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Sean McHugh

Yes, There Are Many, Many, Many, Many Legal Uses Of BitTorrent | Techdirt - 0 views

  • if the metric you used to judge whether or not a new technology is a "pirate technology" is what percentage of its use was "unauthorized," you get a very skewed picture. Early on, all sorts of new and innovative technologies are mostly used for unauthorized copies... until the industry catches up. However, people don't often deal with trends very well, and they assume, quite incorrectly, that if a technology is initially used in an unauthorized manner, it must be a "piracy tool" and no amount of discussing how trends and adaptation works will convince them otherwise.
  • over time, things change. Content creators begin to embrace the new, realize that it might not be evil, and suddenly we see more and more interesting case studies. And that seems to be happening with BitTorrent. The recent MusicMetric analysis of BitTorrent downloads for the first six months of 2012 found that 31% of downloads were for authorized files. Now, you can argue that this is still less than half of all files -- but it's a big step up from the standard claims that somewhere between 1% and 10% were authorized. It seems quite likely that the trend is moving in the right direction.
  • the idea that BitTorrent is just for infringement may have to be officially considered debunked
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    If the metric you used to judge whether or not a new technology is a "pirate technology" is what percentage of its use was "unauthorized," you get a very skewed picture. Early on, all sorts of new and innovative technologies are mostly used for unauthorized copies... until the industry catches up. However, people don't often deal with trends very well, and they assume, quite incorrectly, that if a technology is initially used in an unauthorized manner, it must be a "piracy tool" and no amount of discussing how trends and adaptation works will convince them otherwise. 
Louise Phinney

Technology Integration Research Review | Edutopia - 0 views

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    A key transition over the history of information technology has been in the shift from passive audiences to active users. Digital technologies permit users unprecedented control over the content they consume and the place in and pace at which they consume it. At the heart of effective technology integration practices, digital technologies offer learners greater opportunities to be more actively involved in the learning experience.
Sean McHugh

BitTorrent and the Legitimate Use of P2P - 0 views

  • How can P2P networks go legit?'' My answer is, ``they already are
  • No one here would dispute that filesharing networks are used by those who would violate copyright. But this is not solely the domain of P2P; copyrighted software has been traded on electronic bulletin board systems (BBSs) since their inception and has permeated every public communication protocol on the Internet. Filesharing is a social phenomenon, not a technological one - demonizing P2P based on one use of the technology is a mistake
  • BitTorrent is a P2P system that allows large, popular files to be downloaded quickly
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  • a distinction can be made between a technology (P2P) and implementations of that technology
  • the system was not designed with illegal use in mind, but instead to faciliate transfer of large files in an economical way.
  • trading of copyrighted files is not central to the technology
  • While you could potentially upload a virus to a public tracker and provide a .torrent file for it, you'd still have to convince people to download and run the file just as if you posted it to a website.
  • Legitimate uses of BitTorrent
  • Open Source
  • Live-Taping
  • Dave Matthews Band, Pearl Jam, Tenacious D
  • bands are realizing that having a loyal following is very valuable and that they can both support their fans and still sell records
  • Slashdot
  • DIY Publishing
  • legitimate P2P use is here and has a definite role to play in the future of the Internet
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    "How can P2P networks go legit?'' My answer is, ``they already are.'' The world-wide-web is used to download illegally copied software, copyrighted music and movies as well as child pornography, yet we're not asking how the web can go legit. No one here would dispute that filesharing networks are used by those who would violate copyright. But this is not solely the domain of P2P; copyrighted software has been traded on electronic bulletin board systems (BBSs) since their inception and has permeated every public communication protocol on the Internet. Filesharing is a social phenomenon, not a technological one - demonizing P2P based on one use of the technology is a mistake in my opinion. P2P already has positive mainstream benefits in certain communities and new uses are being found all the time."
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

Let's Ban The Classroom Technology Ban. - 0 views

  • The claim that the students who didn’t use tablets performed better academically is based upon exam scores, which were only one-third of a standard deviation higher for the non-tablet crowd than the others. Some might see this as a large difference; I do not, and I doubt a majority of statisticians would either. But hey–why let the fact that this was a superficial study conducted with a small sample size of atypical students examining only one type of technology deter you from claiming that all technology in the classroom is bad? This is what people in the psych business call “confirmation bias,” I believe.
  • no mention of pedagogy at all
  • They don’t even acknowledge, much less control for, pedagogy.
    • Sean McHugh
       
