Horizon is a third generation system
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Classification Game - 94 views
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A useful science game where users classify living things by clicking on them. http://ictmagic.wikispaces.com/Science
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The proposed DSM-5 changes with regard to ASD | Autism Support Network - 30 views
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The American Psychiatric Association (www.apa.org) is responsible for writing and publication of the DSM. At the bottom of this blog find their proposed changes to autism spectrum disorders (ASD), as copied from their website. In a nutshell, effective with the release of DSM-5 in May 2013 we will change the way we describe autism-related disabilities to the singular "Autism Spectrum Disorder." Clients will no longer be diagnosed as having "autism" versus "PDD-NOS" or "Asperger Syndrome" as all of these different classifications will officially go away. However, individuals with ASD will be referred to as having one of three severity levels (see chart at end). Read more: http://www.autismsupportnetwork.com/news/proposed-dsm-5-changes-regard-asd-3478294#ixzz1u366XxQO
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shared by Holly Barlaam on 09 May 11
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ARKive - 76 views
www.arkive.org/about
ecology biodiversity endangered endangered species conservation biology life science
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"A vast treasury of wildlife images has been steadily accumulating over the past century, yet no one has known its full extent - or indeed its gaps - and no one has had a comprehensive way of gaining access to it. ARKive will put that right, and it will be an invaluable tool for all concerned with the well-being of the natural world." Sir David Attenborough Wildscreen Patron
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Information and wonderful photography on endangered species. Information includes stats about each species, such as its classification, range, habitat, threats, current endangered status, conservation efforts, etc. The photos/videos are amazing.
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shared by Kelvin Thompson on 21 Oct 11
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Introducing the Digital Learning Quadrants - 120 views
www.danpontefract.com/?p=1309
eme5050 digital learning digital learning quadrants quadrant digital learning
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(32) (PDF) Gamification in Education: A Systematic Mapping Study | Gennady Agre - Acade... - 11 views
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"While gamification is gaining ground in business, marketing, corporate management, health insurance,ecology and wellness initiatives, its application in education is still an emerging trend. This article presents a study of the published empirical research on the application of gamification to education.The study is limited to papers that discuss explicitly the effects of use of game elements in specificeducational contexts. It employs a systematic mapping design. Accordingly, a categorical structure forclassifying the research results is proposed based on the extracted topics discussed in the reviewed papers. The categories include gamification design principles, game mechanics, context of applyinggamification, consisting of type of application, educational level, and academic subject,implementation and evaluation. By mapping the published work to the classification criteria andanalyzing them, the study highlights the directions of the currently conducted empirical research onapplying gamification to education. It also indicates some major obstacles and needs, such as the needfor a proper technological support, the need for controlled studies demonstrating reliable positive ornegative results of using specific game elements in particular educational contexts, etc. Although mostof the reviewed papers report promising results, more substantial empirical research is needed todetermine whether both extrinsic and intrinsic motivation of the learners can be influenced bygamification"
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A short introduction concerning the implementation of the Horizon system at t... - 4 views
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marketed by Ameritech Library Services, a subsidiary of the Ameritech Corporation, one of the world's largest communication companies
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new system Horizon was built on the Marquis, Dynix library system, and is being developed by Ameritech Library Service in collaboration with the University of Chicago and Indiana University. It was first introduced in the USA in 1991
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Horizon is a fully integrated client/server library management system, providing a graphical user interface for the library, and offering the functionality and standards required for an open system, including Web access, Z39.50 standard for information exchange, the TCP/IP communication standard, UNIX and Windows NT for portability. Horizon uses the SQL database management system, available from Sybase or Microsoft.
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the preparation of standardised cataloguing rules and their implementation working out subject classification exchange of records among different systems preparation of legal and financial responsibilities collecting money for buying software and technical equipment etc. (we have already received $705,000 from the Mellon Foundation) implementation of system testing of the National Catalogue module schedule preparation for creation of databases users' training
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Generally speaking, the main points of plan in Nicholas Copernicus University Library have been successfully realised. The progress is visible. Since September 1998 new modules have been implemented and tested. In the opinion of our users they work quite well. Of course, problems arise from time to time, and sometimes they are quite troublesome, but they are solved on a daily basis.
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Best Practices - 2 views
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the first great thing about Diigo is that your bookmarks follow you wherever you go. When you bookmark a site using your Diigo account, you can have access to it at work, home, the computer lab or library. The other great thing is that once you bookmark it, you can share your book mark links with students and colleagues and they can all have access to your sites.
