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Kelly Riley

SLNSW: Sydney Harbour Bridge - S1 History - 6 views

  • Students explore, recognise and appreciate the history of their local area by examining remains of the past and considering why they should be preserved.
  • identify its main features
  • Examine Sources 2 and 3 which are designs for Sydney Harbour Bridge that did not win the competition. 
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  •  Identify another famous symbol of Sydney
  • Explain why Sydney Harbour Bridge is important to our community
  • Students: identify an historical site or sites in the local community. Discuss their significance, why these sites have survived and the importance of preserving them identify a significant person, building, site or part of the natural environment in the local community and discuss what they reveal about the past and why they are considered important
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    History tasks for Stage 1 (Year 2) students to do with place, using the resources of the State Library of NSW. This lesson looks at the history of the Sydney Harbour Bridge.
Adrienne Michetti

Where Everybody Knows Your (Screen) Name: Online Games as "Third Places" - 52 views

    • Adrienne Michetti
       
      This is, I think, why I'm more keen on today's social networks than I am on games -- games do not provide deep emotional support.
  • "bowling alone" hypothesis (Putnam, 2000), which suggests that media are displacing crucial civic and social institutions
    • Adrienne Michetti
       
      Putnam - need to check this article. Interesting; not sure I agree.
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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.
  • The evidence to date is mixed
  • A core problem on both sides of the debate is an underlying assumption that all Internet use is more or less equivalent
    • Adrienne Michetti
       
      SO True
  • 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
  • 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.
  • 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.
  • loosely structured by open-ended narratives
  • They are known for their peculiar combination of designed "escapist fantasy" and emergent "social realism"
  • 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.
  • the conclusions of both studies were remarkably aligned.
  • the assumption that the most fruitful advances are sometimes made when congruent findings are discovered through disparate means
    • Adrienne Michetti
       
      Love this quote.
  • demonstrate the "effects" of game play vs. no game play.
  • first project was a traditional effects study
  • second project, a qualitative study of cognition and learning in MMOs (
  • ethnography
  • sociocultural perspective
  • 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
  • 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)
    • Adrienne Michetti
       
      but I wonder why he chose these games -- this is not specified. Only their success in US and abroad?
  • brick-and-mortar "third places" in America where individuals can gather to socialize informally beyond the workplace and home
  • the exaggerated self-consciousness of individuals.
  • In what ways might MMOs function as new third places for informal sociability?
  • virtual environments have the potential to function as new (albeit digitally mediated) third places similar to pubs, coffee shops, and other hangouts.
  • in this section we analyze the structural form of MMOs that warrants this "third place" assertion.
  • eight defining characteristics of third places
  • there is no default obligation
  • To oblige any one person to play requires that explicit agreements be entered into by parties
  • the default assumption is that no one person is compelled to participate legally, financially, or otherwise.
  • 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
    • Adrienne Michetti
       
      and this is why, in my opinion, you will never see games in school. The game cannot be the Third Place because school is a Second Place.
  • 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
  • the relationships that play-partners have with one another offline are often "leveled" within the online world
  • an individual's rank and status in the home, workplace, or society are of no importance
  • appeal to people in part because they represent meritocracies otherwise unavailable in a world often filled with unfairness
  • conversation plays an analogous role
  • "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).
  • third places must also be easy to access
  • such that "one may go alone at almost any time of the day or evening with assurance that acquaintances will be there"
  • accessible directly from one's home, making them even more accommodating to individual schedules and preferences
  • barriers to initial access.
  • "What attracts a regular visitor to a third place is supplied not by management but by the fellow customer,"
  • "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"
  • affective sense
  • As one informant satirically commented in an interview, "You go for the experience [points], you stay for the enlightening conversation.
  • engendering a sense of reliable mentorship and community stability.
  • 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
  • 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.
  • 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.
  • Oldenburg (1999) argues that seriousness is anathema to a vibrant third place; instead, frivolity, verbal word play, and wit are essential.
  • The playful nature of MMOs is perhaps most apparent in what happens when individuals do bring gravity to the game.
  • the home-like quality of third places in rooting people
  • 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
  • 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
  • Are virtual communities really communities, or is physical proximity necessary?
  • Anderson (1991), who suggests that geographic proximity itself is neither a necessary nor sufficient condition for the emergence and preservation of "community."
  • Social capital (Coleman, 1988) works analogously to financial capital; it can be acquired and spent, but for social and personal gains rather than financial
  • operates cyclically within social networks because of their associated norms of reciprocity
  • bridging social capital is inclusive.
  • This form of social capital is marked by tentative relationships, yet what they lack in depth, they make up for in breadth.
  • 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.
  • bonding social capital is exclusive.
  • social superglue.
  • it can also result in insularity.
  • shows that bridging and bonding social capital are tied to different social contexts, given the network of relationships they enable.
  • 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.
  • 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:
  • 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.
  • Despite differences in theoretical grounding and methodologies, our conclusions were remarkably similar across complementary macro- and micro-levels.
  • 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.
  • 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.
  • In such cases, MMOs appear to enable a different kind of sociability, one ostensibly recognizable as a "community" nonetheless.
  • 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
  • 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).
  • 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.
  • Moreover, despite the semantics of the term, "weak" ties have been shown to be vital in communities, relationships, and opportunities.
  • is to what extent such environments shift the existing balance between bridging and bonding
  • 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
  • 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.
  • it seems ironic that, now of all times, we would ignore one possible solution to our increasingly vexed relationship with diversity.
Martin Burrett

