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motogames

Moto Games - YouTube - 0 views

Martin Burrett

Bug Race - 0 views

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    A competitive 2-player adding game. The game can be customised by choosing the size of the numbers to add. http://ictmagic.wikispaces.com/Maths
Martin Burrett

Space Race - Space flash cards and other resources - 0 views

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    A beautiful space science site. View a set of stunning flashcards about a variety of space topics. On other sections of the site to can view educational cartoon videos, worksheets and games. http://ictmagic.wikispaces.com/Science
Martin Burrett

Race Against Global Poverty - 0 views

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    Well made games highlighting the work done by the UK Department for International development to elevate poverty. http://ictmagic.wikispaces.com/PSHE%2C+RE%2C+Citizenship%2C+Geography+%26+Environmental
Steve Ransom

Peter T. Coleman, PhD: The Consequences of Our Games - 2 views

  • "At a time when games are becoming ever more realistic, reality is becoming more gamelike."
  • The problem is not that games are inconsistent with many aspects of our lives; it is that they provide a limited and skewed lens on the world
  • Seeing more and more aspects of our lives as games to win through maximization has a sort of self-perpetuating effect with perverse consequences, not the least of which is the impairment of what Diesing terms social rationality; the cherishing of unique relationships, personal connectedness, cooperative functioning, solidarity and sentiment.
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  • It stresses the strategic interdependent interests of humans and assumes that in games there is always a rational choice which is the best counter-choice to your opponent's.
  • If winning efficiently is the goal, then the rules (ethical, moral, legal, and spiritual), are essentially obstacles to game.
  • In our schools, competition for access to elite preschools, for grades, for social status, in sports, over positions of leadership, and for admission to exclusive colleges transforms one of our most basic institutions for fostering community, ethics and learning into competitive, individualistic corporate training-grounds. In these settings, the importance of competitive sports becomes paramount, for both financial and training purposes, and the artistry of cheating (see this year's Stuyvesant High School cheating scandal) and rule-bending (see Joe Paterno) revered. Such intense competition encourages the professionalization of parenting -- through tutors, highly-educated nannies, prep courses, and professional training camps (such as investment camps). You can imagine the deleterious effects these trends have on the ethos of care and moral responsibility in our families and schools, a critical buffer against bullying and violence in the lives of our children.
  • We become hyper-connected through technologies, boasting our number of "friends" on Facebook, and have less and less intimacy.
  • We choose friends with benefits or Internet porn over romantic relationships as they are less messy, more efficient.
  • Life is a race and we are losing.
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    A great piece worth the time to reflect on. Mindfulness needs to be practiced frequently.
intermixed intermixed

quicquid. chaussure lacoste pas cher - 0 views

Mais, PSHA! pourquoi suisje, biographe de Philippe, de sortir de la voie à des abus papa de Philippe? N'estce pas la menace de la bigamie et l'exposition suffire à perturber l'équanimité d'un homme...

chaussure lacoste pas cher

started by intermixed intermixed on 04 Dec 13 no follow-up yet
Rick Beach

Parents Embrace 'Race to Nowhere,' on Pressures of School - NYTimes.com - 0 views

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    documentary on the excessive pressures on students
anonymous

Shift Happens - Now What? at Change Agency - 0 views

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    While it is nice to have administrative support for new technology purchases, a "technology purchasing frenzy" is simply NOT the correct response to the realization that our schools are not doing enough to prepare students for their futures. This is really about changing adult perspectives and adult behaviors to create student-centered classrooms that exemplify research-based best practices around learning. It's not about buying the latest, greatest, and most expensive tech toys on the market. Expensive tech in the hands of educators who haven't made changes to their behaviors and instructional practice are no better than the good old chalk board, pencil, and paper. Even worse, expensive tech that the teachers see no use for will end up just collecting dust in a storage room.
James OReilly