      Although to be fair in terms of the study all students would be experiencing the same learning environment and would be equally "disadvantaged". Given that the actual impact of the technology was negligible this would explain why, the technology wasn't really able to be much of an advantage in that kind of teaching and learning environment.
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  • If students in a large lecture course with no laptop or device policies are doing poorly, is it because they’re on Facebook or because they’re in a cavernous auditorium with several hundred other captives, being talked at by someone who’s likely had no formal pedagogical training whatsoever?
  • unilateral bans on technology in the classroom accomplish nothing but demonstrating an off-putting rigidity and an adversarial view of students.
    • Sean McHugh
       
      "Adversarial" the tone of the entire study clearly spoke to this as the dominant perspective when considering tech use in classrooms.
  • If you’re the grumpy faculty member who kvetches about students not being taught penmanship in primary school, and who makes their classes take notes by hand to build character or whatever, take a step back and think about what you’re actually saying to your students: that some are inherently deficient, that they will fall short, and that your way is the only possible way to learn.
  • But if two-thirds of the class is doing non-class related stuff on a laptop or cell phone, why is that happening? Are they incorrigible internet addicts, or is it a pedagogical issue? If they’re not getting to where you want them to be, is it Twitter’s fault? Or is it the side effect of a lecture-based, passive pedagogy that doesn’t engage anyone?
  • Let’s be real: it’s not as if students paid rapt attention to everything faculty said until the smart phone was invented.
  • Of course, there are situations where you’ll want your students to not use devices. But there will also be occasions where you’ll want to encourage their use (quick polling, checking something online). That’s the whole point–there are no hard and fast rules, nor should there be. Good pedagogy is, above all, flexible. And, rather than an end unto itself, technology is a tool that can support good pedagogy if it’s used appropriately.
  • Rather than banning the tool because of an instance where someone used it improperly, we should work to prevent the processes which led to that instance. Our students need to be our allies, not our adversaries, if genuine learning is to occur. Students cannot experience the transformative effects that higher education can and should inculcate if we refuse to treat them as responsible agents who are the co-architects of their learning.
Sean McHugh

Teachers have been let down by a decade of inaction on digital technologies - 0 views

  • A general lack of preparedness for digital technology in England has left many children without the tools they need to access and benefit from remote learning.
  • the coalition government of 2010 brought in policies that increasingly neglected the role of digital technologies in education. It began with the closure of the British Educational and Communications Technology Agency in 2011.
  • However, all reference to the use of digital technologies for teaching and learning were removed from the 2010 Teacher Standards which trainees need to demonstrate to gain Qualified Teacher Status in England
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  • different attitudes towards or ways of using digital technology, can have an impact on the effectiveness of teaching and learning. But many trainee teachers are left to develop this understanding by chance.
  • Teachers need to be supported by policy and research to help them develop expert knowledge on the use of digital technologies
  • a lack of detailed explanations provided to teachers “as to how, or why, using tablets within certain activities can improve learning”.
Sean McHugh

Determining Success of Technology Integration in Classrooms, Schools, and Districts (Pa... - 0 views

  • describing exemplars of technology integration is not synonymous with student-centered teaching. And student-centered teaching is not the same as “success” in student learning
  • Evidence of technology use in Europe, Asia, and the Americas  (see JECR PDF) have pointed out how powerful devices often end up being used to support teacher-centered instruction.
  • The all-important implementation question–too often overlooked, ignored, or forgotten by champions of new technologies–remains: have teachers altered their classroom practices as a consequence of using new technologies? Without such changes in teaching practices, then student learning and outcomes can hardly be expected to improve.
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  • determining to what degree teachers have altered how they teach as a consequence of integrating new technologies into their lessons
Sean McHugh

Nir Eyal on how to beat tech addiction: 'We need a new skill set' | Technology | The Gu... - 0 views

