Updated : May 31, 2011
Tablet PCs Change Korea's Educational Environment
Tablet PCs are taking the world's IT market by storm.
Korea is no exception to the trend, with tablet PC users roaming its streets everywhere.
Now, tablet PCs are transforming not just the way we live but also the way we learn.
We're now at an elementary school in Incheon, where students are taking lessons at a whole new level.
On their desks are tablet PCs and electronic pens instead of the usual paper and pencils.
This is a classroom of the digital age.
This school is currently conducting digital textbook lessons for 4th and 5th graders.
[Interview : Han Gyeong-su, Vice Principal
Incheon Samsan Elementary School] "The digital textbook is a technology combining reference books, exercise books and other resources into one device. It could totally change our educational paradigm."
These lessons are conducted using digital textbooks, which are tablet PCs with a touch screen and keyboard.
Liz B. Davis 5:22
"Titled, In Classroom of the Future, Stagnant Scores , the article describes a school in Arizona where, despite a huge investment in technology, there hasn't been an increase in test scores.
The article is based on one school in one town in Arizona, hardly a statistically significant sample. Larry Cuban, an outspoken critic of technology in schools since the early 1990s, is quoted multiple times. Not one of the many experts in the field of educational technology, whom we know and love, was interviewed (or at least quoted) in the article. The only reason given for the failure of technology is a lack of increase in test scores in a district that already had high test scores. Finally, there was no test comparing the technology skills of students in this school to any other school in the state.
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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