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The next big plus to Diigo is that you get to “tag” the sites you want to bookmark. A tag is the classification system you determine so you can organize your bookmarks and find the link the next time you need it; this is known as a folksonomy.
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On the sticky note the teacher could ask questions and Diigo allows people to comment and reply to the questions on the sticky note. Students could also add sticky notes for other students to comment on as well. Another way to use the highlighting tool is that students could go through an article and highlight all of the vocabulary that they didn’t know and learn what it means prior to reading the article. Or students could put sticky notes about questions they have when reading the text.
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But, now let’s get to the “social” part of social bookmarking. Let’s say you find a really awesome site for your unit on Greek Mythology, and you tag it on Diigo. You see when you look at your bookmark list that 72 other people have tagged that exact same site. You can see the lists of the other people who have tagged that site, and you might discover a 6th grade teacher in Wisconsin who has an amazing list of Greek mythology sites that you didn’t even know about. Now you have taken advantage of the social part of the bookmarking process by adding some of those bookmarks to your list.
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Virtual Field Trips | SimpleK12 - 26 views
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A large collection of links to virtual "field trips". Not sure they all technically fall under the "field trip" classification, but it is a good collection of sites nonetheless. Covers all subject areas, but here are some examples for science: biomes, biomes of North America, clouds, constellations, Mars, microbe zoo, and many more.
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Biodiversity Snapshots | Home - 60 views
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Biodiversity Snapshots will help you to learn more about the animals around us every day by combining mobile technology and science. We provide you with a field guide, identification tool and way to record your observations all on a mobile device - your phone, netbook, or tablet. You make the observations and participate as a citizen scientist.
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Also take a look at the Encyclopedia of Life eol.org and their associated podcasts. There are efforts to create comprehensive collections in several places. There is even a game that helps classification efforts for children that want to add to the sum of human knowledge.
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Web 2.0 Tools - 178 views
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Web 2.0 tools that are useful to teachers and students by classification and category
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Wonderful guide. I went through and pinned everyone of them on my Teaching with Technology Pinterest! LOL http://pinterest.com/mkassorla/teaching-with-technology/
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Classroom Collaboration Using Social Bookmarking Service Diigo | EDUCAUSE - 26 views
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Building a list of important bookmarks not only is time-consuming, but the list is only available on the individual user's computer. Large collections of bookmarks can quickly become unmanageable and disorganized. Users may not remember why they created a bookmark or what part of the page they were trying to save.1
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ocial bookmarking has advantages over the traditional schemes, principally because it relies on a web-based system of classification known as folksonomy. Tags are collaboratively created and managed to annotate and categorize web content.
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Where Everybody Knows Your (Screen) Name: Online Games as "Third Places" - 52 views
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"bowling alone" hypothesis (Putnam, 2000), which suggests that media are displacing crucial civic and social institutions
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According to Putnam, time spent with relatively passive and disengaging media has come at the expense of time spent on vital community-building activities.
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A core problem on both sides of the debate is an underlying assumption that all Internet use is more or less equivalent
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It would be more plausible and empirically rigorous, then, to consider how specific forms of Internet activity impact civic and social engagement as a result of their particular underlying social architectures
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combining conclusions from two different lines of MMO research conducted from two different perspectives—one from a media effects approach, the other from a sociocultural perspective on cognition and learning.
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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 much like the pubs, coffee shops, and other hangouts of old.
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They are known for their peculiar combination of designed "escapist fantasy" and emergent "social realism"
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from two research projects: one an examination of the media effects of MMOs, the other an ethnographic study of cognition and culture in such contexts.
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the assumption that the most fruitful advances are sometimes made when congruent findings are discovered through disparate means
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as a way to tease out what happens in the virtual setting of the game and how the people involved consider their own activities, the activities of others, and the contexts in which those activities takes place
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a reasonable level of generalizability (random assignment to condition in the first study) and contextualization (ethnographic description of existing in-game social networks and practices in the second)
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brick-and-mortar "third places" in America where individuals can gather to socialize informally beyond the workplace and home
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virtual environments have the potential to function as new (albeit digitally mediated) third places similar to pubs, coffee shops, and other hangouts.
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the default assumption is that no one person is compelled to participate legally, financially, or otherwise.
