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Peter Beens

Education Week Teacher: Teaching Secrets: Communicating With Parents - 1 views

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    Teaching Secrets: Communicating With Parents By Gail Tillery Premium article access courtesy of TeacherMagazine.org. You will face many challenging tasks as a new teacher. Dealing with parents is probably among the most intimidating, especially if you are young and in your first career. While communicating with parents can be tricky, a little preparation will help you to treat parents as partners and to be calmer when problems arise. Here's the first rule to live by: Your students' parents are not your enemies. Ultimately, they want the same thing you want, which is the best for their children. By maintaining respectful and productive communication, you can work together to help students succeed. Second, whenever problems arise, remember that parents are probably just as nervous about contacting you as you are about returning the contact-and maybe more so. I'll confess: Even after 26 years of teaching, I still get a little frisson of fear in my belly when I see an e-mail or hear a voicemail from a parent. But I have seen time and again that parents are often more nervous than the teacher is-especially if their child doesn't want them to contact the teacher. Indeed, some parents may even fear that if they raise concerns, their child will face some kind of retaliation. Remember that parents' tones or words may reflect such fears. In your response, try to establish that everyone involved wants to help the child. Here are some practical tips for communicating effectively with parents: Contact every parent at the beginning of the year. Do some "recon." Telephone calls are best for this initial contact, since they are more personal than e-mail. Ask the parent to tell you about his or her child's strengths, weaknesses, likes, dislikes, etc. Make sure to ask, "What is the best thing I can do to help your child succeed?" Remember to take notes! Once you've gathered the information you need, set a boundary with parents by saying, "Well, Ms. Smith, I have 25 more parent
Randolph Hollingsworth

Second Life®: A New Strategy in Educating Nursing Students - 7 views

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    Abstract The purpose of this article is to discuss how the University of Michigan School of Nursing designed and implemented a virtual hospital unit in Second Life® to run virtual simulations. Three scenarios were developed about topics that represent areas that contribute to patient safety, as well as key student learning challenges. Fifteen students completed a 6-question survey evaluating their experience. Comments indicated students did identify the potential benefits of the Second Life® simulation. The Second Life® platform may also provide avenues for learning in the clinical arena for a multitude of health care professionals. The opportunity to simulate emergent, complex situations in a nonthreatening, safe environment allows all members of the team to develop critical communication skills necessary to provide safe patient care.
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.
Ann Steckel

When Second Life Turns Six... - COMMUNITY EVENTS - Second Life Blogs - 0 views

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    SL turns 6 years old - plot app is here
Jac Londe

Scientists make quantum breakthrough - 25 views

  • Scientists have demonstrated for the first time that atoms can be guided in a laser beam and possess the same properties as light guided in an optical communications fiber.
  • Abstract Speckle patterns produced by multiple independent light sources are a manifestation of the coherence of the light field. Second-order correlations exhibited in phenomena such as photon bunching, termed the Hanbury Brown–Twiss effect, are a measure of quantum coherence. Here we observe for the first time atomic speckle produced by atoms transmitted through an optical waveguide, and link this to second-order correlations of the atomic arrival times. We show that multimode matter-wave guiding, which is directly analogous to multimode light guiding in optical fibres, produces a speckled transverse intensity pattern and atom bunching, whereas single-mode guiding of atoms that are output-coupled from a Bose–Einstein condensate yields a smooth intensity profile and a second-order correlation value of unity. Both first- and second-order coherence are important for applications requiring a fully coherent atomic source, such as squeezed-atom interferometry.
  • Australian National University
Florence Dujardin

Building Stronger Ties With Alumni Through Facebook to Increase Volunteerism and Charit... - 23 views

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    This research explores how strength of network ties, as fostered by the use of a social network site, Facebook, (a) influences alumni attitudes toward volunteering for and making charitable gifts to their alma mater, and (b) fortifies consistency between attitude and behavior. After exploratory interviews and participant observation, a survey of 3,085 alumni was conducted for hypothesis testing. Structural equation modeling analysis revealed: First, active participation in Facebook groups positively predicted strength of network ties along 2 dimensions: frequency of communication and emotional closeness. Second, both dimensions of tie strength influenced actual behavior, albeit via different routes. The paper also contributes to attitude change research in showing that strength of network ties can help ensure consistencies between attitude and behavior.
Peter Beens

Teacher Magazine: Stepping Aside: The Art of Working With Student-Teachers - 1 views

