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Stephanie Fitzgerald

Study shows how gaming impacts brain function to inspire healthy behavior | Games for H... - 0 views

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    A study out of Stanford looked at how videogames, in particular serious games and games for health, can activate circuits in the brain associated with positive motivation. "The study published today provides new insights into how these effects might have occurred, revealing that active participation in gameplay events is key to activating the brain's positive motivation circuits. Seeing and hearing the same information without active participation in gameplay had no impact on activity in positive motivation circuits."
Anna Ho

Note the Smile - Blog - "Activity oriented toward intrinsic goals, almost by ... - 1 views

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    "Activity oriented toward intrinsic goals, almost by definition, is play." - Peter Gray I was struck by this quote because I've thinking a lot about motivation and engagement in terms of games, but haven't really been thinking about EMF in terms of play.
Uly Lalunio

Observations: Not merely slipping away: Forgetting requires biochemical action - 1 views

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    "It has long been understood that memroy formation is an active and often exhausting process, losing them seems to happen quite passively as time elapses and new information overloads our busy brains. But a new study published February 19 in the journal Cell shows that forgetting is a biochemically active process not unlike memory formation."
Chris Johnson

Kubbu - Make Educational Games, Online Activities and Quizzes - 2 views

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    Kubbu is a new site that allows teachers to create activities to aid the learning process. Teachers enter the data and deploy it via several different activity types. They can then track the usage and results from these activities. In this sense, Kubbu is very similar to Quia.
Kellie Demmler

Why Integrate Technology into the Curriculum?: The Reasons Are Many | Edutopia - 0 views

  • s and software programs in a separate computer class. Effective tech integration must happen across the curriculum in ways that research shows deepen and enhance the learning process. In particular, it must support four key components of learning: active engagement, participation in groups, frequent interaction and feedback, and connection to real-world experts.
  • s and software programs in a separate computer class. Effect
  • Effective tech integration must happen across the curriculum in ways that research shows deepen and enhance the learning process. In particular, it must support four key components of learning: active engagement, participation in groups, frequent interaction and feedback, and connection to real-world experts.
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    This article proposes that one of the reasons to integrate technology into the curriculum is to support active engagement in learning.  
Brandon Pousley

Brain Activity Map - 1 views

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    This is a very interesting project, especially in light of our conversation about ways that physiological and psychological markers can inform learning systems (adaptive learning, responsive software, etc.)
Hongge Ren

Student Engagement and Motivation Tips - Why You MUST Engage Students - 0 views

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    One of the most powerful classroom management strategies available to teachers is the provision of learning activities which actively engage students during the lesson. When students arrive at the lesson in a motivated state, eager to take part -- and then apply themselves to a given task - there is far less likelihood that their behaviour will become a problem. Like most teachers, you have probably tried a wide range of student engagement and motivation strategies to deal with disruptive students but if you are looking for a reliable SYSTEM which has been proven to raise motivation and engagement levels among the most uninterested, dispassionate learners, you'll love this video series. In this first video, Rob Plevin from Behaviour Needs Ltd explains two reasons WHY it is important to engage your students during lessons. There are hidden benefits to ensuring your students are motivated and engaged during learning activities -- as the video shows.
Jing Jing Tan

Welcome to Flow in Games - 0 views

  • In order to design a game for broader audiences, the in-game experience can’t be linear and static. Instead, it needs to offer a wide coverage of potential experiences to fit in different players’ Flow Zones
  • To expand a game's Flow Zone coverage, the design needs to offer a wide variety of gameplay experiences. From extremely simple tasks to complex problem solving, different players should always be able to find the right amount of challenges to engage during the Flow experience.
  • Once a network of choices is applied, the Flow experience is very much customizable by the players. If they start feeling bored, they can choose to play harder, vice versa.
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  • Expand your game’s Flow coverage by including a wide spectrum of gameplay with different difficulties and flavors Create an Player-oriented Active DDA system to allow different players to play in their own paces Embed DDA choices into the core gameplay mechanics and let player make their choices through play
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    This article examines how to best create flow experiences in video games. The author argues for 1) including a variety of gameplay activities, 2) allowing players to play at their own paces, and 3) letting players make choices.
Parisa Rouhani

No fair! Why your brain hates inequities - Behavior- msnbc.com - 0 views

  • people prefer a level playing field,
  • Our study shows that the brain doesn’t just reflect self-interested goals, but instead, these basic reward processing regions of the brain seem to be affected by social information
  • humans are attuned to inequality, and we just don't like it.
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  • The researchers monitored signals in the striatum and prefrontal cortex , parts of the brain thought to be involved in how people evaluate rewards. They found that the brain activity in these areas was greater for the "rich" subjects when money was transferred to the other player than to themselves, whereas the "poor" subjects' brains showed the opposite pattern
  • n other words, everyone seemed to prefer a financial equality.
  • these regions were responding most when the outcome would be the most fair,
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    research shows that people prefer equity in situations. fairness affects one's emotions about a situation
Kasthuri Gopalaratnam

The economics of video games - 2 views

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    ""For all intents and purposes, this is an economy that has activity equal to a small country in real life," Guðmundsson says. "There's nothing 'virtual' about this world.""
Brandon Pousley

