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Social Justice and Equity - 1 views

started by Bonnie Sutton on 12 Aug 11 no follow-up yet

How teachers Facebook & tweet for students - 2 views

started by Bonnie Sutton on 10 Jun 11 no follow-up yet

Action in a Shared World - 1 views

started by Bonnie Sutton on 21 Oct 11 no follow-up yet

Phone Hacking, Regulation of Social Networking Services - 1 views

started by Bonnie Sutton on 09 Aug 11 no follow-up yet

Save Our Schools Conference and Clippings - 0 views

started by Bonnie Sutton on 01 Aug 11 no follow-up yet

Ten Education Predictions for 2012 Answer Sheet - 1 views

started by Bonnie Sutton on 01 Jan 12 no follow-up yet

A Perfect Storm Hits Public Schools - 1 views

started by Bonnie Sutton on 23 Feb 12 no follow-up yet
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Playing with Reality at the Learning and Entertainment Evolution Forum - ProfHacker - T... - 0 views

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    June 21, 2011, 8:00 am By Prof. Hacker Lewis Carroll's logic game[This is a guest post by Anastasia Salter, Assistant Professor at the University of Baltimore in the school of Information Arts and Technologies. Her academic work focuses on storytelling in new media; she also writes the Future Fragments column for CinCity. Follow her on Twitter at AnaSalter.--@jbj] "...With that said, perhaps the most important takeaway from LEEF is that it's not all about expensive toys. Learning games don't have to be hi-tech to be effective. There's a lot to be learned from Space Vikings, the conference's ARG-that's alternate reality game, not its augmented reality cousin. Unlike augmented reality, which requires technology to mediate an environment, alternate reality is a playful imposition of story onto a physical space. In Space Vikings, a number of us dedicated conference attendees were drawn into a mission to save our tribes from a "pedagogical wasteland." How did we accomplish this feat? By hunting down "anomalies"-read masking tape clues, QR codes and posters-with answers to questions to submit in a digital educational games theory scavenger hunt. This is just one example of a conference ARG, and designers were at LEEF to report on lessons learned from others like DevLearn's Zombie Apocalypse. (For more ideas on educational uses of Alternate Reality, check out Think Transmedia.) These same ideas can scale and transform to a number of settings. For example, Melissa Peterson's Elmwood Park Zoo ARG is currently a project conducted with paper (though imagined for smartphones), and it's already doubling the engagement time of visitors to the local zoo. And on the other side, games like the Giskin Anomaly in Balboa Park are adding new layers of narrative to a popular and culturally rich tourist destination. And these games don't have to be location dependent. Case studies like the Radford Outdoor ARG Outbreak, a social inquiry game that puts st

Pew study: E-readers have caught on quickly - 1 views

started by Bonnie Sutton on 05 Apr 12 no follow-up yet

The New Digital Divide - 2 views

started by Bonnie Sutton on 04 Dec 11 no follow-up yet

I can Grow Youth Garden Award - 2 views

started by Bonnie Sutton on 06 Dec 11 no follow-up yet

Don't show, don't tell? - 2 views

started by Bonnie Sutton on 07 Jul 11 no follow-up yet

Feds ,Companies work to close the Digital Divide - 1 views

started by Bonnie Sutton on 20 Oct 11 no follow-up yet

New coalition seeks to protect future of broadcasting - 1 views

started by Bonnie Sutton on 28 Oct 11 no follow-up yet

" School Libraries: What's Now, What's Next, What's Yet to Come" - 3 views

started by Bonnie Sutton on 28 Oct 11 no follow-up yet
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