  • we need to stop using the word “addicted” when it comes to technology – because most of us aren’t addicted at all; we’re just guilty of overuse
  • It’s amazing, he adds, that people don’t see that the alarm around tech is just a repeat of a very old storyline. “In the 1950s, fearmongers were saying the exact same thing about comic books, literally verbatim: it’s reducing kids’ attention spans; it’s causing them to commit suicide; it’s leading to mental health issues.” Distraction, he stresses, is an age-old problem that is far bigger than technology
  • If we want to avoid distraction, we can’t just throw our phones away or go on a digital detox; we need to deal with the psychological reasons we’re looking for distraction in the first place
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  • stop blaming technology for your personal failings and start blaming yourself
  • the fact we’re all carrying smartphones means that “distraction is easier than ever to find”. But he stresses that “This doesn’t mean we’re powerless – it means we need a new skill set
  • There are only three reasons for a distraction,” he adds. “An internal trigger, an external trigger or a planning problem
  • Eyal calls email the “mother of all habit-forming products”, one of several technologies he refers to in the book as “slot machines”. The uncertainty of what’s in our inbox means we’re constantly checking it, but most email is a complete waste of time.
  • but it takes me for ever to figure out how to label my emails
  • “hack back” my iPhone by adjusting my notification settings, reducing “external triggers” from apps.
  • The route to a healthier relationship with technology isn’t necessarily going cold turkey; it’s learning moderation and good habits.
Sean McHugh

Inside the School Silicon Valley Thinks Will Save Education | WIRED - 0 views

  • AltSchool is a decidedly Bay Area experiment with an educational philosophy known as student-centered learning. The approach, which many schools have adopted, holds that kids should pursue their own interests, at their own pace.
  • AltSchool mixes in loads of technology to manage the chaos, and tops it all off with a staff of forward-thinking teachers set free to custom-teach to each student.
  • no administrators, no gymnasiums, no cafeterias, no hallways. There are no report cards and no bells
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  • AltSchools are more than just schools. They’re mini-research and development labs, where both teachers and engineers are diligently developing the formula for a 21st century education
  • the gap between the students (and teachers) using technology and the people building it needs to be as narrow as possible
  • letting kids learn primarily through independent projects rather than direct instruction
  • using tech tools to manage the mayhem of a personalized classroom
  • Ventilla’s goal is to bundle them up into what he calls an “operating system for a 21st century education” and license them to the education system at large.
  • The biggest failure of technology in schools is people thought there was some inherent value to technology, rather than saying the only value in technology is that it enhances teaching or engages kids
  • A lot of people looked at this through the technological lens rather than the teaching lens, and that’s a huge mistake
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    This is what a 21st Century school really looks like.
Sean McHugh

