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Bradford Saron

Alan Gershenfeld: Game-Based Learning: Hype Vs. Reality - 0 views

  • Project-based learning: Games are interactive, "lean-forward," and participatory. They enable players to step into different roles (e.g. scientist, explorer, inventor, political leader), confront a problem, make meaningful choices and explore the consequences of these choices. Games can help make learning more engaging, relevant and give students real agency in ways that static textbooks simply cannot.
  • Personalized learning: Games are designed to enable players to advance at their own pace, fail in a safe and supportive environment, acquire critical knowledge just-in-time (vs. just-in-case), iterate based on feedback and use this knowledge to develop mastery. Games can help teachers manage large classes with widely divergent student capabilities and learning styles through embedded assessment and individualized, adaptive feedback.
  • 24/7 learning: Games offer a delicate mix of challenges, rewards and goals that drive motivation, time-on-task and a level of engagement that can seamlessly cross from formal to informal learning environments. Given that kids spend more time engaged with digital media than any other activity (other than sleep), games can enable an increasing portion of this out-of-school digital media time to effectively reinforce in-school learning (and vice-versa).
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  • Peer-to-peer learning: Games are increasingly social. Whether they involve guilds or teams jointly accomplishing missions, asynchronous collaboration over social networks or sourcing advice from interest-driven communities to help solve tricky challenges, games naturally drive peer-to-peer and peer-to-mentor social interactions.
  • 21st Century skill development: Games are complex. Whether it is a 5-year-old parsing a Pokemon card or a 15-year-old optimizing a city in SimCity, games can foster critical skills such as problem solving, critical thinking, systems thinking, digital media literacy, creativity and collaboration. Given that many of the jobs that will emerge in 21st century have not yet been invented, these 'portable' skills are particularly important.
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    Although some of the stats may be uncharacteristic of most of Wisconsin, this seems well presented-especially the bold points of strength for gaming. 
Bradford Saron

How Computer Games Help Children Learn | MindShift - 0 views

  • Epistemologies of the Digital Age Epistemology is the study of knowledge and, according to Shaffer, every age has its own epistemology, i.e., what it means to know something. Computers — which are increasingly becoming ubiquitous in work and school — provide the means to think in new ways, which will fundamentally reconfigure our thinking and theories of knowledge. Computers in general, and epistemic games in particular, are structuring new epistemologies for our digital age. “The epistemology of School,” in Shaffer’s words, “is the epistemology of the Industrial Revolution — of creating wealth through mass production of standardized goods. School is a game about thinking like a factory worker. It is a game with an epistemology or right and wrong answers in which Students are supposed to follow instructions, whether they make sense in the moment or not.” While this kind of epistemology may have been appropriate and even innovative for the Industrial Revolution, it is outdated for our informational economy and digital age. Being literate in the digital age uses reading and writing as a foundation to build upon, but they are no longer solely sufficient. Students must learn to produce various kinds of media and learn how to solve problems using simulations.
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    Lots here. Love the way they frame gaming. 
Bradford Saron

The Man Behind Spore Explores Gaming as Learning - NYTimes.com - 1 views

  • For the moment, most of the games I see have properties that could produce powerful learning experiences and build constructive communities.
  • Is there a way to keep the magnetic allure of such games but build in scientific concepts or goals that could foster progress on this finite planet?
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    Gaming, Google Earth, Skype, and 2nd World activities are a form of empirical learning, which allows learners to actually "experience" something when learning--as if they were there. 
Bradford Saron

The Use of Educational Video Games in Knowledge Retention | 1 to 1 Schools - 1 views

  • Chances seem good that video games, once con­sid­ered only an obsta­cle to get­ting home­work done, may take on an impor­tant role in edu­ca­tion in the near future.
  • he two groups that used video games to pre­pare demon­strated a marked increase in knowl­edge reten­tion. The increase was attrib­uted to the psy­cho­log­i­cal effect of par­tic­i­pants being able to engage their minds to a greater degree than that of the group that pas­sively observed the Pow­er­Point presentation.
Bradford Saron

Jim Gee on The Use of Video Games for Learning About Learning | Spotlight on Digital Me... - 4 views

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    A new video for James Paul Gee. A must watch 
Bradford Saron

