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Sean McHugh

Lumosity's Brain Games Are Bullsh*t - 0 views

  • Recently, a coalition of nearly 70 researchers spoke against brain games like Lumosity, signing a letter of consensus posted by the Stanford Longevity Center that lambasted the brain training community for promising a kind of mind power boost that just isn't provable.
  • Often, however, the cited research is only tangentially related to the scientific claims of the company, and to the games they sell.
  • In 2009, a consumer group in the UK asked a panel of scientists to look into brain-training games, including Lumosity. These scientists explicitly debunked Lumosity's claims, and they are not alone.
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  • "The bottom line is that there is no scientific consensus that brain training works. All that can be concluded at this point is that time and money spent on brain training is, as likely as not, time and money wasted,
  • there is still plenty of excitement about the possibilities of brain-training programs in general. Even in the Stanford letter dismissing the current brain-training claims, the scientists acknowledge that several isolated studies have had promising results, and they deserved to be looked into further. And the concept that the brain is malleable, even for super old people, isn't just wishful thinking: It is true.
Sean McHugh

expert reaction to study on screen use and white brain matter in children | Science Med... - 0 views

  • the study has a number of features that reduce confidence in the robustness of the findings.
  • The review of prior literature is unbalanced to emphasise adverse effects of screen time and ignore conflicting studies
  • too small to give reliable estimates of effects of screen time
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  • the scale does not distinguish between TV and other types of screen use
  • no child had a vocabulary score in the impaired range
  • misleading
  • The study was not pre-registered, making it hard to know how many analyses were conducted but not reported
  • nothing is said about predicted associations between the brain measures and the language measures
    • Sean McHugh
       
      This highlights the difference between neuroscience and cognitive science, specifically indicators about changes in brain tissue mean nothing unless they are accompanied by behavioural indicators that support these observations. In the case of this study the children were found to have language development that was more advanced than would be expected for their age regardless of the brain scans.
  • The study does not provide credible evidence of an adverse effect of screen time on child development, but could serve to stoke anxiety in parents who may worry that they have damaged their child’s brain by allowing access to TV, phones or tablets
  • an association between screen time and brain wiring says nothing about causation: you can speculate that an apparent delay in brain development might be caused by high screen time but it is equally possible that lower brain developmental status increases screen time
Sean McHugh

How Facebook is taking mind reading from sci-fi to reality - The Verge - 0 views

  • Facebook’s plans for two ambitious projects: one to develop a system for letting you type with just your thoughts, and another to let you “hear” using vibrations on your skin. This would be done through brain-computer interfaces — devices that can read neural activity and translate it into digital signals, and vice versa
  • Facebook’s goal is to develop something it calls a “brain click — a way to complete tasks in augmented reality using your mind. You could brain click to dismiss a notification that popped up on your AR glasses, for example
  • letting people type with their thoughts
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  • send discrete messages delivered through touch
  • extract semantic meaning from touch, to create what just might amount to a new form of language
  • exploring how optical imaging could get real-time data from the brain and translate it into words. The resulting device could be something like a neural cap worn on the head, or some type of band that stretches around the back of the skull.
  • literally getting inside your head and under your skin.
  • the technology should be designed to operate only during the final part of the speech process, right before your brain tells your mouth to start moving. The thought is already formed, and you have made an explicit choice to share it.
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    Maybe this is the tech that could replace the keyboard, still a few decades away though.
Sean McHugh

Video Games Aren't Totally Damaging Your Brain - 0 views

  • It’s a tradeoff, because [people who play action games] show increases in other areas of mental function,” Fonzo points out. While their hippocampus shrank, they also showed increases in grey matter in their caudate nucleus, a region of the brain partially responsible for habit learning.
  • subjects who played a Mario Brothers 3-D platform games saw an increase in the grey matter of their hippocampus
  • the ideal is a balanced use of both the hippocampus and caudate nucleus memory systems,
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  • by playing the right games, ones that encourage exploration and problem solving rather than just camping and sniping soldiers
Sean McHugh

