Skip to main content

Home/ Diigo In Education/ Group items matching "capitalism" in title, tags, annotations or url

Group items matching
in title, tags, annotations or url

Sort By: Relevance | Date Filter: All | Bookmarks | Topics Simple Middle
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.
  • ...80 more annotations...
  • 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.
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.
  • ...5 more annotations...
  • 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!
  •  
    Thoughtful article on "social capital"
Margaret Hale

ePortfolios and GoogleApps - ePortfolios with GoogleApps - 142 views

  •  
    Dr. Barrett's (n.d.) webpage presents an introduction to the types of ePortfolios in a learner-centered approach. The website requires cognitive activity and capitalizes on the use of multimedia to present the essential content; and it does so following instructional design principles as recommended by Mayer (2009). Beginning with an anticipatory set to activate the learner's prior knowledge, the lesson page begins by asking learners to think about their own personal use of portfolios. Immediately following, the essential material elements are presented in a cartoon image, capitalizing on the benefits of dual coding (Mayer, Id.), using both images and key words to help learners pay attention and select appropriate information. The image also relies on spatial contiguity (Mayer, Id.) in its presentation format. This webpage itself would fit into Mayer's (Id.) use of multimedia as "information acquisition." However, coupled with a reflective activity, learners would be able to make more integrated sense of the types of portfolios available and which types would be most suited for their particular needs. References: Barrett, H. (n.d.). ePortfolios and Google Apps. [Webpage]. Retrieved from http://sites.google.com/site/eportfolioapps/overview/blog-entry-eportfolios-and-googleapps Mayer, R. (2009). Multimedia learning (2nd Ed.). New York, NY: Cambridge University Press.
  •  
    Dr. Barrett's (n.d.) webpage presents an introduction to the types of ePortfolios in a learner-centered approach. The website requires cognitive activity and capitalizes on the use of multimedia to present the essential content; and it does so following instructional design principles as recommended by Mayer (2009). Beginning with an anticipatory set to activate the learner's prior knowledge, the lesson page begins by asking learners to think about their own personal use of portfolios. Immediately following, the essential material elements are presented in a cartoon image, capitalizing on the benefits of dual coding (Mayer, Id.), using both images and key words to help learners pay attention and select appropriate information. The image also relies on spatial contiguity (Mayer, Id.) in its presentation format. This webpage itself would fit into Mayer's (Id.) use of multimedia as "information acquisition." However, coupled with a reflective activity, learners would be able to make more integrated sense of the types of portfolios available and which types would be most suited for their particular needs. References: Barrett, H. (n.d.). ePortfolios and Google Apps. [Webpage]. Retrieved from http://sites.google.com/site/eportfolioapps/overview/blog-entry-eportfolios-and-googleapps Mayer, R. (2009). Multimedia learning (2nd Ed.). New York, NY: Cambridge University Press.
Kate Pok

On Capitalizing "Mom" and "Dad" and "Graet-Aunt Betty" - 9 views

  •  
    Finally, a clear explanation of how to capitalize titles and kinship terms!
Oscar Tapara

Stocks, Bonds, and Investing: Oh, My! - 30 views

  • However, that is not the case with ETFs.
    • Oscar Tapara
       
      ETFs doesn't has fees?, just 1.5 of your investment?
    • Oscar Tapara
       
      No, just fro .18% NAV. So. you are trading mutual fund for very cheap
  • The good news is your costs.
  • ETFs are created by companies for the specific purpose of low management costs, estimated to be around .18% of your NAV.
  • ...18 more annotations...
  • But Wait! There's More.Again
  • There is yet another advantage ETFs have over mutual funds
  • and that is their tax benefit
  • However, unlike mutual funds, ETFs do not sell stocks to pay for redemptions
  • As people withdraw their money from a mutual fund, the mutual fund must sell securities to cover those redemptions. So, every time the mutual fund sells a stock, you have to pay capital gains tax on it.
  • This being the case, the capital gains that you must pay on an ETF are much less than that of a mutual fund because of the lack of capital gains.
  • Danger, Will Robinson!
  • However, be careful not to confuse
  • an ETF
  • ith an Indexed Mutual Fund
  • Indexed Mutual Funds are mutual funds provided by a mutual fund company
  • But, just like any other mutual fund, you have to pay fees
  • Vanguard will charge you managerial fees to set up and manage the fund.
  • The ETF's Potential Disadvantage
  • they do have a potential drawback
  • What it really depends upon is how much you are going to invest and how frequently you are going to invest.
  • If you're only going to invest $200 a month in an ETF, the $20 commission results in an immediate 10% loss,
  • Just something to think about before you jump into ETFs.
Deborah Baillesderr

USA Geography - Map Game - Geography Online Games - 131 views

  •  
    USA map to practice states & capitals
  •  
    Great site to help students with states, capitals, landforms, etc.
Randolph Hollingsworth