Versatile, Immersive, Creative and Dynamic Virtual 3-D Healthcare Learning Environments... - 0 views

shared by James OReilly on 13 Dec 08 - Cached
  • Virtual 3-D Healthcare Learning Environments
  • The author provides a critical overview of three-dimensional (3-D) virtual worlds and “serious gaming” that are currently being developed and used in healthcare professional education and medicine.
  • Roger’s Diffusion of Innovations Theory
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  • Siemens’ Connectivism Theory
  • accelerating momentum
  • there are some fundamental questions which remain unanswered.
  • it is beneficial to address while the race to adopt and implement highly engaging Web 3-D virtual worlds is watched in healthcare professional education
  • Therefore, Roger’s Diffusion of Innovations Theory [5] and Siemens’ Connectivism Theory [6] for today’s learners will serve as theoretical frameworks for this paper.
  • A 3-D virtual world, also known as a Massively Multiplayer Virtual World (MMVW), is an example of a Web 2.0/Web 3-D dynamic computer-based application.
  • applications that enable social publishing, such as blogs and wikis
  • the most popular virtual world used by the general public is Linden Lab’s Second Life (SL)
  • Who would imagine attending medical school in a virtual world?
  • US agencies, such as the Centers for Disease Control and the National Institutes of Health conduct meetings in SL to discuss the educational potential of SL
  • virtual medical universities exist all over the world
  • The term “avatar” is an old Sanskrit word portraying a deity which takes on a human shape
  • Trauma Center
  • Virtual worlds are currently being used as educational spaces [1] and continue to grow in popularity on campuses and businesses worldwide. Furthermore, access to versions of virtual worlds on the Web, such as “Croquet,” “Uni-Verse,” and “Multiverse” are predicted within two to three years to be mainstream in education
  • there are reported advantages to having students engage in these emerging technologies
  • By allowing students time to interact with other avatars (eg, patients, staff members, and other healthcare professionals) in a safe, simulated environment, a decrease in student anxiety, an increase in competency in learning a new skill, and encouragement to cooperate and collaborate, as well as resolve conflicts, is possible.
  • High quality 3-D entertainment that is freely accessible via Web browsing facilitates engagement opportunities with individuals or groups of people in an authentic manner that illustrates collective intelligence
  • Advanced Learning and Immersive Virtual Environment (ALIVE) at the University of Southern Queensland
  • health information island
  • Problem-based learning groups enrolled in a clinical management course at Coventry University meet in SL and are employed to build learning facilities for the next semester of SL students. This management course teaches students to manage healthcare facilities and is reported to be the first healthcare-related class to use SL as a learning environment.
  • Another example of a medical school using SL is St. George’s Medical School in London.
  • Stanford University medical school
  • Another virtual world project developed by staff at the Imperial College in London, in collaboration with the National Physical Lab in the United Kingdom, is the Second Health Project
  • Mesko [35] presents the top 10 virtual medical sites in SL.
  • The development and use of 3-D virtual worlds in nursing education is increasing.
  • Some educators may balk at adopting this technology because there is a learning curve associated with the use of 3-D virtual worlds.
  • Let’s have fun, explore these fascinating worlds and games, and network with others while respecting diverse ways of life-long learning and current researchers’ findings.
  • there is an underlying push in higher education to adopt these collaborative tools and shift the paradigm from a traditional Socratic method of education to one possessing a more active and interactive nature
  • One may view online virtual worlds and serious gaming as a threat to the adoption and purchase of high-fidelity computerized patient-simulation mannequins that are currently purchased for healthcare-profession training. For example, nurses may login into SL and learn Advanced Cardiac Life Support at their convenience, and it costs virtually nothing for the nurse and perhaps a nominal fee for the developer.
  • The educational opportunity in SL may not be a replacement for the doctor- or nurse-patient interaction or relationship, but SL may serve as an adjunct or pre- or post-learning tool.
  • one recalls when critics questioned the validity and reliability of the stethoscope invented by Laennec in 1816 and how today it is second nature to use this assessment tool.
  • 2006 health fair
J Black

