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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.
Deborah Baillesderr

Features - Canva - 38 views

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    "Do you want to create awesome designs from scratch in as little as a few minutes? Canva's awesome suite of features make it easy to turn ideas into stunning designs. Simply search for the best graphics, photos, and fonts, then use Canva's drag and drop tool to create a design. Whether your next design project is a creative collage, a social media graphic or even a web mockup - Canva's features make it possible for anybody to create amazing designs."
Pam Jeffrey

Digitally Speaking / Blogging - 169 views

  • Using Feed Readers

     

    Feed readers are probably the most important digital tool for today's learner because they make sifting through the amazing amount of content added to the Internet easy.  Also known as aggregators, feed readers are free tools that can automatically check nearly any website for new content dozens of times a day---saving ridiculous amounts of time and customizing learning experiences for anyone. 

     

    Imagine never having to go hunting for new information from your favorite sources again.  Learning goes from a frustrating search through thousands of marginal links written by questionable characters to quickly browsing the thoughts of writers that you trust, respect and enjoy.

     

    Sounds too good to be true, doesn't it?

     

    It's not!  Here's a Commoncraft tutorial explaining RSS Feeds in Plain English:

     

    Feed readers can quickly and easily support blogging in the classroom, allowing teachers to provide students with ready access to age-appropriate sites of interest that are connected to the curriculum.  By collecting sites in advance and organizing them with a feed reader, teachers can make accessing information manageable for their students. 

    Here are several examples of feed readers in action:

     

    Student Blogs

    http://www.pageflakes.com/wferriter/20982438

     

     

    This feed list includes several elementary, middle and high school blogs that students can explore during silent reading or while online at home.

     

     

    Current Events 

    http://www.pageflakes.com/wferriter/16714925

     

    This feed list includes links to several news websites that cover topics that are a part of one teacher's required social studies curriculum. 

     

    Global Warming

    http://www.pageflakes.com/wferriter/22534539

    Used specifically as a part of one classroom project, this feed list contains information related to global warming that students can use as a starting point for individual research. 

     

    While there are literally dozens of different feed reader programs to choose from (Bloglines and Google Reader are two biggies), Pageflakes is a favorite of many educators because it has a visual layout that is easy to read and interesting to look at.  It is also free and web-based.  That means that users can check accounts from any computer with an Internet connection.  Finally, Pageflakes makes it quick and easy to add new websites to a growing feed list—and to get rid of any websites that users are no longer interested in.

    What's even better:  Pageflakes has been developing a teacher version of their tool just for us that includes an online grade tracker, a task list and a built in writing tutor.  As Pageflakes works to perfect its teacher product, this might become one of the first kid-friendly feed readers on the market. Teacher Pageflakes users can actually blog and create a discussion forum directly in their feed reader---making an all-in-one digital home for students. 

     

    For more information about the teacher version of Pageflakes, check out this review:

     

    http://teacherleaders.typepad.com/the_tempered_radical/2008/02/pageflakes-for.html

     

     

    For more information on using feed readers to organize and manage information, check out this handout: 

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    Checklist to use before embarking on a blogging project with students
Kelly Boushell

Discovering the Art of Mathematics (DAoM) - 81 views

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    "we experience mathematics as a creative, intriguing exploration often shared with others, building up from concrete situations at-hand to a level of abstraction that makes sense for us at that time. This project focuses on creating learning environments where each learner works actively at their edge of understanding to make sense of what's just beyond this edge. Our vision is to allow the students the recognition and conviction that this power has always been with them, and will accompany them throughout their lives, wherever they go, both within and outside of mathematics."
Jude Kesl

MAKE HOMEMADE SCIENCE TOYS AND PROJECTS - 12 views

  • You have found the non-commercial, teacher-created site for people who like to roll up their sleeves and make science toys and projects. You won't find slick, well-designed web pages here--more like the digital equivalent of a messy workshop. If you poke around though, you'll find good stuff. Science toy maker is a resource for inspired kids, parents, teachers, teenagers, home schoolers, science fair participants and citizen scientists everywhere.
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    Nice examples of easy to make science toys. Hat tip to @Skipz
Thieme Hennis

Lifelong Kindergarten :: MIT Media Lab - 4 views

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    "Crickets are small programmable devices that can make things spin, light up, and play music. You can plug lights, motors, and sensors into a Cricket, then write computer programs to tell them how to react and behave. With Crickets, you can create musical sculptures, interactive jewelry, dancing creatures, and other artistic inventions -- and learn important math, science, and engineering ideas in the process. Crickets are based on more than a decade of NSF-funded educational research. Lifelong Kindergarten researchers collaborated with the LEGO company to create the first "programmable bricks," squeezing computational power into LEGO bricks. This research led to the LEGO MindStorms robotics kits, now used by millions of people around the world. While LEGO MindStorms is designed especially for making robots, Crickets are designed especially for making artistic creations. Crickets were refined in collaboration with the Playful Invention and Exploration (PIE) museum network, and are now sold as a product through the Playful Invention Company (PICO)."
Kate Pok

