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Nik Peachey

Multitasking Is a Myth, and to Attempt It Comes... - 0 views

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    Multitasking Is a Myth video https://t.co/XjZUJ1whFU #edtech #digilit #k12 #ell #elt #multitask #esl https://t.co/ZAYvPQv0ys
Cathy Oxley

Kids pack in nearly 11 hours of media use daily | Safe and Secure - CNET News - 20 views

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    A study from the Kaiser Family Foundation shows that 8- to 18-year-olds "devote an average of 7 hours and 38 minutes to using entertainment media across a typical day." That adds up to more than 53 hours a week. And thanks to multitasking, they wind up packing in nearly 10 hours and 45 minutes of content during those seven and a half hours.
Steve Ransom

SpeEdChange: The Church Task Believers - 21 views

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    If you want to have your thinking pushed regarding teaching and technology, Ira Socol's blog here is one to subscribe to. This post is a prime example that challenges many of our assumptions about learning, school, and technology.
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    This is a powerful piece, though I wonder about the difference between 'multitasking' and 'being distracted'.
terry freedman

Succeeding with Web 2.0 Projects-Special Guest: Terry Freedman - Classroom 2.0 LIVE! - 0 views

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    I enjoyed taking part in this. Unable to multitask effectively when giving a presentation (can anyone?), I am gradually catching up with the comments on screen as I listen and watch the recording in bits each day. The presentation looks at the factors which help to make a (web 2.0) project successful, and includes (mainly) a case study of a multimedia project, and info taken from the forthcoming Web 2.0 Projects ebook. Thanks to Peggy, Kim and Lorna for their support before, during and after the session.
officialunlock

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started by officialunlock on 07 Jun 13 no follow-up yet
Paul Welsh

Author Nicholas Carr: The Web Shatters Focus, Rewires Brains | Magazine - 16 views

  • Dozens of studies by psychologists, neurobiologists, and educators point to the same conclusion: When we go online, we enter an environment that promotes cursory reading, hurried and distracted thinking, and superficial learning. Even as the Internet grants us easy access to vast amounts of information, it is turning us into shallower thinkers, literally changing the structure of our brain.
  • What we’re experiencing is, in a metaphorical sense, a reversal of the early trajectory of civilization: We are evolving from cultivators of personal knowledge into hunters and gatherers in the electronic data forest. In the process, we seem fated to sacrifice much of what makes our minds so interesting.
    • Paul Welsh
       
      In light of these studies, learners could benefit from a "concentration protocol" for isolating the passage from the edge distractions and at least temporarily turning off notifications
Steve Ransom

Why I Returned My iPad - Peter Bregman - Harvard Business Review - 79 views

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    An important read in this age of hyperconnectivity and ubiquitous access to consuming and producing opportunity. Read it.
Dimitris Tzouris

BBC News - Is multi-tasking a myth? - 14 views

  • What that suggests, the researchers say, is that multi-task are more easily distracted by irrelevant information. The more we multi-task, the less we are able to focus properly on just one thing.
  • A raft of studies has found that, actually, multi-tasking is a good way to do several things badly.
  • We're not really multi-tasking. We're switching between tasks in an unfocused or clumsy way."
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  • Amazing, but as it turns out, quite logical. "The brain has very specialised modules for different tasks, like language processing and spatial recognition. It stands to reason that two similar tasks are much harder to do simultaneously, because they're using similar bits of tissue."
  • Driving and talking doesn't use the same bits of brain. Answering an e-mail while chatting on the phone does. In effect, we are creating information bottlenecks.
Russell D. Jones

Brave New Classroom 2.0 (New Blog Forum) | Britannica Blog - 0 views

  • The new classroom is about information, but not just information. It’s also about collaboration, about changing roles of student and teacher, and about challenges to the very idea of traditional authority. It may also be about a new cognitive model for learning that relies heavily on what has come to be called “multitasking.”
dsatkins1981

Five Psychological Principles Fueling Gamification : Learning Solutions Magazine - 0 views

  • narratives developed around a learning activity make the activity more engaging and relevant to the learner
    • dsatkins1981
       
      How could we build content and narrative into an Escape Room to enhance the already value elements such as problems-solving and creative thinking?
  • leveling up should become more difficult as users progress through the material.
    • dsatkins1981
       
      Designers at Nintendo often say: the best games are simple to play, but difficult to master (i.e. Mario).
  • the brain can only handle a finite amount of information at one time before becoming overloaded.
  • ...11 more annotations...
  • Better learning happens when this occurs.
  • Gamification has been shown to relieve stress and clear the brain of distractions.
  • “If you play Angry Birds or some other game on your mobile or laptop, you are not thinking about what you are making tonight for dinner. You are thinking about what is going on in the game,” she says.
  • incorporate learning in that experience, it causes a hyper focus on the key learning point.”
    • dsatkins1981
       
      Some in the field of brain science are finding that multitasking is actually detrimental to task-quality. In other words, each additional task you undertake decreases the quality of your focus on all tasks exponentially and therefore decreases each resultant product. Hyperfocus for limited periods may be much more inline with the way the brain wants to work.
  • on a psychological level, losses can be twice as powerful as gains
  • Individuals will keep playing
  • relieves cognitive overload
  • forges an emotional connection
  • individuals would rather avoid losses than acquire equivalent gains.
  • an individual would prefer to not lose $5, as opposed to finding $5.
  • Users who earn or receive awards as a result of gamification do not want to lose them and, thus, will continue playing in order to retain them.
    • dsatkins1981
       
      Like sonic the hedgehog losing rings? I like it. On the other hand, what about the evil of our day: microtransactions? Where does that come into play and what are the risks of abuse by designers of gamification in education?
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