Center for Game Science - 0 views
Facebook - Wikipedia, the free encyclopedia - 0 views
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Facebook is a social networking website launched in February 2004 that is operated and privately owned by Facebook, Inc.,[1] with more than 500 million[5] active users in July 2010, which is about one person for every fourteen in the world.[6][N 1] Users can add people as friends and send them messages, and update their personal profiles to notify friends about themselves.
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Facebook was founded by Mark Zuckerberg with his college roommates and fellow computer science students Eduardo Saverin, Dustin Moskovitz and Chris Hughes.[7] The website's membership was initially limited by the founders to Harvard students, but was expanded to other colleges in the Boston area, the Ivy League, and Stanford University. It gradually added support for students at various other universities before opening to high school students, and, finally, to anyone aged 13 and over.
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A January 2009 Compete.com study ranked Facebook as the most used social network by worldwide monthly active users, followed by MySpace.[16] Entertainment Weekly put it on its end-of-the-decade 'best-of' list, saying, "How on earth did we stalk our exes, remember our co-workers' birthdays, bug our friends, and play a rousing game of Scrabulous before Facebook?"
Bulletin board system - Wikipedia, the free encyclopedia - 0 views
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electronic mail or in public message boards. Many BBSes also offer on-line games, in which users can compete with each other, and BBSes with
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such as uploading and downloading software and data
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Originally BBSes were accessed only over a phone line using a modem, but by the early 1990s some BBSes allowed access via a Telnet, packet switched network, or packet radio connection.
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Don Tapscott: New York Times Cover Story on "Growing Up Digital" Misses the Mark - 1 views
Survey: Teens' Cell Phones Indispensable - CBS News - 0 views
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The wireless trade association CTIA and Harris Interactive surveyed some 2,000 teens across the country and learned that teens feel that cell phones have become a vital part of their identities.
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Another recent survey conducted by Nielsen revealed that kids are getting cell phones even before they hit their teens. Nearly half of kids age 8 to 12 years old own cell phones in the U.S, according to the Nielsen report. And on average kids get their first cell phone between the ages of 10 and 11 years old.
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Most of the teens on the panel agreed that Apple's href="http://www.cnet.com/apple-iphone.html" class="link" target="new">iPhone is the coolest phone on the market. But none of them owned one, largely because the devices are too expensive and so is the monthly service fee from AT&T.
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Dropbox iPhone Game Review - AppVee.com - 0 views
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"Dropbox has been one of those extremely useful online tools for me over the past couple years and keeps getting better as time goes on. For those of you who aren't familiar with the program, it basically is a file sharing app. Once installed onto a couple computers, it then creates a folder on each user's system and syncs any files that are added into the folder. "
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Excellent example of how different computing files can be synchronised between computers and shared. Free for PC's & Macs (2 GB). There is a version for the iPhone as well but seems pricey.
Mobile Tech That Stole the Decade - US News and World Report - 1 views
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"If the '90s were the Internet era, maybe the '00s were the mobile decade. Technology packed ever more power into ever smaller devices, putting portable electronics at the leading edge of innovation this decade. Click here to find out more! Related Articles * Tech Gifts for the Holidays * 7 Myths About Windows 7 * The Best of What's New in Windows 7 Shrinking tech unshackled the Web from PCs, PCs grew small enough for a clutch purse, and high-quality cameras fit comfortably in a hip pocket. Even video games, once the hypnotizer of only the young and pudgy, were unchained for a new form of freewheeling, arm-flinging family fun. With freedom of movement in mind, here are the top tech innovations of 2000-2009:"
Technology in Education - 0 views
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Critical Questions How can technology help you personalize learning? How can technology engage multiple intelligences? How can technology bridge the digital divide in K-12 settings? How can technology assist the unique learner? How can technology be used to simultaneously deepen student understanding and accelerate student achievement standards? Possible Actions Encourage students to use the web as a research tool on a topic of great personal interest. Give parameters for the expected product, but let the student emerge as chief designer. Review your favorite on-line educational game or activity. List the intelligences a student would have to tap to do well. Create a multiple intelligence rubric for the piece. Create an extended learning program which focuses on on-line learning activities that could be used to "reteach" skills which students missed in class. Identify software/on-line learning activities which can be used to accommodate a learner with unique learning capacities. Choose one state standard relevant to your teaching and have each student create a problem which requires the performance of that standard. Use the web to find the resources to solve the problem.
Kudos for Kodu, the language of kids - 1 views
2011 Horizon Report | EDUCAUSE - 2 views
Student Research Center - powered by EBSCOhost: Virtual world adds dimension to communi... - 0 views
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Next spring, he will offer UPG students a course he's designed called Theater Technology.
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Students will learn various technological skills including creating digital audio and attending and participating in virtual performances.
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virtual textbook he's creating will eliminate the excuse: "I lost my book."
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