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    Stepping Aside: The Art of Working With Student-Teachers\n\nTeacher Leaders Network Although traditional teacher-education programs rely on veteran educators to invite student- or "practice-" teachers into their classrooms, many skilled professionals can be heard expressing some reluctance about sharing instructional responsibilities with green recruits. They may be concerned about their ability to mentor an inexperienced colleague effectively, or simply hesitant to relinquish control of instruction in an atmosphere of high-stakes accountability.\n\nIn a recent post to the Teacher Leaders Network Forum daily discussion group, veteran teacher Vicky expressed some reservations of her own about working with a student-teacher and asked for help.\n\nI may be getting the opportunity to work with a student-teacher. I was wondering about your ideas for starting the year off right, helping the student-teacher, and balancing the load of mentoring the student teacher and teaching the students myself. I'm excited about the possibility, but I'm also a pretty hands-on control freak kind of person, so I want to alternately challenge and excite the intern but not be unfair or scary. Tips?\n\nNancy, a veteran K-12 music teacher, replied:\n\nGreat questions, Vicky. My first suggestion would be adopting the perspective that you will learn as much as the novice teacher-about yourself, your beliefs, and your practice. The first step is probably building a relationship in which the novice teacher trusts you enough to share real information and opinion (and vice-versa).\n\nCreate a safe space to communicate honestly, in both directions. A student teacher who feels comfortable enough to share fears, anxieties, confusion, and frustration-and knows that he or she is not being judged, but honored as a learner by a veteran teacher who also has fears and frustrations-will be a student teacher who can grow.\n\nMy second thought is that from your students' perspective there should be two experts
trisha_poole

'absolutely intercultural!' - 21 views

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    Welcome to the first ever intercultural podcast. 'absolutely intercultural!' is its name and, as far as we know, this is the first podcast in the world to deal with intercultural issues. We'll be releasing a new episode every second Friday evening, looking at all intercultural aspects of human intercultural communication. For example, we'll be hearing from students on foreign work placements, asking how teachers can make use of intercultural exercises and simulations in their classroom and sharing with you any intercultural gossip we come across. 'absolutely intercultural!' won't be so much about passing on information but more about starting an intercultural dialogue between the makers, and you, the contributors and listeners.
Martin Burrett

UKEdChat Global 2020 Online Conference - Call for Speakers - 2 views

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    "As part of our efforts to support the amazing community of schools, teachers and educators globally, we are delighted to announce that our plans for a 2020 UKEdChat Conference have been moved forward to June 2020. The 2020 event will be our second online conference, and many educators got involved in the first event, sharing resources, pedagogy and great ideas that can be used in the classroom. We have now opened our 'Call to Speakers', and we invite school leaders, teachers, educational authors, educational consultants and educational companies to create (upto) 20-minute videos that will inspire delegates during the 3-day event."
Caroline Kuhn

From Internet to Gutenberg 1996 - 30 views

  • remember books. Books challenge and improve memory
  • (The book will kill the cathedral, alphabet will kill images).
  • During the sixties, Marshall McLuhan wrote his The Gutenberg Galaxy, where he announced that the linear way of thinking instaured by the invention of the press, was on the verge of being substituted by a more global way of perceiving and understanding through the TV images or other kinds of electronic device
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  • the computer has become, first of all, an alphabetic instrument
  • These same teen-agers, if by chance they want to program their own home computer, must know, or learn, logical procedures and algorithms, and must type words and numbers on a keyboard, at a great speed. In this sense one can say that the computer made us to return to a Gutenberg Galaxy.
  • Today the concept of literacy comprises many media. An enlightened policy of literacy must take into account the possibilities of all of these media. Educational preoccupation must be extended to the whole of media.
  • Images have, so to speak, a sort of Platonic power: they transform individuals into general idea
  • who will receive pre-fabricated images and therefore prefabricated definitions of the world, without any power to critically choose the kind of information they receive, and those who know how to deal with the computer, who will be able to select and to elaborate information.
  • This will re-establish the cultural division which existed at the time of Claude Frollo, between those who were able to read manuscripts, and therefore to critically deal with religious, scientifical or philosophical matters, and those who were only educated by the images of the cathedral, selected and produced by their masters, the literate few.
  • With a hypertext, instead, I can navigate through the whole encyclopedia. I can connect an event registered at the beginning with a series of similar events disseminated all along the text, I can compare the beginning with the end, I can ask for the list of all the words beginning by A, I can ask for all the cases in which the name of Napoleon is linked with the one of Kant, I can compare the dates of their birth and death - in short, I can do my job in few seconds or few minutes.
  • Even if it were true that today visual communication overwhelms written communication, the problem is not to oppose written to visual communication. The problem is how to improve both.
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    Or the Elements of Euclid.
William Barnett

Build Tools - Second Life - 31 views

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    Knowledge base article on building tools in SecondLife. Generally, the same principles apply in OpenSim implementations.
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    SecondLife provides a fairly straightforward way to develop 3D learning spaces at a minimal cost.
C CC