Xmas Cargo Bridge - 32 views

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    Build a bridge so the presents can be collected and delivered. http://ictmagic.wikispaces.com/Winter+%26+Christmas
Martin Burrett

Cargo Bridge - 109 views

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    A great design and problem solving game where players must build bridges to collect the parcels. http://ictmagic.wikispaces.com/Educational+Games
Ms. G

Friendship - 24 views

    • Ms. G
       
      Do you think Jess and Lesslie and Max and Freak are good friends to each other? Explain.
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    Information about the theme of friendship to help you when reading Bridge to Terabithai and Freak the Mighty
Ms. G

Friendship - 4 views

    • Ms. G
       
      According to these signs of healthy friendship, do you think Jess and Leslie and Max and Freak have healthy friendships? Explain
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    Information about the theme of friendship to help you when reading Bridge to Terabithia and Freak the Mighty
Deborah Batzer

Bridging the Watershed Overview - 3 views

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    Bridging the Watershed environmental education in the National Parks. Alice Ferguson Foundation, MD
Thieme Hennis

About « OERRH - 19 views

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    "The Open Educational Resources Research Hub (OER Research Hub) provides a focus for research, designed to give answers to the overall question 'What is the impact of OER on learning and teaching practices?' and identify the particular influence of openness. We do this by working in collaboration with projects across four education sectors (K12, college, higher education and informal) extending a network of research with shared methods and shared results. By the end of this research we will have evidence for what works and when, but also established methods and instruments for broader engagement in researching the impact of openness on learning. OER are not just another educational innovation. They influence policy and change practices. In previous research (OpenLearn, Bridge to Success and OLnet) we have seen changes in institutions, teacher practice and in the effectiveness of learning. We integrate research alongside action to discover and support changes in broader initiatives. Our framework provides the means to gather data and the tools to tackle barriers. The project combines: A targeted collaboration program with existing OER projects An internationalfellowship program Networking to make connections A hub for research data and OER excellence in practice The collaborations cover different sectors and issues, these include: the opening up of classroom based teaching to open content; the large-scale decision points implied by open textbooks for community colleges; the extension of technology beyond textbook through eBook and simulation; the challenge of teacher training in India; and the ways that OER can support less formal approaches to learning. By basing good practice on practical experience and research we can help tackle practical problems whilst building the evidence bank needed by all."
Christine Dailey

What Do Teachers Want? - Bridging Differences - Education Week - 56 views

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    The goal of the survey "is to place teachers' voices at the center of the conversation on education reform by sharing their thoughts and opinions with the public, the media, and education leaders." Is anyone listening?
Roland Gesthuizen

Apple and the Education-Information Chasm - Forbes - 1 views

  • The price of information plummets. Yet the price of education soars. These two trends cannot both continue. Guess which will crack first.
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    Apple's digital textbook venture, launched yesterday in New York, is just the latest attempt to bridge a yawning gulf between technology and learning. It's still the beginning. The gulf is so large, it will take decades and thousands of experiments to cross. But we've begun, and things will move fast.
Roland Gesthuizen