Ideas Trump Resources When it Comes to City Growth - Richard Florida - The Atlantic Cities - 0 views

  •  
    important for all us educators to remember: knowledge and extractive industries do not mix. "Across all U.S. metros, the share of workers in resource and extractive industries had no correlation whatsoever to four key measures of regional development: economic output per capita, average wages per capita, income, or median household income (the correlations range from -.08 to .09, none being statistically significant). Conversely, the share of workers employed in idea-based knowledge and creative industries was strongly associated with all four regional development measures (with correlations ranging from .53 to .74). In line with the resource curse hypothesis, the share of employment in resource and extractive industries was negatively associated with share of employment in knowledge industries and also with the share of adults with college degrees, a key measure of skill and human capital which economists uniformly find to be a key driver of short and long-run economic prosperity."
Andrew McCluskey

The Disaster Capitalism Curriculum: The High Price of Education Reform (Episode I) - 0 views

  •  
    Episode 1 - A great comic looking at the problem of education reform!
smilex3md

Basic item analysis for multiple-choice tests. Kehoe, Jerard - 1 views

  •  
    Basic Item Analysis for Multiple-Choice Tests. Jerard Kehoe, Virginia Polytechnic Institute and State University This article offers some suggestions for the improvement of multiple-choice tests using "item analysis" statistics. These statistics are typically provided by a measurement services, where tests are machine-scored, as well as by testing software packages. The basic idea that we can capitalize on is that the statistical behavior of "bad" items is fundamentally different from that of "good" items. Of course, the items have to be administered to students in order to obtain the needed statistics. This fact underscores our point of view that tests can be improved by maintaining and developing a pool of "good" items from which future tests will be drawn in part or in whole. This is particularly true for instructors who teach the same course more than once.
UN English Programme

Capitol Community College - 0 views

  •  
    Tips for vocabulary building, activities and quizzes from Capital Community College in Hartford, Connecticut.
Ruth Howard

The "Shock Doctrine" comes to your neighborhood classroom - Salon.com Mobile - 43 views

  •  
    via @IanChia Capitalism and Technology take advantage of economic downturn (Shock Doctrine tactics) which fuel policies with vested interests not education reform at heart.
Cara Whitehead

Capitonyms - 134 views

  •  
    A capitonym is a word whose meaning changes based on whether or not it is capitalized.
C CC

GeoExpert HD for iPad - 32 views

  •  
    Recently added to the UKEdChat Apple EduApps page is GeoExpert HD for iPad. Highlighted by the developer, this app is a great tool for helping pupils identify countries, capitals and their flags for six geographic areas - North America; South America; Europe; Africa; Asia; Oceania.
trisha_poole

NCLRC - The Essentials of Language Teaching - 37 views

  •  
    This site gives college and university instructors and teaching assistants an introduction to the language teaching methods that are currently used in U.S. universities. The content is based on the material in Modules for the Professional Preparation of Teaching Assistants in Foreign Languages (Grace Stovall Burkart, ed.; Center for Applied Linguistics, 1998). The site was developed for the National Capital Language Resource Center (NCLRC) by Catharine Keatley and Deborah Kennedy under a grant from the U.S. Department of Education, CFDA #84.015A.
Martin Burrett

Why relationships - not money - are the key to improving schools - 10 views

  •  
    "Strong relationships between teachers, parents and students at schools has more impact on improving student learning than does financial support, new research shows. Social capital is the name scientists give to the network of relationships between school officials, teachers, parents and the community that builds trust and norms promoting academic achievement."
cpaczkowska

American Rhetoric: Martin Luther King, Jr. - I Have a Dream - 41 views

  • capital to cash a check
    • Chris Pirkl
       
      Extended Metaphor
  • one hundred years later
    • Chris Pirkl
       
      repetition 
  • a promissory note
  • ...12 more annotations...
  • defaulted on this promissory note
  • bad check
  • marked "insufficient funds
  • bank of justice
  • nsufficient funds in the great vaults of opportunity of this nation. And so, we've come to cash this check, a check that will give us upon demand the riches of freedom and the security of justice.
  • of Now
    • Chris Pirkl
       
      Why is this capitalized?
  • Now is the time
    • Chris Pirkl
       
      Repetition
    • cpaczkowska
       
      yeah
  • Now is the time
  • Now is the time
  • I have a dream
  • I have a dream
  • I have a dream
  •  
    I have a dream speech with notes for persuasive writing
Andrew McCluskey

Murky Waters: The Education Debate in New Orleans - 1 views

  •  
    Episode 2 - A great comic looking at the problem of education reform!
Mr. Mohan

The Cost of Saving Lives in Bangladesh - Ben W. Heineman Jr. - The Atlantic - 13 views