Interview with Adrian Graham and Carl Sjogreen - Learning Stuff - 0 views

  • The consistent thing I’ve learned is that it’s very hard to make things simple. No matter how much you try, the first time you put it in front of someone, it’s too complex. You’re like, “Oh my God, how could they get this wrong?” But that’s your fault. It wasn’t simple enough. I came away from Google trying to build very simple experiences that lots of people can use.
  • The real enthusiasm at Google is around technology: “Let’s build a cool, new technology. We’ll find a lot of ways to apply it. Our technology will be better than our competitors.” The Facebook approach was, “Well, technology is a tool to achieve these things we’re trying to do. Let’s figure out how to make it work. Sometimes that means building our own technology and other times that means using something that someone else has built.”
  • But the people who kept using it over and over were all in schools. It wasn’t teachers using it to explain things, it was kids using it to document their thinking. They would take a picture of their art, and they would explain what they were thinking when they made it. Some kids would use it as a lightweight presentation tool. They would string together some photos of a science lab and make a lab report.
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  • Most of the tools we’ve used to document and communicate ideas haven’t changed much since the introduction of Microsoft Office. We have documents, spreadsheets, and slides. Those are sort of the universal formats for communicating information. That seemed kind of dumb given that those were invented in a world of keyboards, mice, and DOS prompts.We now had these things that had cameras and microphones and touch interfaces and decided that there should be some new way of communicating ideas.
  • The child now has an audience for his work beyond the teacher. We hear time and time again from teachers that their kids want to do their best work with Seesaw because their parents are going to ask them about it when they come home. They also know their classmates are going to watch it.
  • it was clear that touch devices unlocked something for computing
  • On the parents’ side, I was incredibly frustrated watching all the work that all my kids’ teachers were doing to communicate what was happening at school. There were weekly newsletters that were long and involved; photo albums with 300 pictures, only three of which were my child. All of this was behind a password I could never remember. Teachers were doing all this work that was taking away from actual teaching or their personal lives. The experience felt pretty broken to me.It also seemed that kids might be able to document their own learning and reflect on what they were making more independently.As a parent, I’d ask my kids, “What did you do at school today?” and they say, “Nothing,” and I had no idea what next question to ask because I just didn’t have a thread to pull on.
  • the magic of Seesaw is all about changing the conversation from “What did you do in school today?” to “Tell me about more about this thing you made.” It’s a starting point for a conversation
  • Seesaw is a learning journal. It’s a place where kids can document their learning over time
  • We also heard from teachers about the practical problems
  • I cannot imagine a future where I will be okay sending my kids to school for eight hours a day and having no clue what they’re working on. This is the most important person in my life. I get immediate updates about everything else, and yet somehow I accept that I have no information on what my kids are doing for eight hours a day. It’s not possible that’s the future.
  • This became obvious around log-in. We knew this was a real hassle in classrooms, and we thought we could solve it using a simple text code. But a tech coordinator at one school suggested using a QR code instead. “What would really make this easy is if kids could just scan a QR code to log in.” Carl and I both thought this was weird — no one uses QR codes. They’re a technology from 10 years ago that no one adopted. But we decided to build it to see if it got used.It turned out to be one of Seesaw’s most important features, especially in the younger grades.
  • we really invested in those relationships. I would call them on the phone every week. We listened, we showed them stuff ahead of time. They would give us an idea, and we would actually build what they asked for. We developed a close connection with those teachers and they started talking to other teachers in their building and other schools and so on.Honestly, we took this word-of-mouth and advocacy approach because we were a little nervous to tell teachers how to use our product. We felt like we didn’t really understand the classroom enough to tell them what to do. So we went down this path of finding some teachers who are excited about using Seesaw and helped them tell other teachers about it. Our hope is that most teachers discover Seesaw from another teacher, not from us.
  • Get it in the hands of teachers, and if it’s good, it will probably spread. Teachers are asked to use a lot of crappy software. When they find something good, they tend to recognize it
  • I just wanted to tell you how life changing this app has been for me and my teaching, and for my students
  • but we get an email like that two or three times a week
  • I have had millions of people who are slightly more organized because I worked on Google Calendar. Good, but that’s not really what I want that on my tombstone
  • Parents don’t know what’s going on in their kids’ classrooms. It’s not because someone wants to keep it secret, but the information is not easily shared
  • I had to learn what issues teachers are struggling with, and then work through those problems
  • On the parents’ side, I was incredibly frustrated watching all the work that all my kids’ teachers were doing to communicate what was happening at school. There were weekly newsletters that were long and involved; photo albums with 300 pictures, only three of which were my child. All of this was behind a password I could never remember. Teachers were doing all this work that was taking away from actual teaching or their personal lives. The experience felt pretty broken to me.It also seemed that kids might be able to document their own learning and reflect on what they were making more independently.As a parent, I’d ask my kids, “What did you do at school today?” and they say, “Nothing,” and I had no idea what next question to ask because I just didn’t have a thread to pull on. When you ask a kid to describe something abstractly, particularly younger kids, it’s quite difficult for them to do it. If you show them a picture of something and say, “What’s going on in this picture,” they’ll say, “Oh, let me tell you all about this,” it totally gives them a thing to start with.
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    I cannot imagine a future where I will be okay sending my kids to school for eight hours a day and having no clue what they're working on. This is the most important person in my life. I get immediate updates about everything else, and yet somehow I accept that I have no information on what my kids are doing for eight hours a day. It's not possible that's the future.
Sean McHugh

