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Susan Waterworth

26 Learning Games to Change the World | Mission to Learn - 0 views

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    Online gaming with learning goals. Everyone should pick at least one of these links to a game and check it out.
Susan Waterworth

Online Games as "Third Places" - 0 views

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    This study on the effects of gaming concludes that by providing spaces for social interaction and relationships beyond the workplace and home, MMOs have the capacity to function as one form of a new "third place" for informal sociability. Participation in such virtual "third places" appears particularly well suited to the formation of bridging social capital-social relationships that, while not usually providing deep emotional support, typically function to expose the individual to a diversity of worldviews.
Susan Waterworth

edublogs: Fresh research showing the damage of filtering 'real world' technology - 0 views

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    Students in schools around the world find that their research, creativity and learning potential is seriously curbed by filtering and lack of use of their own mobile and gaming devices in schools.
Susan Waterworth

Social Media & Libraries Course - 0 views

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    Course materials online re wikis, RSS geeds, gaming, blogging, virtual worlds, media sharing, etc. by a Toronto librarian and tech geek. Good articles and links.
Susan Waterworth

Are Violent Video Games Adequately Preparing Children For The Apocalypse? | The Onion -... - 0 views

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    For a good laugh watch this!
Susan Waterworth

Education Unleashed: Participatory Culture, Education, and Innovation in Second Life - 0 views

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    This mix of fantastic possibilities and social educational opportunities has virtual worlds poised to transform basic approaches to learning and communication, as well as innovation and entrepreneurship. In an increasingly technologically linked yet socially fragmented world,4 virtual worlds demonstrate the power to bring people together.5
Federico Ciuffa

John Seely Brown: Speaking - 0 views

  • Rethinking how today's kids that grow up digital learn, think, work, communicate and socialize. Understanding today's digital kids is of growing importance, not only to educators, but also to human resource departments, strategists, and marketing folks. Understanding the social practices and constructivist ecologies being created around open source and massively multiplayer games will provide a glimpse into new kinds of innovation ecologies and some of the ways that meaning is created for these kids -- ages 10 to 40. Perhaps our generation focused on information, but these kids focus on meaning -- how does information take on meaning?
  • Organizational learning and knowledge sharing have held out great promises, but have failed to deliver the goodies. Why? And what can be done about it? I claim a lot. But first we must understand how learning and creativity actually happen inside an organization, how IT can support them (which it doesn't today), and in general how and why knowledge both sticks within an a community of practice, but seems to readily leak out along the pathways of external networks of practice. Coming from PARC ,you can imagine I have had a lot time to reflect on this problem.
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    This is a page that has a number of articles, but only a few of them talk about Digital Culture and Learning. Around the middle there is an article that fully talks about this topic.
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