  • if real reform is to occur on the ground, hard, complex questions must be asked and answered
    • Mr. Mohan
       
      what are these questions in your mind?
  • consumers across the globe looking for cheap prices
    • Mr. Mohan
       
      what is OUR responsibility?
  • global garment retailers who want the incur the lowest cost--and offer the lowest price--to compete in developed markets but who do not want to be complicit in publicized worker tragedies in developing markets
  • ...19 more annotations...
  • $38 dollars per month
  • whether Bangladesh has the means to enforce such laws
  • International Labor Organization
  • Inadequate government is a huge obstacle to change
  • only about one percent of Bangladesh garment factories have good standards.
  • garment factory owners are willing to allow workers to organize in unions or associations in order to have a voice in health and safety conditions
  • "who pays" and "who is accountable"
  • Approximately 60 percent of the clothing made there goes to United States or the European Union
  • there are several problems
  • standards may depend on local law
  • buyers may simply cut off the suppliers rather than helping them improve their practices
  • global buyers simply leave the country when they conclude that conditions are so bad
  • question then becomes whether international buyers are willing to go beyond imposition of standards and supplier cut offs and to pay, in some form, for the undetermined costs
  • actually implementing major substantive change
  • significant challenge in a weak state like Bangladesh.
  • Can a robust consumer movement arise among those shopping for discount clothing in response to the Bangladesh building collapse?
  • What are the standards? What is the cost? Who is accountable?
  • drawn an analogy between the collapse of the Rana Plaza in the Bangladesh Capital of Dhaka and the 1911 Triangle Shirtwaist factory fire in New York which claimed 146 lives
  • Rana Plaza catastrophe represents a more complicated set of fractured global relationships, responsibilities and financial capabilities.
Craig Campbell

The Siege of Academe - www.washingtonmonthly.com - Readability - 1 views

    • Craig Campbell
       
      Fear is a powerful motivator. Running scared.
  • Thiel fellowship.”
  • PR move
  • ...6 more annotations...
  • the whole thing is a corrupt enterprise doomed to collapse in a spectacular, real-estate-market-circa-2008 fashion. The media lapped it up, and soon enough Thiel was featured in long New York and New Yorker profiles.
  • What Happened to the Future? We Wanted Flying Cars, Instead We Got 140 Characters.”
  • Investors have chased after clever short-term innovations and looked for quick profit, which is not only bad for the world but bad for most investors—since 1999, according to the manifesto, venture capital has lost money on average. Only the top 20 percent are any good.
  • There is a great deal of money and power at stake now. We may not know who and we may not know when, but someone is going to write the software that eats higher education.
  • most of the first adopters won’t be American students forgoing the opportunity to drink beer on weekends at State U. Instead, they’ll be students like Bali, among the hundreds of millions of people around the world with the talent and desire to learn but no State U to attend.
  • Political pressure will continue to grow for credits earned in low-cost MOOCs to be transferable to traditional colleges, cutting into the profit margins that colleges have traditionally enjoyed in providing large, lecture-based college courses.
Cindy Edwards

Electronic Journal for the Integration of Technology in Education - 60 views

  • Characters in alphabets began as pictures with meaning (West, 1997).
  • As history repeats itself, we may find that a great deal of information is better presented visually rather than verbally.
  • culture's
  • ...9 more annotations...
  • predominant mode of literacy depends on the technology and mass media it embraces (Sinatra, 1986).
  • Kellner (1998) proposes that multiple literacies are necessary to meet the challenges of today's society, literacies that include print literacy, visual literacy, aural literacy, media literacy, computer literacy, cultural literacy, social literacy, and ecoliteracy.
  • Learning through orderly, sequential, verbal-mathematical, left-hemisphere tasks is a pattern seen frequently in education (West, 1997). Those whose thought processes are predominantly in the right-hemisphere where visual-spatial and nonverbal cognition activities rule frequently may have difficulty capitalizing on a learning style that is not compatible with their abilities.
  • If visual literacy is regarded as a language, then there is a need to know how to communicate using this language, which includes being alert to visual messages and critically reading or viewing images as the language of the messages.
  • Technology, particularly the graphical user interface of the World Wide Web, requires skills for reading and writing visually in order to derive meaning from what is being communicated.
  • Because visual literacy precedes verbal literacy in human development,
  • learning evolves from the concrete to the abstract; visual symbols are nonverbal representations that precede verbal symbols (Sinatra, 1986).
  • West (1997) conveys an innovative mathematics approach whereby students “do” mathematics rather than “watch” mathematics. The technique emphasizes learning through interactive graphics without words. “The words go into an idea only after the idea has already settled in our mind”(West, p.
  • The literature suggests that using visual elements in teaching and learning yields positive results.
1 - 20 of 40 Next ›
Showing 20 items per page