The sorts of hardware and software that were purchased had to meet those needs — the needs and the desire of the administration, not the needs and the desires of innovative educators, and certainly not the needs and desires of students.
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How To Ignore A List | The Wonder! The Wonder! - 0 views
mrgmediacollage.blogspot.com/...how-to-ignore-list_23.html
how to reflections clmooc #clmooc projects goals technology
shared by Sheri Edwards on 06 Jul 14
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"challenge students with quick creative challenges aimed at having students reflect on and create multimedia statements about themselves. The hope is that these kind of projects immediately introduce to the students a few critical ideas: They will use their devices to create, They will consider what is meaningful to them, They will share their work."
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Is It Time to Give Up on Computers in Schools? - Hybrid Pedagogy - 0 views
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we must stare critically at the belief systems that are embedded in these tools.
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The mainframe never went away. And now, virtualized, we call it “the cloud.” Computers and mainframes and networks are a point of control. Computers are a tool of surveillance. Databases and data are how we are disciplined and punished. Quite to the contrary of Seymour’s hopes that computers will liberate learners, this will be how all of us will increasingly be monitored and managed.
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The latter should give us pause
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challenge it
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little thought about the Terms of Service,
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I do read the terms of service, and I know that Google wants me to share, so gives me my ownership. Yes, collecting data. Advertising. So how do we as those sharing, work with Google, etc. to to make a better world? What is a "better world" ? Aren't there Google aspects reaching out to help identify environmental and social problems? Is everything here bad? I don't want it to be.
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control over our access to knowledge.
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“Do not fold, spindle, or mutilate.”
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you’ve got to indicate to the people who run it, to the people who own it, that unless you’re free, the machine will be prevented from working at all!
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ISTE is the perfect place to question what the hell we’re doing in ed-tech in part because this has become a conference and an organization dominated by exhibitors. Ed-tech — in product and policy — is similarly dominated by brands. 60% of ISTE’s revenue comes from the conference exhibitors and corporate relations; touting itself as a membership organization, just 12% of its revenue comes from members. Take one step into that massive shit-show called the Expo Hall and it’s hard not to agree: “Yes, it is time to give up on computers in schools.”
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The stakes are high here in part because all this highlights Google’s thirst for data — our data. The stakes are high here because we have convinced ourselves that we can trust Google with its mission: “To organize the world’s information and make it universally accessible and useful.”
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Games In The Classroom: What the Research Says | MindShift - 2 views
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According to the SRI study, a simulation differs from a game in that it does not employ a points or “currency” based reward system and it doesn’t have level based achievement goals. In addition, simulations have an “underlying model that is based on some real-world behavior.”
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Play is useful because it simulates real life experience — physical, emotional, and/or intellectual — in a safe, iterative and social environment, not because it has winners and losers.
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interactive digital tools can offer an efficient means to provide effective contextualized learning experiences.
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games as most beneficial for “low-performing students,” “students with emotional/behavioral issues,” “student with cognitive or developmental issues.” In other words, students who have been labeled and/or diagnosed because they struggle within the traditional school environment, benefit from game-based approaches
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There are connected, networked ways of knowing that will dominate the digital future. Sharing and collaboration go hand-in-hand with integrating non-competitive and non-commodified ways of playing. The way students play and learn today is the way they will work tomorrow.
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More to consider. Games In The Classroom: What the Research Says | MindShift http://t.co/sn6lHuXAPZ via @MindShiftKQED #clmooc @onewheeljoe