The Kids (Who Use Tech) Seem to Be All Right - Scientific American - 0 views

  • Social media is linked to depression—or not. First-person shooter video games are good for cognition—or they encourage violence. Young people are either more connected—or more isolated than ever. Such are the conflicting messages about the effects of technology on children’s well-being. Negative findings receive far more attention and have fueled panic among parents and educators. This state of affairs reflects a heated debate among scientists. Studies showing statistically significant negative effects are followed by others revealing positive effects or none at all—sometimes using the same data set.
  • at a population level, technology use has a nearly negligible effect on adolescent psychological well-being
  • Technology use tilts the needle less than half a percent away from feeling emotionally sound. For context, eating potatoes is associated with nearly the same degree of effect and wearing glasses has a more negative impact on adolescent mental health.
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  • The size of the association documented across these studies is not sufficient or measurable enough to warrant the current levels of panic and fear around this issue.”
  • Unfortunately, the large number of participants in these designs means that small effects are easily publishable and, if positive, garner outsized press and policy attention,
  • put these extremely miniscule effects of screens on young people in real-world context
  • some positive behaviors such as getting enough sleep and regularly eating breakfast were much more strongly associated with well-being than the average impact of technology use.
  • Strikingly, one of the data sets Przybylski and Orben used was “Monitoring the Future,” an ongoing study run by researchers at the University of Michigan that tracks drug use among young people. The alarming 2017 book and article by psychologist Jean Twenge claiming that smartphones have destroyed a generation of teenagers also relied on the data from “Monitoring the Future.” When the same statistics Twenge used are put into the larger context Przybylski and Orben employ, the effect of phone use on teen mental health turns out to be tiny.
  • “The real threat isn’t smartphones. It’s this campaign of misinformation and the generation of fear among parents and educators.”
  • All of this is not to say there is no danger whatsoever in digital technology use. In a previous paper, Przybylski and colleague Netta Weinstein demonstrated a “Goldilocks” effect showing moderate use of technology—about one to two hours per day on weekdays and slightly more on weekends—was “not intrinsically harmful,” but higher levels of indulgence could be.
Sean McHugh

pr0tean: It's About Time. 4 Transformational Tech 'Training' Techniques. - 0 views

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    "What are the most effective strategies for overcoming the barriers to the authentic integration of digital technologies in schools? The enquiry considered barriers to ICT (information communication technology) integration, and possible enabling solutions. Traditionally, the development of ICT expertise is facilitated by the provision of 'training courses'. However, for the duration of this enquiry this approach was suspended, in order to explore more learner-centred, collaborative approaches for managing teacher development; utilising opportunities for teachers to learn through interactions with their colleagues and with their own students. "
Sean McHugh

How Instructional Technology Coaching Can Help Teachers Create Powerful Learning Experi... - 0 views

  • Students need technology that will help them meet their existing learning goals. They don’t need new learning goals that rely on a fancy new technology tool the coach or teacher wants to use.
Sean McHugh

It's Time For a Serious Talk About the Science of Tech "Addiction" - 0 views

  • Anxieties over technology's impact on society are as old as society itself; video games, television, radio, the telegraph, even the written word—they were all, at one time, scapegoats or harbingers of humanity's cognitive, creative, emotional, and cultural dissolution. But the apprehension over smartphones, apps, and seductive algorithms is different. So different, in fact, that our treatment of past technologies fails to be instructive
  • To combat addiction, you have to discard the addicting substance," Turkle wrote in her 2011 book Alone Together: Why We Expect More from Technology and Less from Each Other. "But we are not going to 'get rid' of the Internet. We will not go ‘cold turkey’ or forbid cell phones to our children. We are not going to stop the music or go back to the television as the family hearth.
  • it's really hard to do purely observational research into the effects of something like screen time, or social media use," says MIT social scientist Dean Eckles, who studies how interactive technologies impact society's thoughts and behaviors. You can't just divide participants into, say, those with phones and those without.
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  • that 0.36 percent means that 99.64 percent of the group’s depressive symptoms had nothing to do with social media use.
  • In datasets as large as these, it's easy for weak correlational signals to emerge from the noise. And a correlation tells us nothing about whether new-media screen time actually causes sadness or depression
  • research on the link between technology and wellbeing, attention, and addiction finds itself in need of similar initiatives. They need randomized controlled trials, to establish stronger correlations between the architecture of our interfaces and their impacts; and funding for long-term, rigorously performed research
Sean McHugh