YoYo Games | Compare GameMaker Versions - 1 views

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    Game design with drop and drag icons. 
Bradford Saron

Learning about World of Warcraft in Education with Lucas Gillispie : 2¢ Worth - 0 views

  • So “What if school was more like a game?” Gamification is term being used to make.
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    I am exceedingly interested in how "gaming" can amplify learning. It brings the virtual "experience" of learning to the classroom. 
Vince Breunig

'A statement of our just grievances' - The Answer Sheet - The Washington Post - 1 views

  • t doesn’t take a great quarterback rating to win games; it takes a team effort. Have the elected officials in Austin m
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    If the teacher is the quarterback, Congress is the offensive line. Their performance impacts our performance, but they keep letting us get sacked by poverty, broken homes, student mobility, hunger, health care. And they just say "Oops" as that linebacker blows by them and buries his facemask in our chest. Then we get back to the huddle and they say, "You gotta complete your passes." We're aware of that. Make your blocks, legislators. Give us time to stand in the pocket and throw good passes. Do your job. It doesn't take a great quarterback rating to win games; it takes a team effort.
Bradford Saron

Create iOS and Flash Games with Stencyl - 1 views

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    Game creation software that is icon-based. 
Bradford Saron

The Innovative Educator: Move Over iPad! Google Chrome Notebooks are Going to Be the Ga... - 0 views

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    Correct! This is a game changer, especially for those of us who have already transitioned to Google Apps for Ed. Take a look at the price! Affordable, student owned computers.
Bradford Saron

Gamestar Mechanic - 1 views

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    Elementary Coding/Programming 
Bradford Saron

Scratch | Home | imagine, program, share - 0 views

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    Programming for animations, games, etc. 
Bradford Saron

dy/dan On iBooks 2 And iBooks Author - 0 views

  • No new technology is so novel we can't subject it to the question, "How does it change the relationship between student and teacher, student and discipline, one student to another?"
  • What I'm saying, basically, is that I'd have to modify, adapt, and extend the McGraw-Hill iBook in all the same ways that I modified, adapted, and extended the McGraw-Hill print textbook. We'd pull out the iBook just as infrequently as its printed sibling.
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    Not a game changer, at all. 
Bradford Saron

Cognitive Interfund Transfer: Ahead of the "Game" - 0 views

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    New post. 
dennis dervetski

Taking School to the Next Level| The Committed Sardine - 1 views

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    Technology and Gaming Collaboration. Rock on!
Bradford Saron

Crossing the Digital Divide: Bridges and Barriers to Digital Inclusion | Edutopia - 0 views

  • 95 percent of Americans between the ages of 18 and 29 use the Internet? And all of this is happening while we are in the midst of an explosive rise in mobile technology.
  • Access to richer graphics and data, as well as superior tools, is still limited on many affordable mobiles. At the same time, many schools continue to demonize cell phone use during school, which may be an outdated policy. Not only are there an increasing number of educational applications for mobiles but, as Blake-Plock suggests, prohibiting phones now means "disconnecting the kid from what's actually happening in most of our lives."
  • In 2009, the FCC began developing the National Broadband Plan, a work-in-progress that aims to increase broadband access across the country by providing additional infrastructure, incentives for companies to create low-cost access, educational programs, and much more.
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  • In some circles, the term digital divide is itself defunct. Instead, using digital inclusion is not only a way to reframe the discourse in a more positive light but also reflective of what access, adoption, and literacy in the digital world really mean today
  • Today, physical access to computers and the Internet is only the first of three significant layers to digital equality, according to both Deloney and Blake-Plock. Here's how they break it down (and how we can change the game):
  • National initiatives like the National Broadband Plan, as well as grants for hardware and software in schools and libraries, can help address the essential-tools gap that persists in some rural and low-income areas.
  • This refers to literacy, not only with hardware and software but also with the vast global conversation that the Internet enables. He notes that there is a gap between those who are "getting connected into broader networks, building their capacity and their social capital, creating the new wave of learning" and those who are, for a slew of complex reasons, not doing so.
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    To what extent is leadership needed? 
Bradford Saron