Intersections: History and New Media: Wiki in the History Classroom - 5 views

  • Students did not agree on the merits of the wiki. Some were deeply offended when other students eliminated or modified their contributions. Others found the chance to pick apart other’s words and conclusions exhilarating. Regardless, most students seemed to grasp the important lesson I hoped to share: that history is the conversation we have about the past. History is about the authorial choices scholars make. History is about the evidence included and the evidence excluded. By asking students to participate in a joint-writing exercise, they were compelled to pay attention to the language others used, the phrasings and structure employed, the anecdotes emphasized, the facts obscured. I told them the story of an undergraduate English professor I had who spent an entire class session discussing why Shakespeare began Macbeth with the word “when”. Words matter. Words shape arguments. They determine meaning, and they form our view of the world around us, including our view of the history of the world around us. Students also came to appreciate that history was not a bag of facts we historians force them to memorize. Instead, as Appleby, Hunt, and Jacob suggest, history is the product of that collective effort of truth seeking.
  • I still caution students about using Wikipedia. But I think the wiki can help our students see themselves as part of that democratic conversation so important to our profession. Throwing their ideas into the ring for others to challenge forces students to defend their ideas, modify their conclusions, and reconsider their assumptions. The wiki, while not perfect, may help us change the way our students think about history. It may help them be more attentive to language and argument. Importantly, it may help them value civil discourse as a civic virtue. These are good lessons for history students and for their professors. —Kevin B. Sheets is associate professor of history at the State University of New York, College at Cortland and project director of the “American Dream Project,” a Teaching American History grant-based project in upstate New York. He regularly teaches courses in historical methods and American intellectual and cultural history.
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    Great description of the merits of using a wiki in a classroom.
Steve Ransom

What Makes a Good Project? - new articles : Stager-to-Go - 1 views

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    Nice concise article on project based learning
Deborah Batzer

The Comic Book Periodic Table of the Elements - 177 views

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    This site contains comic book images linked to the chemical elements via the periodic table. Comics include Uncle $crooge, Metal Men, Metamorpho, Batman, Fantastic Four, Superman, and many more."> The Comic Book Periodic Table of the Elements BODY { color: rgb(0,0,0);} Th
Martin Burrett

Make your own catapult - 107 views

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    An interesting construction project to make a catapult from the Open University. View the historical and scientific background. Don't test it near windows.
Tonya Thomas

EduTech Ideas: Win An iPad And More! - 1 views

  • Make (and use) a Twitter account for one of your classes – You’ll need to provide us the link to the Twitter profile you’ve created (example: www.twitter.com/edudemic)
  • Use Skype (or similar service) to have your students connect with someone(s) for a project, interview, ‘pen pal’ class activity – Provide a short description of who your students connected with, and the purpose of their task (and if they used a service other than Skype, what service was it!?)
  • Make a Facebook page for one of your classes (and use it) – You’ll need to provide the link to the Facebook page that you’ve created (example: www.facebook.com/edudemic)
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  • Create flashcard sets for a unit of study using a flashcard app – Tell us what app you used, what unit of study you created the cards for, and how it worked out (did the students use/enjoy them, did you find them to be more helpful than a different method of studying, etc?)
  • Make a Learnist board – You’ll need to provide the link to your board (example: http://learni.st/users/jeff.dunn/boards/3803-must-see-education-news)
  • ClassDojo
  • Use Google Docs/Drive to grade students’ work instead collecting and handing back papers – Take a screenshot of one of the documents that shows us your comments/grading, etc, and upload it into the form. (Don’t forget to blur out any student personal information if necessary!)
  • Use Animoto as part of a class project or class work – You’ll need to provide us the link to the video/slideshow you’ve created.
  • Start a class blog – You’ll need to provide us the link to the blog you’ve created.
  • Create a google site for your class – Take a screenshot of your class page and upload it into the form.
  • Create an interactive storybook – Provide either a link or upload the storybook into the form
Maggie Tsai

Online Teaching and Learning: Makin' Whuffie - 1 views

  • A sense of community is created where people have a common goal, such as a project, or can benefit from working together. One of those benefits is social capital, as mentioned above. Another is increased learning.
  • Members of an online community gain social capital by making thoughtful or helpful contributions.
  • Members of an online community gain social capital by making thoughtful or helpful contributions. This can be made tangible by a rating system - some forums have thumbs up or down or voting systems for forum posts.
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  • Social capital is a natural and logical consequence/reward of a student's (or anyone's) online behavior and contributions, and as such, it is a powerful tool for educators to include in their online courses to ensure student engagement and retention.
    • Maggie Tsai
       