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Unless one transforms the virtual world of the game into a workplace (e.g., by taking on gainful employment as a virtual currency "farmer" for example, Dibbell, 2006; Steinkuehler, 2006a) or enters into such agreement, no one person is obligated to log in
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Yee's (2006) interviews also reveal that individuals who game with romantic partners or family find that such joint engagement in the "other world" of MMOs allows them to redefine the nature and boundaries of their offline relationships, often in more equitable terms than what may be possible in day-to-day offline life
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the relationships that play-partners have with one another offline are often "leveled" within the online world
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appeal to people in part because they represent meritocracies otherwise unavailable in a world often filled with unfairness
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"In all such systems, linguistic interactions have been primary: users exchange messages that cement the social bonds between them, messages that reflect shared history and understandings (or misunderstandings) about the always evolving local norms for these interactions" (p. 22).
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such that "one may go alone at almost any time of the day or evening with assurance that acquaintances will be there"
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accessible directly from one's home, making them even more accommodating to individual schedules and preferences
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"What attracts a regular visitor to a third place is supplied not by management but by the fellow customer,"
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"It is the regulars who give the place its character and who assure that on any given visit some of the gang will be there"
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As one informant satirically commented in an interview, "You go for the experience [points], you stay for the enlightening conversation.
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Oldenburg argues that third places are characteristically homely, their d�cor defying tidiness and pretension whenever possible. MMOs do not fit this criterion in any literal sense
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In neither of our investigations did the degree of formality exhibited by players within the game bear any relation to the degree of visual ornamentation of the players' immediate vicinity.
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Thus, while the visual form of MMO environments does not fit Oldenburg's (1999) criterion of "low profile," the social function of those environments does.
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Oldenburg (1999) argues that seriousness is anathema to a vibrant third place; instead, frivolity, verbal word play, and wit are essential.
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The playful nature of MMOs is perhaps most apparent in what happens when individuals do bring gravity to the game.
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Participation becomes a regular part of daily life for players and, among regular gamemates such as guild members, exceptional absences (i.e., prolonged or unforeseen ones) are queried within the game or outside i
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create an atmosphere of mutual caring that, while avoiding entangling obligations per se, creates a sense of rootedness to the extent that regularities exist, irregularities are duly noted, and, when concerning the welfare of any one regular, checked into
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Anderson (1991), who suggests that geographic proximity itself is neither a necessary nor sufficient condition for the emergence and preservation of "community."
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Social capital (Coleman, 1988) works analogously to financial capital; it can be acquired and spent, but for social and personal gains rather than financial
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This form of social capital is marked by tentative relationships, yet what they lack in depth, they make up for in breadth.
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On the one hand, bridging social capital provides little in the way of emotional support; on the other hand, such relationships can broaden social horizons or worldviews, providing access to information and new resources.
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shows that bridging and bonding social capital are tied to different social contexts, given the network of relationships they enable.
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Virtual worlds appear to function best as bridging mechanisms rather than as bonding ones, although they do not entirely preclude social ties of the latter type.
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One could argue that, if the benchmark for bonding social capital is the ability to acquire emotional, practical, or substantive support, then MMOs are not well set up for the task:
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While deep affective relationships among players are possible, they are less likely to generate the same range of bonding benefits as real-world relationships because of players' geographic dispersion and the nature of third places themselves.
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Despite differences in theoretical grounding and methodologies, our conclusions were remarkably similar across complementary macro- and micro-levels.
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It is worth noting, however, that as gamers become more involved in long-term social networks such as guilds and their activities become more "hardcore" (e.g., marked by participation in large-scale collaborative problem-solving endeavors such as "raids" into difficult territories or castle sieges), the function of MMOs as "third places" begins to wane.
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It may be, then, that the structure and function of MMOs as third places is one part of the "life cycle" for some gamers in a given title.
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In such cases, MMOs appear to enable a different kind of sociability, one ostensibly recognizable as a "community" nonetheless.
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However, our research findings indicate that this conclusion is uninformed. To argue that MMO game play is isolated and passive media consumption in place of informal social engagement is to ignore the nature of what participants actually do behind the computer screen
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Perhaps it is not that contemporary media use has led to a decline in civic and social engagement, but rather that a decline in civic and social engagement has led to retribalization through contemporary media (McLuhan, 1964).
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Such a view, however, ignores important nuances of what "community" means by pronouncing a given social group/place as either wholly "good" or "bad" without first specifying which functions the online community ought to fulfill.
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Moreover, despite the semantics of the term, "weak" ties have been shown to be vital in communities, relationships, and opportunities.
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In light of Putnam's evidence of the decline of crucial civic and social institutions, it may well be that the classification "lacking bridging social capital" best characterizes the everyday American citizen. T
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Without bridging relationships, individuals remain sheltered from alternative viewpoints and cultures and largely ignorant of opportunities and information beyond their own closely bound social network.
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it seems ironic that, now of all times, we would ignore one possible solution to our increasingly vexed relationship with diversity.