Audrey Watters: How Technology Will Disrupt Learning for a Lifetime, Not Just in the Cl... - 3 views

  • That's a key piece of lifelong learning -- the learning is self-funded. These are people who want to learn something and are willing to pay to do so.
  • As more content, more communities, and more marketplaces spring up online to support these alt-edu endeavors, we may begin to rethink what it means to spend so much time focusing on the classroom when in fact, learning is lifelong.
  • the Internet is doing far more than opening doors for K-12 and higher education students. It's also a huge boon for "lifelong learners,"
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    Much of the buzz around the educational benefits of Internet technology has focused on the potential for the classroom -- or perhaps, if we add to that, the boom in mobile technology, the potential to bridge the classroom and the home.
Roland Gesthuizen

Ravitch: No Child Left Behind and the damage done - The Answer Sheet - The Washington Post - 59 views

  • with the active support of the Obama administration, the NCLB wrecking ball has become a means of promoting privatization and community fragmentation
  • NCLB cannot be fixed. It has failed. It has imposed a sterile and mean-spirited regime on the schools. It represents the dead hand of conformity and regulation from afar. It is time to abandon the status quo of test-based accountability and seek fresh and innovative thinking to support and strengthen our nation's schools.
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    "This was written by education historian Diane Ravitch for her Bridging Differences blog, which she co-authors with Deborah Meier on the Education Week website. Ravitch and Meier exchange letters about what matters most in education. Ravitch, a research professor at New York University, is the author of the bestselling "The Death and Life of the Great American School System," an important critique of the flaws in the modern school reform movement that she just updated."
Christian King

Animations: Critical Thinking - Bridge8 - 122 views

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    Some excellent animations on critical thinking. Check out the link for classroom resources that follow.
Ed B.

Bridging Differences - Education Week - 60 views

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    Diane Ravitch
Marc Patton

Best Remote Desktop App | Access Computer from iPad | Splashtop - 47 views

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    Splashtop aspires to touch people's lives by delivering the best-in-class remote desktop experience - bridging tablets, phones, computers and TVs. Splashtop technology empowers consumer and business users with high-performance, secure, interactive access to their favorite applications, media content and files anytime, anywhere.
Steve Ransom

Bridging Differences: Lies, Damn Lies, and Statistics - 1 views

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    As it happened, New York state just released the results of its annual tests of English language arts and mathematics, and the scores soared across the state to an extent that was literally unbelievable.
sanford arbogast

Learning on the Move: Mobile Learning Devices « The Power of Us - 36 views

  • Whyville , What does it take to build a sustainable, green energy community? 8th Graders are showing us how using WhyPower, an interactive learning game within the largest interactive learning world, WhyVille. Here is an interactive game. http://www.poweracrosstexas.org/projects/whypower-interactive-game Energy Game:  WHYPOWER Whyville is a thriving community with its own economy, newspaper, government and much more.  It now has its own power grid!  As part of the WhyCareers program, we are “electrifying” Whyville with a power grid that uses traditional and renewable energy sources.  Students will manage the power grid to select the right mix of coal, natural gas, nuclear, hydroelectric, solar and wind energy. They will build homes in Whyville!  They will observe and measure power use in Whyville, and form good energy behaviors and habits. Finally, they will explore the math, science and career topics related to energy.  Just like in real life, success in Whyville is not pre-programmed!  Students skill, initiative, creativity and teamwork determines the rewards they receive and the “virtual money” they earn in WhyPower. Whyville. Run a city using energy reources.
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    interesting article on mobile learning bridging the digital gap plus a link ot a great site for learning about renewable energy"whiyville" and its place in the "power grid"
Steve Ransom

Bridging Differences: Should Teacher Evaluation Depend on Student Test Scores? - 19 views

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    Great blog post by Diane Ravitch
Matt Renwick

Building School-Based Student Digital Book Clubs | MiddleWeb - 5 views

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    "All learning is social. We develop new understandings from each other. Print, whether digital or on paper, happens to be one of the ways people communicate. Bridging these two worlds through social media such as Google+, Twitter, and Edmodo gives us that authentic experience of what read readers do."
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