Open Educational Resources - UEN - 0 views
InCtrl :: Cable in the Classroom - 0 views
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Digital citizenship education empowers students to make thoughtful decisions and develop a sound digital foundation for the rest of their lives. Cable in the Classroom brings you a series of free, standards-based lessons that teach key digital citizenship concepts. These lessons, for students in grades 4-8, are designed to engage students through inquiry-based activities, and collaborative and creative opportunities.
Top 16 Digital Storytelling Apps for iPad ~ Educational Technology and Mobile Learning - 0 views
10 Things That Define Exemplary Digital Communication for Everyone - 0 views
Digital Citizenship: Elements, Lessons, and Importance | Schoology - 0 views
A Digital Future: K-12 Technology by 2018 - 0 views
Digital Storytelling Process - ThingLink - 0 views
What is a Global Digital Citizen and Why Does the World Need Them? - 0 views
The scientists who make apps addictive | The Economist - 1 views
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n 1930, a psychologist at Harvard University called B.F. Skinner made a box and placed a hungry rat inside it. The box had a lever on one side. As the rat moved about it would accidentally knock the lever and, when it did so, a food pellet would drop into the box. After a rat had been put in the box a few times, it learned to go straight to the lever and press it: the reward reinforced the behaviour. Skinner proposed that the same principle applied to any “operant”, rat or man. He called his device the “operant conditioning chamber”. It became known as the Skinner box.
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But behaviourism never went away completely, and in recent years it has re-emerged in a new form, as an applied discipline deployed by businesses and governments to influence the choices you make every day: what you buy, who you talk to, what you do at work. Its practitioners are particularly interested in how the digital interface – the box in which we spend most of our time today – can shape human decisions. The name of this young discipline is “behaviour design”. Its founding father is B.J. Fogg.
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He noted that “interactive technologies” were no longer just tools for work, but had become part of people’s everyday lives: used to manage finances, study and stay healthy. Yet technologists were still focused on the machines they were making rather than on the humans using those machines. What, asked Fogg, if we could design educational software that persuaded students to study for longer or a financial-management programme that encouraged users to save more? Answering such questions, he argued, required the application of insights from psychology.
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Digital Citizenship Education - 0 views
Center for the Digital Book - 0 views
The Reading Brain in the Digital Age: The Science of Paper versus Screens: Scientific A... - 1 views
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Wow- look at this comment about this article- The process of reading transmitted light vs. reflective light is processed in different regions of the visual cortex. The regions of the brain devoted to the hand are many and varied. Reading accesses both the visual ability and the kinesthetic/hand abilities/regions of the brain. The pixelated microsecond flashes on a electronic device, or a computer, do not engage the many regions of the brain devoted to hand/speech as print in a hand-held book. The combination of data overload available today in a form that promotes reduction of long-term memory does not bode well for future decision-making and serious cognitive pursuits. Marshall Mcluhan of McGill intuitively posited "hot and cold" media in Understanding Media back in the 80's. And Jane Healy in 1980, wrote about the effects of TV on children in her book, Endangered Minds. I'm far from a Luddite on tech developments. But the neuroscience research is becoming stronger everyday on the lessening abilities of learning and memory with our new reading devices. Book rhymes with Nook but that's the end of the similarity.