Technology in Education | American Federation of Teachers - 0 views

  • pedagogy (i.e., teaching practice) and not the medium (i.e., technological tools and resources, such as whiteboards, hand-held devices, blogs, chat boards) that made a difference in learning, stating that instructional media are “mere vehicles that deliver instruction but do not influence student achievement any more than the truck that delivers our groceries causes changes in our nutrition
  • there was no proof to show that a medium was capable of ensuring that pupils and students could learn more or more effectively. He saw the medium as a means, a vehicle for instruction, but that the essence of learning remained—thankfully—in the hands of the teacher
  • it is not the medium that decides how effectively learners learn
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  • the effectiveness of learning is determined primarily by the way the medium is used and by the quality of the instruction accompanying that use
  • The crucial factor for learning improvement is to make sure that you do not replace the teacher as the instrument of instruction, allowing computers to do what teachers would normally do, but instead use computers to supplement and amplify what the teacher does
  • the use of both e-learning and contact education—which is known as blended learning—produces better results than lessons given without technolog
  • the medium does not influence the learning
  • the medium seldom influences teaching, learning, and education, nor is it likely that one single medium will ever be the best one for all situations
    • Sean McHugh
       
      But 'ordinary real life is mediated by computers! I'm still only in classrooms where the myth that this is not true still persists! 
  • students do not naturally make extensive use of many of the newest technologies, such as blogs, wikis, and virtual worlds
  • the main reasons young people use technology. These reasons are mainly social
  • Digital natives! Whenever the question of digital innovation in education is discussed, this is a term that immediately comes to the surface. But it should be avoided. Even the person who coined the term digital natives, Marc Prensky, admitted in his most recent book, Brain Gain, that the term is now obsolete.2
  • Prensky’s coining of this term—and its counterpart for people who are not digitally native—was not based on research into this generation, but rather created by rationalizing phenomena that he had observed
  • The students use a large quantity and variety of technologies for communicating, learning, staying connected with their friends, and engaging with the world around them. But they are using them primarily for “personal empowerment and entertainment
  • university students do not really have a deep knowledge of technology, and what knowledge they do have is often limited to basic Microsoft Office skills (Word, Excel, PowerPoint), emailing, text messaging, Facebook, and surfing the Internet
  • There is simply no experimental evidence to show that living with new technologies fundamentally changes brain organization in a way that affects one’s ability to focus. Of course, the brain changes any time we form a memory or learn a new skill, but new skills build on our existing capacities without fundamentally changing them. We will no more lose our ability to pay attention than we will lose our ability to listen, see or speak.
  • Note that many of these studies examined the influence of television rather than the influence of interactive technology, such as smartphones and social media
  • when people think that young people today read less, it’s not about reading online content or text messages, it’s about reading book
  • young people are still doing a lot of reading, and these statistics make clear that many of them are reading for pleasure. However, we need to be careful about making too many sweeping assertions, since the reading figures in many countries are falling. Even so, we know that reading continues to be important: both reading by young people themselves and parents reading to their childre
Sean McHugh

U.S. Navy: Video Games Improve Brains, "Fluid Intelligence" - 0 views

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    "Perez credits games and game-like simulations with giving people the ability to more quickly adapt new mental strategies for problem-solving. He says that, for 50 years, it was believed that no training could improve a person's "fluid intelligence" - the ability "to work outside your present mindset, to think beyond what you have been taught, to go beyond your experience to solve problems in new and different ways.""
Sean McHugh