Teaching for America - NYTimes.com - 0 views

  • Incremental change isn’t going to get us where we need to go. We’ve got to be much more ambitious. We’ve got to be disruptive. You can’t keep doing the same stuff and expect different results.
  • There are three basic skills that students need if they want to thrive in a knowledge economy: the ability to do critical thinking and problem-solving; the ability to communicate effectively; and the ability to collaborate.
  • they insist that their teachers come from the top one-third of their college graduating classes.
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  • They have invested massively in how they recruit, train and support teachers, to attract and retain the best.
  • Duncan’s view is that challenging teachers to rise to new levels — by using student achievement data in calculating salaries, by increasing competition through innovation and charters — is not anti-teacher.
  • How we recruit, train, support, evaluate and compensate their successors “is going to shape public education for the next 30 years,” said Duncan. We have to get this right.
  • All good ideas, but if we want better teachers we also need better parents — parents who turn off the TV and video games, make sure homework is completed, encourage reading and elevate learning as the most important life skill. The more we demand from teachers the more we have to demand from students and parents. That’s the Contract for America that will truly ensure our national security.
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    Here, Friedman analyzes Duncan's new approaches to federally initiated school reform. His last point, however, is very thought provoking. 
Bradford Saron

Development - Augmented Reality and Web 3.0 | Delta Publishing - English Language Teaching - 0 views

  • What about Web 3.0? So, that’s a very brief description of the shift to Web 2.0, but what about Web 3.0? Does there have to be one? Is it already here? I’ve heard quite a few people speculating about Web 3.0. At one point, when virtual worlds such as Second Life were all the rage, it was being described as Web 3.D and many were predicting that the web would become a 3 dimensional space that we would fly around using our virtual avatars. Others have described Web 3.0 as the ‘semantic web’. The development of semantic web standards was designed to help computers ‘understand’ and read web pages and make connections between them. This would dramatically improve the effectiveness of search engines and help people to access web based information more effectively. One of the most recent predictions is that with the drastic growth of internet able hand-held devices such as phones, gaming consoles and tablet devices Web 3.0 will be all about ‘the mobile web’.
  • Augmented reality is a kind of fusion between our existing physical reality and the internet.
  • What it means in reality is that mobile devices, will help us to access information from the internet which is specific to our physical location and proximity to real world objects places and even people. Check out mobile apps from Gowalla and Foursquare for examples of this.
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  • What’s more devices that have some form of optic, such as a camera, will enable us to see and interact with 3D multimedia visualizations of information which can be overlaid on what the camera shows us of the ‘real’ world. here’s an interesting video of an augmented reality web browser being used on a mobile phone; http://www.youtube.com/watch?v=b64_16K2e08
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    A current and insightful article on two trends of growing legitimacy. 
Bradford Saron

The Outboard Brain and Me | Technology Story - 0 views

  • I am sure that there are a few of you at this moment who really want to rage against the concept that we need an outboard brain. I get it, you have lived a lot of your life without the need. The problem is we have them now, and we are quickly raising a generation that is integrating with these devices, and the massive information source that is the Internet that comes along with them. Game over.
  • ow I want more. I want a brain computer interface so I don’t need to type and can work at the speed of thought. I want the screen projected on my retina so I do not have to carry around 15” devices just to gain information. I want to build rules based rivers of information that flow to me automatically when I need them. I want my outboard brain to offload everything that is not uniquely human so I can spend my brainpower on building good relationships, creativity and innovation. I want to focus more on the spiritual side of life, and the family and friends around me. Instead of dragging me away from them, I want it to be sophisticated enough that it frees me from many of the tasks I do today that take up time.
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    The outboard brain and mobile access. 
Bradford Saron

What Digital Native children can teach the rest of us about tech - 1 views

  • “Children’s starting point is one step ahead of ours,” Sakaria says. “They are beginning their lives in a world where the Internet is integrated into their everyday experiences – not only through mobile technologies – but soon through the mainstreaming of RFID, NFC and other ‘Internet of things‘ based developments. As a result, digital natives allow us to see unrestrained possibilities for Web-based developments.”
  • The more you give, the more you get. The more you share, the more you are shared.” Today’s children understand that intuitively. They’re also comfortable with shifting between multiple virtual identities via online games and virtual worlds. Meanwhile, ‘mixed reality’ environments like those you experience while playing with a Nintendo Wii or Xbox Kinect, are no novelty to today’s children – they’re just an obvious way to interact with technology.
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    What can we learn from digital natives? 
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