Panicked about Kids' Addiction to Tech? - NewCo Shift - 0 views

  • Verbalize what you’re doing with your phone
  • They also get their cues about technology from people around them. A child would need to be alone in the woods to miss that people love their phones. From the time that they’re born, people are shoving phones in their faces to take pictures, turning to their phones to escape, and obsessively talking on their phones while ignoring them.
  • Once you begin saying out loud every time you look at technology, you also realize how much you’re looking at technology.
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  • most people are aware of when something that they’re doing isn’t healthy. They may not be able to stop. Or they may not want to stop. Untangling that is part of the challenge
  • parenting is about helping children navigate the world and support them to develop agency in a healthy manner
  • That requires communication and energy, not a new technology to police boundaries for you
Sean McHugh

Screen Time? How about Creativity Time? - Mitchel Resnick - Medium - 0 views

  • Too often, designers of educational materials and activities simply add a thin layer of technology and gaming over antiquated curriculum and pedagogy
    • Sean McHugh
       
      I think because the designers of these apps are not educators and are therefore assuming that they often traditional education they experienced is the norm or at the very least is still a desirable outcome for the kids that they are designing their Apps for.
  • But I’m also sure that some students found it very discouraging and disempowering. And the activity put an emphasis on questions that can be answered quickly with right and wrong answers — certainly not the type of questions that I would prioritize in a classroom.
  • In many cases, the skeptics apply very different standards to new technologies than to “old” technologies. They worry about the antisocial impact of a child spending hours working on a computer, while they don’t have any concerns about a child spending the same time reading a book. They worry that children interacting with computers don’t spend enough time outside, but they don’t voice similar concerns about children playing musical instruments. I’m not suggesting that there are no reasons for concern. I’m just asking for more consistency.
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  • For kids growing up today, laptops and mobile phones aren’t high-tech tools — they’re everyday tools, just like crayons and watercolors.
  • Of course there’s a problem if children spend all their time interacting with screens — just as there would be a problem if they spent all their time playing the violin or reading books or playing sports. Spending all your time on any one thing is problematic. But the most important issue with screen time is not quantity but quality. There are many ways of interacting with screens; it doesn’t make sense to treat them all the same
  • Rather than trying to minimize screen time, I think parents and teachers should try to maximize creative time. The focus shouldn’t be on which technologies children are using, but rather what children are doing with them
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
Sean McHugh

Teens, Technology and Friendships | Pew Research Center - 1 views

  • Social media and online gameplay are the most common digital venues for meeting friends
  • Along with texting, teens are incorporating a number of other devices, communication platforms and online venues into their interactions with friends
    • Sean McHugh
       
      The overlap between socialising within a gaming context and within the context of platforms like Facebook is an interesting one... Teen use of social media has many parallels with MMORPGs, I wonder how the time spent on these platforms compares... I'd bet the girls spend as much, if not more time on social media than the boys do, even combined with their gaming time.
  • Video games play a critical role in the development and maintenance of boys’ friendships
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  • Playing video games is not necessarily a solitary activity; teens frequently play video games with others.
  • video gameplay, particularly over online networks, is an important activity through which boys form and maintain friendships with others:
  • 38% of all teen boys share their gaming handle as one of the first three pieces of information exchanged when they meet someone they would like to be friends with
  • 78% of teen online gamers say when they play games online it makes them feel more connected to friends they already know
  • Some 76% of teens ages 13 to 17 use social media
  • Social media helps teens feel more connected to their friends’ feelings and daily lives, and also offers teens a place to receive support from others during challenging times.
  • But even as social media connects teens to friends’ feelings and experiences, the sharing that occurs on these platforms can have negative consequences. Sharing can veer into oversharing. Teens can learn about events and activities to which they weren’t invited, and the highly curated lives of teens’ social media connections can lead them to make negative comparisons with their own lives
  • 88% of teen social media users believe people share too much information about themselves on social media
  • Teens face challenges trying to construct an appropriate and authentic online persona for multiple audiences, including adults and peers. Consequently, many teens feel obligated to project an attractive and popular image through their social media postings.
    • Sean McHugh
       