The Touch-Screen Generation - The Atlantic - 0 views

  • he hands are the instruments of man’s intelligence
  • In 2011, the American Academy of Pediatrics updated its policy on very young children and media. In 1999, the group had discouraged television viewing for children younger than 2, citing research on brain development that showed this age group’s critical need for “direct interactions with parents and other significant care givers.” The updated report began by acknowledging that things had changed significantly since then.
  • To date, no body of research has definitively proved that the iPad will make your preschooler smarter or teach her to speak Chinese, or alternatively that it will rust her neural circuitry—the device has been out for only three years, not much more than the time it takes some academics to find funding and gather research subjects. So what’s a parent to do?
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  • Previously, young children had to be shown by their parents how to use a mouse or a remote, and the connection between what they were doing with their hand and what was happening on the screen took some time to grasp. But with the iPad, the connection is obvious, even to toddlers. Touch technology follows the same logic as shaking a rattle or knocking down a pile of blocks: the child swipes, and something immediately happens.
  • A more accurate point of comparison for a TV viewer’s physiological state would be that of someone deep in a book, says Kirkorian, because during both activities we are still, undistracted, and mentally active.
  • even very young children can be discriminating viewers—that they are not in fact brain-dead, but rather work hard to make sense of what they see and turn it into a coherent narrative that reflects what they already know of the world.
  • Children’s lives are filled with media at younger and younger ages, and we need to take advantage of what these technologies have to offer
  • More important, she made the video demonstration explicitly interactive.
  • That exchange was enough to nearly erase the video deficit.
  • That kind of contingent interaction (I do something, you respond) is what captivates a toddler and can be a significant source of learning for even very young children—learning that researchers hope the children can carry into the real world. It’s not exactly the ideal social partner the American Academy of Pediatrics craves. It’s certainly not a parent or caregiver. But it’s as good an approximation as we’ve ever come up with on a screen, and it’s why children’s-media researchers are so excited about the iPad’s potential.
  • something about tapping the screen, about getting feedback and being corrected in real time, is itself instructive, and enables the toddlers to absorb information accurately, regardless of its source
  • A TV is static and lacks one of the most important things to toddlers, which is a “two-way exchange of information
  • The statement from the American Academy of Pediatrics assumes a zero-sum game: an hour spent watching TV is an hour not spent with a parent. But parents know this is not how life works. There are enough hours in a day to go to school, play a game, and spend time with a parent, and generally these are different hours. Some people can get so drawn into screens that they want to do nothing else but play games. Experts say excessive video gaming is a real problem, but they debate whether it can be called an addiction and, if so, whether the term can be used for anything but a small portion of the population.
  • We live in a screen age, and to say to a kid, ‘I’d love for you to look at a book but I hate it when you look at the screen’ is just bizarre. It reflects our own prejudices and comfort zone. It’s nothing but fear of change, of being left out.”
  • a useful framework—what she calls the three C’s—for thinking about media consumption: content, context, and your child. She poses a series of questions—Do you think the content is appropriate? Is screen time a “relatively small part of your child’s interaction with you and the real world?”—and suggests tailoring your rules to the answers, child by child.
Sean McHugh

The internet isn't harming our love of 'deep reading', it's cultivating it | Steven Poo... - 0 views

  • a lot of such arguments employ the sexy word "brain" and so sound scientifically objective, but they are really socio-cultural arguments
  • So there needs to be a further demonstration that the "deep-reading brain" is something worth valuing. And this is never going to be a (neuro)scientific argument; it's a cultural argument.
  • This kind of paternalistic fatalism seems ably refuted by sales of Young Adult blockbusters
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  • a teenager's "news-gathering process" alternated skimming or "grazing" with a "deep dive" when she found something she could really get her teeth into
  • such nutritious, dense, lengthy pieces of writing are, of course, becoming ever more popular on the very same internet that pessimists blame for destroying our attention spans
Sean McHugh

No, Fortnite Isn't Rotting Kids' Brains. It May Even Be Good for Them - Education Week - 0 views