      Good points. On Group bookmarks we have votes now. Will be adding more meaningful (ie. taken anti-spam into consideration) contribution attributes to reward user participation!
  • A sense of community is created where people have a common goal, such as a project, or can benefit from working together. One of those benefits is social capital, as mentioned above. Another is increased learning.
  • If you want to truly learn something, there is nothing like teaching it, so allowing, in fact encouraging, students to help one another solve problems, to teach each other, increases learning for both the helper and the helped.
  • A group can gain social capital by being proud of what it creates and getting positive feedback from other groups. A chance for students, whether working as individuals or in collaborative groups, to give feedback to each other is a valuable tool for creating a greater sense of community and engagement toward common goals.
  • Bookmarking, Sharing, Highlighting, and Annotating Online Resources:Diigo is a great tool for Educators, because you can form a group, and share bookmarks, which each member can highlight and comment on. Diigo is a fantastic tool for sharing resources and collaborating. Now, they have come out with Diigo for Educators, to make it even better!
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    Thoughtful article on "social capital"
Marsha Ratzel

Hikaru Dorodango - DIY How-to from Make: Projects - 31 views

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    This would be a wonderful way for students to make something beautiful out of all the dirt samples they collect at Thanksgiving. Hopefully I could get an art teacher to partner up with me and do some of the background learning of the Japanese tradition.
Tracy Tuten

How Can We Make Assessments Meaningful? | Edutopia - 170 views

  • Criteria for a Meaningful Classroom Assessment To address these requirements, I ask myself the following guided questions: Does the assessment involve project-based learning? Does it allow for student choice of topics? Is it inquiry based? Does it ask that students use some level of internet literacy to find their answers? Does it involve independent problem solving? Does it incorporate the 4Cs? Do the students need to communicate their knowledge via writing in some way? Does the final draft or project require other modalities in its presentation? (visual, oral, data, etc...)
  • So how can high-stakes assessments be meaningful to students? For one thing, high-stakes tests shouldn't be so high-stakes. It's inauthentic. They should and still can be a mere snapshot of ability. Additionally, those occasional assessments need to take a back seat to the real learning and achievement going on in every day assessments observed by the teacher. The key here, however, is to assess everyday. Not in boring, multiple-choice daily quizzes, but in informal, engaging assessments that take more than just a snapshot of a student's knowledge at one moment in time. But frankly, any assessment that sounds cool can still be made meaningless. It's how the students interact with the test that makes it meaningful. Remember the 4 Cs and ask this: does the assessment allow for: Creativity Are they students creating or just regurgitating? Are they being given credit for presenting something other than what was described? Collaboration Have they spent some time working with others to formulate their thoughts, brainstorm, or seek feedback from peers? Critical Thinking Are the students doing more work than the teacher in seeking out information and problem solving? Communication Does the assessment emphasize the need to communicate the content well? Is there writing involved as well as other modalities? If asked to teach the content to other students, what methods will the student use to communicate the information and help embed it more deeply?
  • Another way to ensure that an assessment is meaningful, of course, is to simply ask the students what they thought. Design a survey after each major unit or assessment. Or, better yet, if you want to encourage students to really focus on the requirements on a rubric, add a row that's only for them to fill out for you. That way, the rubric's feedback is more of a give-and-take, and you get feedback on the assessment's level of meaningfulness as soon as possible.
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  • Download the example (left) of a quick rubric I designed for a general writing assessment. I included a row that the participants could fill out that actually gave me quick feedback on how meaningful or helpful they believed the assessment was towards their own learning.
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    Worthwhile article on designing meaningful assessments
Martin Burrett

BigHugeLabs: Do fun stuff with your photos - 7 views

  • Become a pop icon! Inspired by Warhol's famous paintings of Marilyn Monroe.
  • Make your own magazine cover! Be a superstar! Prove to your friends how famous you really are!
  • Make your own customized movie poster. You choose the photo, titles, and credits. Be a star!
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    • Kalin Wilburn
       
      This site offers a wide variety of tools for school. Some that you may use on your own and others you can have your students using for any project imaginable. Feel free to check out everything they have to offer but I have highlighted some of my favorites.
  • Make your own inspirational, funny, parody, sports or other motivational poster for any occasion.
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    Flickr toys!
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    A superb image manipulator site. Make your photos into works of art, jigsaws, photo cubes, calendars and many more. Free sign in required. http://ictmagic.wikispaces.com/Photos+&+Images
mswanty

Dan Pink: The puzzle of motivation - YouTube - 118 views

shared by mswanty on 15 Mar 13 - No Cached
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    A great TED talk about motivation that could be used in any setting. Makes a case for Project Based Learning.
Donal O' Mahony

…trying to make learning explicit. | eLearning Island - 45 views

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    Some thoughts on WordPress projects my 1st Year (about 7th Grade) students are doing right now...
Martin Burrett

Fotor - 128 views

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    This is one of the most comprehensive image editing sites I've seen. There are lots of effects to select and you can even make photo collages. It's easy to use and great for all sorts of projects. http://ictmagic.wikispaces.com/Photos+%26+Images
Rachel Hinton

Five apps for creating timelines - 88 views

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    Specialized tools make it much simpler to build and modify timelines of all kinds -- from charting career growth to showcasing the progress of a project.
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