Hard-Hitting Second a Day Video | UKEdChat.com - Supporting the #UKEdChat Education Com... - 14 views

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    Video pointing out the challenges to children in Syria
Jeff Andersen

10 Famous Failures That Will Inspire You to Be a Success - 28 views

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    Failure occurs everyday, in school, jobs, housework, and within families. It is unavoidable, irritating and causes pessimism. While the thought of flinging your hands in the air and walking away is all too appealing, take a second to connect with the people who have been there and survived.
rief61

MB004/MB004: The Basics of Educational Podcasting: Enhancing the Student Learning Exper... - 5 views

  • Although there are numerous professional podcasting software packages currently available ($100 - $1000+), beginning podcasters may want to start with a freeware program. One of the most widely used free podcasting software programs is Audacity (http://audacity.sourceforge.net/), an open source sound recording and editing program with versions available for PC, Mac, and Linux operating systems. For Mac users another free podcasting program is GarageBand, found within the iLife package that comes with all new Mac OS X computers. Although older versions of GarageBand do not have the podcasting function, upgrades to the new, podcasting-ready GarageBand 4.1 are available in the iLife08 package for $90 (educational discounts available; http://www.apple.com/ilife/garageband/). For specific instructions on using GarageBand, an online video tutorial is available from Apple at http://www.apple.com/ilife/garageband/.
    • rief61
       
      Software
  • Really Simple Syndication (RSS) feed
  • However, if the objective, for example, is to create a database of reusable lecture materials, then synchronizing the slides with the audio portion of the lecture and adding special effects (e.g., sound, video) may be required and will likely take at least as long as the lecture itself.
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  • For educators, podcasting offers an opportunity to bridge the traditional classroom setting with progressive state-of-the-art technologies. There are several advantages of bringing podcasting into the classroom for lectures and student assignments. First, podcasting is an exciting and novel means for students to take a more active role in their own learning experience. As students realize their podcast assignments may be published online with potentially hundreds of listeners through free podcast directories, their attention to the quality and detail of their assignments may improve. Second, podcasting is adaptable to the students' learning needs. Students can access the material whenever and as often as they would like, thereby reinforcing critical concepts or details they may have missed in the original classroom lecture. Finally, assignments that require students to generate, edit, and publish their own podcasts reinforce critical communication skills such as writing text that will be orally presented online or in a classroom.
    • rief61
       
      1. Studetns take more active role in learning experience. 2. Adaptable to student's learning needs. 3. Develop communication skills.
  • These results clearly show students' perceptions of podcasting in the classroom dramatically improved after using this technology
  • Although podcasting was popular amongst most of the students, there was one student who opposed podcasting in the class
    • rief61
       
      Interesting. I wonder why.
Jac Londe

Truly random numbers - 41 views

  • At a quantum scale, the motion of electrons and protons is completely and genuinely random, since it doesn’t follow a clear path of cause and effect. You basically have no idea what’s going to happen. If you can measure this somehow, than you’ve got yourself an absolutely random value.
  • “If you want to defeat an adversary who is trying to hack into your system, basically you need large quantities of random numbers,”  Sussman said.
  • “…a truly random number generator will provide impenetrable encryption for communications — be they military transmissions, secure banking, or online purchasing — that underpin the modern connected world.”
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  • The researchers used pulses of laser light, which only last a trillionth of a second, that were directed through a diamond. The light comes and goes through the diamond, however when it exists it’s changed, since it has to pass through quantum vacuum fluctuations, the microscopic flickering of the amount of energy in a point in space. Scientists can measure these pulses of light that emerge from the experimental set-up, measurements which are the truly random.
  • random numbers
  • with quantum physics
Tony Baldasaro

When did teachers start to fear technology? | SeacoastOnline.com - 0 views

  • My students are more involved with technology than ever before. They have taken the lead in mass networking and graphic design
  • They block network programs such as Facebook because of a fear of what might be abused. They block all Web-based e-mail systems that in all reality should help the majority of students. They also reject the use of iPods and cell phones because they believe the use of these new technologies would reduce a student's capacity to learn
    • Tony Baldasaro
       
      The opposite is true, these technologies increase a student's capacity to learn.
  • no one is going to stop the use of these technologies.
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  • The second thing it published was pornography.
    • Tony Baldasaro
       
      I wish this comment wasn't here, it cheapens his argument.
  • Facebook technology should be used in our classrooms to communicate with classrooms around the world to show the concept all students are in the process of attaining their dreams.
  • Today it is the other way around.
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    Since I've been teaching for more than three decades I remember a time when technology was accepted by all teachers. In fact, I remember a time when my administration gave me my first Apple computer to use. My students were all huddled around me as I investigated new learning tools. The graphics were terrible but it was like magic to my students.
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