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Blair Peterson

MAKE | MIT Welcomes Makers with New Maker Portfolio - 1 views

  • t’s a signal that the kinds of learning experiences that are gained through making can be recognized and valued in education, as they should be. It also serves as a reminder that the kind of informal learning that happens outside of school is important, and should be considered alongside achievements in formal education.
  • “We love it when students pursue their passions outside of class,” said Dr. Wendell, “and making is a fantastic example of that.”
  • T]he essence of what colleges want is for students to be engaged in whatever they are doing. We don’t want students who do things because they have to, or because they think it will look good on their résumé. We want students to do things because they find true enjoyment and personal growth from them. That’s the way that young people — and, for that matter, old people and middle-aged people — thrive.
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  • understand why those students from California might see participation in FIRST as a risk. It is a great example of an activity where you put in a huge amount of time and effort and you may not succeed with anything tangible. Your robot may not work and you will not receive a grade. But that risk is a telling one. It shows an understanding that it is the experience and not the trophy that is the reward.
Blair Peterson

MIT Scientist Captures 90,000 Hours of Video of His Son's First Words, Graphs It | Fast... - 1 views

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    This is fascinating since it looks at how technology is making things possible that we couldn't even have imagined years ago. At what rate will this type of technology enter our high school classrooms?
Shabbi Luthra

Augmented Reality Game Lets Kids Be the Scientists | 'Vanished' Game Mixes Online and R... - 0 views

Shabbi Luthra

MIT Creates The One Video Game You'll Be Thrilled To See Your Kid Get Hooked On | Fast ... - 0 views

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    "Vanished, and"
Blair Peterson

Innovation pessimism: Has the ideas machine broken down? | The Economist - 0 views

  • There will be more innovation—but it will not change the way the world works in the way electricity, internal-combustion engines, plumbing, petrochemicals and the telephone have. Mr Cowen is more willing to imagine big technological gains ahead, but he thinks there are no more low-hanging fruit. Turning terabytes of genomic knowledge into medical benefit is a lot harder than discovering and mass producing antibiotics.
  • But Pierre Azoulay of MIT and Benjamin Jones of Northwestern University find that, though there are more people in research, they are doing less good. T
  • One factor in this may be the “burden of knowledge”: as ideas accumulate it takes ever longer for new thinkers to catch up with the frontier of their scientific or technical speciality. Mr Jones says that, from 1985 to 1997 alone, the typical “age at first innovation” rose by about one year.
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  • We wanted flying cars, instead we got 140 characters.” A world where all can use Twitter but hardly any can commute by air is less impressive than the futures dreamed of in the past.
  • e notes that, for all its inhabitants’ Googling and Skypeing, America’s productivity performance since 2004 has been worse than that of the doldrums from the early 1970s to the early 1990s.
  • esearch by Susanto Basu of Boston College and John Fernald of the San Francisco Federal Reserve suggests that the lag between investments in information-and-communication technologies and improvements in productivity is between five and 15 years. The drop in productivity in 2004, on that reckoning, reflected a state of technology definitely pre-Google, and quite possibly pre-web.
  • nnovation is what people newly know how to do. Technology is what they are actually doing; and that is what matters to the economy.
  • n the end, the main risk to advanced economies may not be that the pace of innovation is too slow, but that institutions have become too rigid to accommodate truly revolutionary changes—which could be a lot more likely than flying cars.
Blair Peterson

The Gutenberg Parenthesis - 0 views

  • This new revolution started in the 20th century with sound recording and film, moved next to television and radio and today takes the form of the internet.  He points out that there is a common theme when people consider these changes – that they are not simply something new but also the end of something old. 
  • The primary impact on the mediated context of content during the parenthetical period is containment.  Look at a printed work, Pettitt suggested, and you will see strict regimentation.  Words are forced into lines, surrounded by margins, placed on pages that are sewn into a binding, contained by a jacket and placed on a shelf where they can be contained and controlled.  The words have been "imprisoned" and have lost much of their pre-parenthetical fluidity.  This confinement of cultural production has obviously not been limited to the written work: plays move to stages and music to concert halls during the parenthesis.
  • He said that human consciousness in the digital age, which de-emphasizes the kinds of categorization that marked the age of print, makes us think in a way that is reminiscent of a "medieval peasant."
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  • Another point by Donaldson was that there have been and will continue to be other parentheses – hypertext and Google for example – that attempt to contain and control content.  But at the end of the day, he said, there is no way confinement can work.  There will always be content beyond the boundaries of the parenthesis.
Blair Peterson

Innovation in K12 Education: Project Based Learning and Play « Compassion in ... - 1 views

  • 1) focus on project based learning 2) focus on play 3) focus on student-centric learning & passion (applied in both kindergarden and graduate school) 4) focus on practical problem solving 5) focus on the spirit of kindergarden 6) some outside the classroom learning 7) support activities & support structures for facilitating student passions 8] Everyone likes the physical world & experience (not just kids) 9) Can do media & virtual words too, in conjunction with physical world (particularly for modeling of complex systems) 10) Challenge to integrate individual/personal passion into group projects & collaboration (connect similar interests or complementary skills in an “organic way”) 11) There is a distinction between emergent collaboration and the order of “you 3 work together” 12) Scratch can change education–mirroring the use of Logo before it. Also, scratch mirrors snapping Legos together to create “media rich projects and share in an online community” Its programming for novices. Its accessible & tinkerable. Its about meaningful projects (not just generating list of prime #s). Resnick also points to the interesting program of Alice at Carnegie Mellon which is 3-D, but it unfortunately isn’t as meaningful & personal & social as Scratch. They’ve had 1 million projects in 3 years from kids around the world
Shabbi Luthra

Vanished - 0 views

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    Online game
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