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The Fourth Paradigm: Data-Intensive Scientific Discovery - Microsoft Research - 0 views

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    "Increasingly, scientific breakthroughs will be powered by advanced computing capabilities that help researchers manipulate and explore massive datasets. The speed at which any given scientific discipline advances will depend on how well its researchers collaborate with one another, and with technologists, in areas of eScience such as databases, workflow management, visualization, and cloud computing technologies. In The Fourth Paradigm: Data-Intensive Scientific Discovery, the collection of essays expands on the vision of pioneering computer scientist Jim Gray for a new, fourth paradigm of discovery based on data-intensive science and offers insights into how it can be fully realized."
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Science Commons » Protocol for Implementing Open Access Data - 0 views

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    Open Access Data Protocol: good solution for data management requirements imposed by NSF and other agencies
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UO Data Management Planning - 0 views

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    resources at the UO for meeting NSF grant data management requirements
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Data File Formats and Naming Conventions - 0 views

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    File Formats and Naming Standards for Data - useful for NSF and other Data Mgmt Plans
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Data Management Plans - 0 views

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    Inter-University Consortium for Political and Social Research (ICPSR) Guidelines for Data Management Plans
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US NSF - About - 0 views

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    Dissemination and Sharing of Research Results
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CSU System Shares E-book Pilot Results - 0 views

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    California State University system lessons on using e-books
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TERC - 0 views

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    math and science education
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The Entertainment Software Association - Game Player Data - 0 views

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    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."
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Scale of Universe - Interactive Scale of the Universe Tool - 0 views

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    great visualization tool!
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We Feel Fine / by Jonathan Harris and Sep Kamvar - 0 views

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    samples the Internet, looking for blogs with "feel" in their posts & creates a visualization on the fly of "how the Internet feels"
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SAMPLE REALITY - 0 views

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    associate professor of media studies at George Mason university
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How to: Auto-tweet during your keynote - TNW Lifehacks - 0 views

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    Recommended Best Practice: this tutorial on the focused use of twitter by a presenter is a great way to close the gap between those tweeting at your presentation and what you're presenting on.
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Tools To Help Dropbox Users Share & Receive Files Faster & Easier - 0 views

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    make sharing your files through Dropbox easier (and thus, more likely that you'll actually DO it ;) - directions on use with PC or Mac.
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About The Licenses - Creative Commons - 0 views

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    use these licenses for attributing works for publication in the public domain
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New Media Literacies - 0 views

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    Antonio Lopez on DIY learning in digital ecologies
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National Jukebox LOC.gov - 0 views

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    LIbrary of Congress "National Jukebox" - historical recordings available to the public free of charge
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ClamXav - 0 views

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    free, easy-to-use opensource anti-virus software for the mac
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2011 Horizon Report - 0 views

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    Educause New Media Consortium trends
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IEICE Paper on MR - 0 views

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    A Taxonomy of Mixed Reality Visual Displays by Paul Migram and Fumio Kishino
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