Where's the Innovation? | always learning - 0 views

  • Tom refers to this as the “Red Queen Effect” after a scene in Alice’s Adventures Through the Looking Glass, where Alice is shocked to be standing in the same place after running quite fast for an extended period of time and the Red Queen explains, “if you want to get somewhere else, you must run at least twice as fast as that.”
  • nother Hong Kong presenter, Stephen Heppell, was also careful to emphasize that the biggest challenge today is the pace of change: exponential. With this rapid pace of change there is no time for the “staircase mentality” (pilot, review etc).
  • what are we mistakenly not valuing now?
  • ...7 more annotations...
  • Tom explained that innovation falls squarely in quadrant 2 of Steven Covey’s matrix: it’s “Important”, but “Not Urgent”. For example, we absolutely have to have a new math/science/reading/social studies program. The teachers can’t teach without one, so picking a new one is going to fall in quadrant 1, and ultimately, innovation gets put off until tomorrow. However, innovation has an urgency all its own and those that don’t place innovation as a priority will find themselves displaced.
  • his is a good example of the difficulty people face in conceptually realizing the advantages of bold innovation: we naturally assume that slow steady progress will be best (as we are taught from an early age, when the tortoise wins the race).
  • The time for innovation is now, as Stephen described (and Marco Torres’ slide below emphasizes), “learning is at a crossroads:” we’re looking at a choice between productivity and new approaches, those new approaches being: student portfolios; making huge leaps in our model of education, not tiny steps forward; working to produce ingenious, engaged, inspired, surprising, collegiate students; and developing learning experiences that are open-ended, project-focused, multidisciplinary.
  • I can’t remember who said this first but, “technology is just an amplifier” - technology doesn’t change the quality of teaching or learning, it will only amplify it, either in a positive or negative way. What we need to be looking at is changing our approaches to learning, not modifying our curriculum to a “newer” version of what we’ve already had for the past 20 years.
  • bsolutely fabulous. This is great stuff. I just wrote a post on Thursday arguing that the “learning management system” paradigm prevents innovation and change. If we don’t break out of it, we’re destined to get out-innovated, as you suggest.
  • I came across a great quote from Frank Tibolt this morning: “We should be taught not to wait for inspiration to start a thing. Action always generates inspiration. Inspiration seldom generates action.”
  • “The best way to predict the future is to invent it.” - Alan Kay
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    Tom explained that innovation falls squarely in quadrant 2 of Steven Covey's matrix: it's "Important", but "Not Urgent".
Jean Potter

The Keyword Blog: Kermit the Frog Search Challenge (Information Literacy Games) - 16 views

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    Information Literacy Games: Finding Kermit This blog post features a great video of Kermit the frog singing It Ain't Easy Being Green. It follows up with an explanation of a search game that can be used with the whole class in a lab or on an individual workstation. It's part of a free series of online information literacy / information fluency games available from 21cif.com. Finding Kermit was the inspiration for one of the first Internet Search Challenges created by Dr. Carl Heine. The task is to track down a picture of Kermit ready for graduation in the least amount of time. The search game is embedded on the page so you can try it without going to the main site. Many teachers use this as a whole class lab activity. Put up a search challenge and then it's off the races! Most of these games were developed for middle and high school students. Adults find them challenging as well.
intermixed intermixed

LM Jacquerd pas cher D'habitude - 0 views

Certes, les jeux de cartes, la broderie et les mots croisés meublent les temps morts. Mais on ne tue pas le temps sans s'assassiner un peu soi-même. Et puis, on laisse à penser que le crédit d'exis...

Longchamp LM Jacquerd pas cher http:__www.dyspraxiquemaispasque.fr_

started by intermixed intermixed on 01 Aug 14 no follow-up yet
firozrrp

Whatsapp Chat joins the Cashless Wallet Race updating soon Whatsapp Pay - Gadgets World - 0 views

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    Whatsapp chat, which is a sole subsidiary of Facebook Inc. has plans to launch its In-App Payment system, Whatsapp Pay. This is going to be some competition for e-wallet apps like PhoneCharge, Paytm etc.
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    Whatsapp chat, which is a sole subsidiary of Facebook Inc. has plans to launch its In-App Payment system, Whatsapp Pay. This is going to be some competition for e-wallet apps like PhoneCharge, Paytm etc.
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