      Again, classic gamification of social media, where the online persona becomes more like a 'role' than the true character of the person, the equivalent of social media becoming a 'massive, multiplayer online, role playing game', but with the critical difference that this is IRL, which is a little scary, Black Mirror crazy...!
  • Girls are more likely to use text messaging – while boys are more likely to use video games – as conduits for conversations with friends
Sean McHugh

Is it time to swap your Mac for a Windows laptop? | Technology | The Guardian - 0 views

  • It’s one thing to have to relearn behaviours when you switch machines, it’s another to have to re-learn them every time you plug in a peripheral.
  • the necessity, or not, of drivers for accessories was a big part of that competitive push by Apple, which made a point of ensuring out-of-the-box support for many of the most commonly used peripherals like printers, cameras and mice. When Steve Jobs said “it just works”, this is the sort of thing he was referring to: the ability to plug in a mouse and have it Just Work. Installing drivers for a mouse to enable a niche behaviour is no great hardship, but it still left me moderately concerned. Microsoft made both the mouse and the laptop, yet the two weren’t able to play nicely together without my intervention. This digging in the nuts and bolts of the machine was not something I had missed.
  • It’s a fantastic machine. Small and powerful, with a long battery life, it impresses as a laptop, but its real strengths are revealed when you undock the screen from its base. Being able to carry my laptop around the kitchen when doing the weekly shop, before docking it back and typing up some recipes, was genuinely cool.
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  • Unfortunately, cool is all it was for me. The ability to pop out my laptop and write on it with a (very accurate) stylus was never that useful. If anything, it served to underscore how efficient the keyboard-and-touchpad combo is for a lot of hefty tasks.
  • I simply didn’t do it much, and most of the time when I did, it was just to see if I could.
  • Two-fingered swipe on the touchpad? The answer, of course, is to reach up to the screen, and swipe that way. A shortcut it is not, particularly if the screen is up on a dock and you’re already using a keyboard and mouse.
  • I was shocked by the amount of advertising and cross-promotion riddled throughout the OS, from adverts for apps in the start menu, to a persistent pop-up offering a free trial of Office 365. I was surprised by the paucity of solid third-party apps in general, and particularly by the lack of any good consumer productivity suite.
  • Most of all, though, I couldn’t stand the small irritations, from the failure of Chrome windows to correctly adapt when dragged from a high-res screen to a low-res one, to the trackpad’s inability to accurately click when I used it with my thumb rather than my finger.
  • Ultimately, the question comes down to how much you’re prepared to pay to keep things the same as they have been
Sean McHugh

Seven reasons why grown ups should play more video games | Technology | The Guardian - 0 views

  • the last five years has seen a huge renaissance in video game design
  • a lot of the technologies that are going to affect our lives in the next decade are being tested and developed in the video game sphere.
  • A lot of the people now making, producing and funding television and movies grew up playing video games – and that influence is becoming ever more obvious and important.
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  • how you cooperate on video game tasks is a pretty good indicator on how you will cope with real-life challenges
  • Games will break out of two-dimensional screens and into rooms, either through VR or AR, or through new combinations of TV and tablets. It’s possible that in twenty years, the idea of sitting down and just watching a narrative drama will seem outdated and anachronistic
  • video games remain astoundingly good value. A big mainstream release like Witcher 3 or Fifa 2017 will cost around £50 on console and less on PC, but they can provide hundreds of hours of entertainment
  • Video games have become important testbeds for artificial intelligence research
  • it’s a way of meeting with your children in a domain they enjoy and feel comfortable. It lets them take the lead; it lets them show you stuff
  • Games are fun. They provide fascinating worlds to explore and take part in, they let us do incredible, sometimes terrible things without recourse. They test out intelligence and reaction; they posit weird futures and possibilities; they let us take control of lives and bodies that we could never own or experience. They are made by artists and visionaries, they provide moments of utter transfixing beauty and resonance. The glowing sunset over the city of Los Santos in GTA V, the swoop of a dragon over the plains of Skyrim; the desperate struggle to survive in the snowy wastelands of The Long Dark; the heart-wrenching power of friendship in Life is Strange – these are valid forms of escape and experience; they tell us things.
  • it is time to see video games alongside – and equal to – books, television and cinema as a popular imaginative medium. It is OK to play.
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