  • we see little to be concerned about with the game
  • Granted, kids’ enthusiasm for Fortnite can be a little much, but we are old enough to remember Garbage Pail kids and have played Pokémon.
  • one of the best things educators can do is bystander training. That is, we can teach kids appropriate ways to respond when they see distrustful, harassing, or hateful behavior.
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  • Can we really blame kids for being so taken by Fortnite? The game itself—a combination of army guys, building forts, and king-of-the-hill battles—would have taken place with sticks or toy guns in the vacant lots or wooded strands that are increasingly designed out of today’s suburban neighborhoods
  • look beyond the immediate content of the game (its characters and themes), and focus more intently on what kids are doing with it
  • Although there are no established links between games and violence, there are some obvious connections between gaming too much and wider problems
  • Wrangling over what extent games are the cause or the symptom somewhat misses the point; unhealthy game play can be a signal
  • Rather than focusing on what games kids are playing, we should attend more to who they are meeting and gaming with online, what type of talk they are engaged in, and what kinds of groups they are becoming a part of
  • just like offline ones
Sean McHugh

How the Google Suite Can Enhance Open-Ended Math Exploration | MindShift | KQED News - 0 views

  • Representations of math problems using words, images and numbers each use different parts of the brain, so the concept gets hardwired in a neural network drawing on multiple brain faculties instead of one numerical pathway
  • students are forced to articulate their thought process, how it compares and contrasts to ideas peers have shared, and in doing so may help the teacher identify any misconceptions.
  • Keeler sees many ways that technology could enhance the visual and collaboration elements of the work
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  • open-ended math activities in Google Slides because each student can play with visual representations, give feedback to peers, and receive ongoing feedback from the teacher.
  • Keeler likes using the technology because she can easily see how each individual is thinking about the problem. And students can interact with one another’s ideas, even when they aren’t physically in her class
  • Keeler often tells students not to delete mistakes from the slides, instead telling them to duplicate the slide and keep working. That way she can see the progression of their thinking. This also helps students to see how far they’ve come.
  • visualize division by divvying up a pan of brownies equally among friends. Keeler does this activity in a spreadsheet
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    Exploring the potential for digital tools to enhance and facilitate numeracy.
Sean McHugh

Computational Thinking Is Critical Thinking. And It Works in Any Subject. | EdSurge News - 0 views

  • a way to help computer scientists think more logically about data analysis
  • at its core, computational thinking is simply a way to process information using higher-order or critical thinking
  • the framework is the same: look at the provided information, narrow it down to the most valuable data, find patterns and identify themes. And it works just as well for comparing maps, blocks of code or two works of literature
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  • The goal, in other words, is to get students to learn not to take everything at face value
  • Since the human brain is essentially wired to recognize patterns, computational thinking—somewhat paradoxically—doesn’t necessarily require the use of computers at all.
  • an innovative, mastery-learning model that is less wedded to unit and testing cycles than in other schools. Students are often graded on a custom rubric that crosses disciplines called a “continuum of skill development,” that scales with students
  • blending computational thinking into the curriculum need not require such a major overhaul. It can be inserted on a lesson-by-lesson basis and only where it makes sense.
Sean McHugh

Study finds Portal 2 better at improving cognitive skills than Lumosity - 0 views

  • he video game Portal 2 is better at improving cognitive skills than the "brain-trainer" Lumosity—a web based system that has been designed to improve such skills
  • The researchers found that those who had played Portal 2 showed a "statistical advantage" over those who'd played Lumosity—they note that the reverse was never true with any of the volunteer
Sean McHugh

