen civic engagement
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