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in title, tags, annotations or urlGlossopedia Home - 0 views
Adding Reading to Math - Math Vocabulary - 0 views
Imagination Cubed - 5 views
Emergency Management for Schools - 3 views
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Following on from my last feel-good link 'Stop Disaster' I received a response from a post I put up about the game at my blog - http://abcreative.posterous.com Melanie, the Manager - School Education, National Security Capability Development Division, Attorney General's Department came across the post and shared this link with me. 'Dingo Creek - the disaster' and 'Dingo Creek - The Recovery' immerses students in an emergency management situation and gets them to make decisions will change the course of the game. The great thing this has been developed for Australian students. There are also offline units and lesson resources to download from the site. Another great resource for incorporating games / simulations effectively into the curriculum.
Stop Disasters - 3 views
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An engaging way to learn about the impact of tsunamis, floods, earthquakes and volcanoes, and what humans can do to minimise the cost. This website has been a hit with my students during our science study on 'Natural Disasters.' Allowing them to learn through their own experiences and mistakes leads to some powerful sharing and reflection. An example of how games can be used in the classroom to not only support, but extend, the students understanding of these concepts.
LectureTools - 7 views
Touch Trigonometry - 6 views
Navigating The Twitterverse of Apps [Interactive Infographic] - 2 views
Everyday Mathematics - eToolkit - 8 views
The problem with the iPad and Facebook « Esko Kilpi on Interactive Value Creation - 3 views
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Reach together with symmetry and equality were the things that made the Internet such a radical social innovation.
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The real genius of Napster was the way it made collaboration automatic. By default, a consumer of files was also a producer of files for the network.
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The big challenge for many organizations is to do things in a much, much simpler and more responsive way. The sad truth is that it is easier for managers to grasp the threat of competition than the risk of simply becoming obsolete.
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I believe that Napster gave us a glimpse of the future. The architecture it pioneered is going to be a viable model for the agile value constellations of the very near future. Client-server is not the only truth and Facebook is (just) a modern version of a Telco. Facebook is not the same as the Internet.
The Case for Videogames as Powerful Tools for Learning | PBS - 12 views
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1. Just-in-time learning. Videogames give you just enough information that you can usefully apply. You are not given information you'll need for level 8 at level 1, which can often be the case with schools that download files of information that are never applied. Videogames provide doable challenges that are constantly pushing the edge of a player's competence. This is similar to Russian psychologist Lev Vygotsky's Zone of Proximal Development. Lev Vygotsky 2. Critical thinking. When you play videogames you're entering a virtual world with only the vaguest idea of what you are supposed to do. As a result, you need to explore the physics of the game and generate a hypothesis of how to navigate it. And then test it. Because games are complex, you are continually reformulating and retesting your hypothesis -- the hallmark of critical thinking. 3. Increased memory retention. Cognitive science has recently discovered that memory is a residue of thought. So what you think about is what you remember. As videogames make you think, they also hold the potential to increase memory retention. 4. Emotional interest. Videogames are emotionally engaging. Brain research has revealed that emotional interest helps humans learn. Basically, we don't pay attention to boring things. The amygdala is the emotional center of the brain and also the gateway to learning. 5. We learn best through images. Vision is our most dominant sense, taking up half of our brain's resources. The more visual input, the more likely it is to be recognized and recalled. Videogames meet this learning principle in spades as interactive visual simulations.
Interactive Encyclopedia - 5 views
Exchange 2.0 - Technology-enabled International Interaction | Connect all Schools - 1 views
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