About Digital Learning Now! (Jeb Bush's thing)
Digital Learning Now! is a national campaign to advance policies that will create a high quality digital learning environment to better prepare students with the knowledge and skills to succeed in college and careers.
Digital Learning Now! is building support for the 10 Elements of High Quality Digital Learning, which provides a roadmap for reform for lawmakers and policymakers to integrate digital learning into education.
Establishing the Roadmap for Reform
The Digital Learning Council was convened in 2010 to define the policies that will integrate current and future technological innovations into public education. The Digital Learning Council united a diverse group of more than 100 leaders from education, government, philanthropy, business, technology, and think tanks to develop the roadmap of reform for local, state and federal lawmakers and policymakers.
Jeb Bush, former Governor of Florida 1999 - 2007, and Bob Wise, former Governor of West Virginia 2001 - 2005, serve as co-chairmen.
The Digital Learning Council covered a wide range of topics, including: student eligibility for digital learning, access to high quality digital content and instruction, customization and personalization of education such as blended learning, funding models, assessments and accountability.
The 10 Elements of High Quality Digital Learning was released at the 2010 Excellence in Action National Summit on Education Reform in Washington, D.C.
A diversity in education project by Spokane area digital youth project TinCan - a group who I'm looking to collaborate with through CATE when i make the jump to eastern Washington in 2010.
Seven Things That Could Make Your Gadgets Obsolete:
(1) HDMI 1.4 - new standard for moving media from source to display will include 3DTV & ethernet for transfer of data up to 100 Mb/sec
(2) USB 3.0 - new USB format at up to 400 Mb / sec is ten times faster than USB 2.0
(3) 3DTV - you'll need glasses - to appear latter half of 2010
(4) DLNA - Digital Living Network - around since 2004 is now getting integrated into lots of digital appliances. Get ready for the promised "connected house"
(5) Mobile ATSC - to allow us to get t.v. broadcast signal to mobile devices
(6) Ambient Light Sensors and other eco-friendly tv features
(7) Internet-enable TV sets
The CLIVE presentation at this year's Sloan-C/MERLOT/Moodle-moot Emerging Technologies conference:
The MERLOT Virtual Worlds Taskforce has been collaborating for the last year to develop the Center for Learning in Virtual Environments MERLOT presence in Second Life, Project Wonderland, and other 3D Virtual Worlds. Join members of the taskforce in unveiling the virtual worlds- and web-based-tools and infrastructure for content and virtual worlds education professionals to identify, share, and showcase high quality 3D learning assets.
Jonathon
Richter
Research Associate
University of Oregon
Session Information
Pre-Conference Workshop
Pre-Conference Workshop (1/2 day)
July 20, 2010 - 9:00am
Garden Room
Video games are no longer just a form of entertainment for children and young adults alone, and the old stereotypes of a gamer no longer apply. The ESA's "2010 Essential Facts About the Computer and Video Game Industry" show that 67 percent of American households play computer and video games. The research also reveals other interesting demographic facts about today's gamers and the games they play, including:
* The average gamer is 34 years old and has been playing for 12 years.
* Forty percent of all players are women and women over 18 years of age are one of the industry's fastest growing demographics. Today, adult women represent a greater portion of the game-playing population (33 percent) than boys age 17 or younger (20 percent).
* Twenty-six percent of game players are over the age of 50, an increase from nine percent in 1999. This figure is sure to rise in coming years with nursing homes and senior centers across the nation now incorporating video games into their activities.
* Sixty-seven percent of homes in America own either a console and/or PC used to run entertainment software.
* Fifty-eight percent of online game players are male and 42 percent are female. Forty-two percent of heads of households report they play games on wireless devices such as a cell phone or PDA, up from 20% in 2002.
* Ninety-three percent of the time parents are present at the time games are purchased or rented. Seventy-six percent of parents believe that the parental controls available in all new video game consoles are useful. In addition, 64 percent of parents believe games are a positive part of their children's lives."