The IRL Fetish - 0 views

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    An intriguing essay calling for an end to the demarcation between online (digital) and offline (face-to-face). This author argues that the two do not exist in a vacuum, but rather are enmeshed completely in our lives, such that online activity, used appropriately, should not detract from offline use, but rather give it meaning.
Allison Browne

Home - 1 views

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    The Parent Engagement Tracker (PET) is a secured information system developed to easily track, measure and link parental involvement to student achievement. The software is available via the Internet and Microsoft Access Principals are able to measure parent attendance of various parent activities, school compact parent requirement hours, and the popularity of the different types of activities on a daily, monthly, quarterly or annual basis. This is really new. I have never seen something that tries to incentivize parenting.Do you think this would be a good initiative for a school.
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    How did you stumble on this? The copyright date is still listed as 2010 and three of the 5 links, including "About Us" are not working. In addition to the fact that I do not think it would be successful or a good idea and PET is a terrible name, the company simply does not seem to be up and working. Perhaps it is the wireframe for a college project :)
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    I'm sorry that I didn't see this earlier. I definitely think this may have been a real organization. The Connecticut parents union seemed to be doing something with it and here is a link to their brochure http://ctparentsunion.org/PETBrochureFinal.pdf, IN addition, the Hartford Public Schools piloted the program in 2010. They might have disappeared but there is definitely evidence that they were an actual organization.
Stephanie Fitzgerald

My Life as a Night Elf Priest: An Anthropological Account of World of Warcraft | digita... - 1 views

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    Here is an ethnographer's in-depth look into World of Warcraft. From this site you can read the full book online, read an interview with the author, or listen to a podcast. The author "introduces us to her research strategy and the history, structure, and culture of Warcraft; argues for applying activity theory and theories of aesthetic experience to the study of gaming and play; and educates us on issues of gender, culture, and addiction as part of the play experience."
Chris McEnroe

Study touts benefits of a 'wired' classroom - 1 views

  •  Concordia University researchers set out to answer a "big picture" question: Does computer technology have a positive overall effect on learning in the classroom? File photo.Photograph by: CHARLES PLATIAU , ReutersMONTREAL — Concordia University researchers set out to answer a "big picture" question: Does computer technology have a positive overall effect on learning in the classroom?"There have been lots of arguments, both pro and con, regarding this issue, (such as) is it worth the investment?" said professor Richard Schmid, chairman of the education department at the Montreal-based Concordia.Their literature review involved looking at thousands of studies and comparing achievement in classrooms that used computer technology with those that used little or none.The 40-year retrospective study, published in the Review of Educational Research journal, concluded that classrooms where computer technology was used to support teaching had a "small to moderate positive" effect on learning and attitude.If an administrator must make a decision "should we invest in this? The answer is yes," said Schmid, the study's co-author.The literature shows that more recent, sophisticated applications of the technology produce greater positive gains than older
  • f an administrator must make a decision "should we invest in this? The answer is yes," said Schmid, the study's co-author.The literature shows that more recent, sophisticated applications of the technology produce greater positive gains than older applications, he sai
  • under what circumstances positive effects are observed
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  • he technology is used solely as a content provider — for example, if iPads are used as alternatives to books — then there won't be any positive change,
  • Where technology does have a positive impact is when it actively engages students, when it's used as a communication tool, when it's used for things like simulations or games that enable students to actively manipulate the environment
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    Report on a study whose findings support not just technology in the classroom as a wise investment, but support it only if used in particular ways.
Tom Keffer

Touch, drag, learn | Harvard Gazette - 1 views

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    An article about computer games in science education using "active prolonged engagement," as opposed to "planned discovery."
Jerusha Saldaña Yanez

About - 1 views

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    Animal-assisted activities (AAA) provide opportunities for motivational, educational and/or recreational benefits to enhance a person's quality of life.
Matthew Ong

Carol Dweck explores the importance of mindsets - 1 views

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    Two important points that jumped up for me while watching this video: 1) Have you ever seen a baby who's not motivated to learn? 2) Imagine how motivated you'd be if you adopted a 'growth' mindset where every activity is a learning endeavor.
sandra jacobo

Music and the Spirit of Schools | Edutopia - 1 views

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    I agree that some students may be more musically inclined but will integrating music into all aspects of the curriculum, as the article suggests, really help students learn?
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    Thanks for sharing Sandra. I think it depends on how well the teacher designs the activity. It also depends on how the music is used. For example, music in a game is really important, but it's in the background. So the player doesn't really pay attention to it, until it's turned off. I think music can really help us learn, but it depends on the context in which it's used.
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    Thanks for this link, Matthew, and for the comment on it, Sandra! I think that music is a great avenue for learning. From personal experience, I seem to study better and with more focus and future recollection when music is playing in the background. It would be great to see if music truly does have a connection with the acquisition and recollection of knowledge.
Malik Hussain

Flow Theory | Education.com - 4 views

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    Very good synthesis of applying Flow in Education; in time for next Monday's topic on Flow. Good takeaways in the "Implications for Teachers" section.
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    Thanks for sharing Malik. I think this article provides a nice overview of flow and one main takeaway was the importance of positive affect. I agree that it is a good predictor of flow in an activity.
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