New tech 'addictions' are mostly just old moral panic - 0 views

  • Not everybody in the medical community is on board with such an assessment
  • a group of more than two dozen doctors and researchers sent an open letter to the WHO in 2016, arguing that formalizing the disorder lacked scientific merit and could cause real harm to patients.
  • the current operationalization leans too heavily on substance use and gambling criteria, and the lack of consensus on symptomatology and assessment of problematic gaming
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  • Addiction is not a good term to be using with video games, because I would say unlike substance problems there is no substance that we're ingesting that directly affects your brain chemistry," Colder Carras told Engadget. "It makes more sense to talk about problematic video gaming.
  • The study found that the strongest agreement between participants' rankings and IGD characterizations were functional impairment, continued use despite problems, unsuccessful attempts to stop and the loss of interest in other hobbies
  • These games aren't necessarily causing the problems; it might just as well be the other way around. People are not functioning, they suffer from social anxiety, they're lonely, and they flee into the games because it's an excellent coping mechanism.
  • However, the official investigation report points out that the only game he played regularly was Dance Dance Revolution.
  • If anything, the current body of evidence suggests that gaming might actually reduce the rate of violent behavior rather than instigate it.
  • Luckily, moral panics don't last far beyond the lives of those who are outraged by them
  • The group of people who believe in the dangerousness of whatever they put on media eventually dies off," Ferguson remarked. "And then people stop talking about it, and they move on to whatever the next new thing is that older adults don't use and don't like."
  • newly defined diagnoses of Internet Gaming Disorder or Selfitis may be rooted in a modern-day moral panic. "It looks like from the data that some people probably do overdo gaming like they overdo a lot of other things -- like food or exercise or work or religion. There are even papers on dance addiction, of all things," Ferguson said. "But that seems to be more of a symptom of other underlying mental illness rather than a mental illness by itself
Sean McHugh

Is There a Healthy Way for Students to Use Social Media? | Greater Good Magazine - 0 views

  • we might be overlooking the “educational and psychological benefits of using social media sites,” such as developing critical thinking and perspective-taking skills
  • parents and educators have been led to demonize what could simply be an evolving means of social connection
  • a constant stream of interruptions
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  • we are probably all struggling to balance what our devices make possible with what they seem to impose on our attention spans and the rest of our health. Yet, for children, this difficulty is more acute because their bodies and brains are still developing.
  • heighten awareness of our multi-generational love of screens and encourage kids and parents to face it together.
  • None of us know the full extent of how our digital dependence is affecting us, or how it will affect the youngest generations growing up today. The least we can do is look up every now and then to ask each other how we’re doing, and how we can do better
  • they’re not alone in this struggle to practice what they preach
Sean McHugh

Coding is not 'fun', it's technically and ethically complex - Quartz - 1 views

  • the profile of a programmer’s mind is pretty uncommon. As well as being highly analytical and creative, software developers need almost superhuman focus to manage the complexity of their tasks
  • you’d never hear someone say that brain surgery is “fun,” or that structural engineering is “easy.” When it comes to programming, why do policymakers and technologists pretend otherwise?
  • Insisting on the glamor and fun of coding is the wrong way to acquaint kids with computer science. It insults their intelligence and plants the pernicious notion in their heads that you don’t need discipline in order to progress. As anyone with even minimal exposure to making software knows, behind a minute of typing lies an hour of study.
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  • In an ever-more intricate and connected world, where software plays a larger and larger role in everyday life, it’s irresponsible to speak of coding as a lightweight activity.
Sean McHugh

Video Games Aren't Addictive - The New York Times - 0 views

  • Playing video games is not addictive in any meaningful sense. It is normal behavior that, while perhaps in many cases a waste of time, is not damaging or disruptive of lives in the way drug or alcohol use can be
  • This is true but not illuminating.
  • These areas of the brain — those that produce and respond to the neurotransmitter dopamine — are involved in just about any pleasurable activity: having sex, enjoying a nice conversation, eating good food, reading a book, using methamphetamines.
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  • On its own, the fact that a pleasurable activity involves dopamine release tells us nothing else about it.
  • A large-scale study of internet-based games recently published in the American Journal of Psychiatry bears out our skepticism about this “addiction
  • the diagnosis of addiction doesn’t make much sense to begin with
  • by treating the immoderate playing of video games as an addiction, we are pathologizing relatively normal behavior
  • We don’t deny that new technologies come with some perils. We understand the nostalgia for the halcyon days of, say, the 1950s, when people were not yet bound to their personal technology and were free to enjoy the simpler pleasures of life, like stickball and climbing trees — and getting polio and having to wait in line at the bank to check your account balance.We doubt most people would actually want to return to the good old days. We and our children are “addicted” to new technologies because, for the most part, they improve our lives or are simply pleasurable
  • indulging in panic about technology or nostalgia for a better past that never really existed does us no good
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