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Kiran Patwardhan

SMALLab Learning Launches K-12 Flow Embodied Learning Environment and the Design Contes... - 0 views

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    Los Angeles, CA (PRWEB) January 24, 2012 SMALLab Learning LLC has launched a new embodied learning environment and multiple lessons for the learning environment called Flow. Flow brings embodied learning to any existing Interactive Whiteboard or projection surface using a single motion-capture camera, similar to the Xbox Kinect™.
Chris McEnroe

Education Secretary Arne Duncan to Pembroke Pines students: Lead U.S. back to the top -... - 0 views

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    Is this his warm up for us? I don't think teachers need more money. I think they want teaching contexts that are designed to work. Spend the money on that and teachers will feel great that they can perform in an environment that makes sense.
Chris Mosier

iLearn II: An Analysis of the Education Category on Apple's App Store - 3 views

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    The Joan Ganz Cooney Center at Sesame Workshop studied almost 200 education apps for Apple's app store. Good insight into what's in the market right now and what the current trends are.
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    Thanks Chris! I am looking forward to reading this thoroughly. It covers so many important topics/questions from: creating standards for apps marketed as educational (right now the developers just need to say it is "educational") to a call to academia to dive into research and help design effective, high quality material for digital age learning.
Chris McEnroe

Gever Tulley teaches life lessons through tinkering | Video on TED.com - 1 views

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    Seems like a good EMF design.
Chris McEnroe

Bretford Launches EDU 2.0(TM) Education Furniture System for Connected Learning Environ... - 1 views

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    Thinking of the peripheral implications of technology in school. Architecture and interior design need to be really smart.
Kasthuri Gopalaratnam

Smartphones have Led, Desktops will follow- NYTimes.com - 1 views

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    When you design a didgital product, it pays to look ahead and see what is coming around the corner.
Lin Pang

Susan Cain: The power of introverts - 0 views

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    Our schools and system are mostly designed for extroverts and for their need of lots of stimulations. The ideal students in schools are believed to be extroverts although researches show that introverted students tend to be more knowledgable. Instead of emphasizing too much on group work which benefit both extroverts and introverts, schools should also teach students how to work on their own. That's because solitude is critical for creativity and where deep thoughts are formed.
Lin Pang

What's Wrong With the Teenage Mind? - 3 views

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    an interesting point from the article: "adolescents aren't reckless because they underestimate risks, but because they overestimate rewards-or, rather, find rewards more rewarding than adults do."
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    I really enjoyed this article, thank you. I find it very interesting to explore from a neurological perspective how some aspects of our modern world impact children and teens. So often parents say that the world is different today, but it is important to realize that the way we function does not change so quickly.
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    I noticed this article as well - I think it's absolutely fascinating! Now I'm curious about the implications of these findings for designing educational technologies for adolescents: how can products take advantage of these proclivities? A more difficult question would be - is there any way that technologies can counteract these tendencies in order to bring more balance/rationality into a teenager's world?
Tracy Tan

Solar Ipads for schools in rural South Africa (Gabrielle Monaghian, The Sunday Times [... - 0 views

Access to the site is by subscription only, so I am including the article here: A solar-powered iPad described as a "school in a box" has been developed by the Dun Laoghaire Institute of Art, Desi...

solar ipad soth africa

started by Tracy Tan on 29 Feb 12 no follow-up yet
Kinga Petrovai

Raspberry Pi goes on general sale - 3 views

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    Interesting article and video about a new way of teaching children to program. A credit-card sized computer designed to help teach children to code has gone on sale for the first time. The Raspberry Pi is a bare-bones, low-cost computer created by volunteers mostly drawn from academia and the UK tech industry.
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    I just heard about this from a friend and then stumbled across your link - and then wound up on the Raspberry Pi website to try to find out more about the education component of it (which is supposedly the whole motivation). Right now, the website is focused on showcasing the capabilities of the device and the hardware/software choices that they made. I was disappointed to find, when looking through their FAQ, that there is only one small blurb about educational material in which they vaguely state that support resources are currently under development. No doubt they are allowing a greater number of people access to a cheap Linux machine, but that does not mean those people are going to use it to learn to program. I'll be interested to see if the focus really does shift to education as the resources come together... right now it just seems like a cool new toy for a Linux geek (with the potential to be so much more!)
Kiran Patwardhan

MIT's Education Arcade Uses Online Gaming to Teach Science - 2 views

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    With a new $3 million grant from the Bill & Melinda Gates Foundation, the MIT Education Arcade is about to design, build, and research a massively multiplayer online game (MMOG) to help high school students learn math and biology.
Leslie Lieman

Education Week: 'Digital Badges' Would Represent Students' Skill Acquisition - 1 views

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    "Initiatives seek to give students permanent online records for developing specific skills"
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    A quick overview of digital badges (including pros/cons re intrinsic/extrinsic motivation) and introduction of "Badge Economy" ["With support from the MacArthur Foundation, Mozilla has developed an Open Badge Infrastructure, or OBI, designed to become the underlying technical scaffolding for badges," where user can collect badges earned in a digital backpack.]
Shane Tutwiler

San Francisco GDC (March, 2009) Presentation (Scott Rigby): "From First Date to Committ... - 0 views

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    Description: Based upon multiple studies with over 15,000 gamers, this presentation defines and reviews three specific motivational needs that are directly related to sustained engagement and value. The Player Experience of Need Satisfaction model (PENS) focuses specifically on experiences of competence, autonomy and relatedness satisfactions. Game examples and strategies for maximizing these satisfactions are discussed.
Kelsey Voigt

Top 10 Most Addictive Sounds - 1 views

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    No game noises made the list, but still an interesting thing to think about when it comes to design, marketing, and even possibly engagement
Jennifer Jocz

BBC News - Blio bets against e-reader devices - 0 views

  • Software originally designed to help blind people read electronic books could turn the emerging e-reader industry on its head, according to its inventor.
  • His vision is to use free software to turn any device into an e-reader, from a PC to a smartphone and from netbooks to tablet computers.
  • "Our aim is to disrupt the e-reader business model and bring the best of the web and bring the best of print together in one model," said Mr Chapman.
  • ...1 more annotation...
  • At the moment the software offers more than 1 million free books and counting and 200,000 paid books.
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    Another e-reader option
Marcy Murninghan

Moral Kombat - 1 views

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    Moral Kombat takes a look into the controversial subject of violence in video games. Director Spencer Halpin shows the constant conflict between the game creators' first amendment right to make a violent game and the eminent threat that violence poses on the next generation. In addition, the film is full of the latest green screen and high-definition technology that allow watchers to actually envision the world of gaming. Filled with interviews from lead game designers, politicians, parents, and psychologists, this film provides a candid take on the influence games have on youth today.
Jennifer Jocz

Spore: What happened? - Plugged In - Yahoo! Games - 2 views

  • “I don’t think the game was designed to keep the interest of a real gamer – and it was probably too hard to relate to for someone who was more casual,” says Michael Pachter of Wedbush Securities.
Brie Rivera

Virtual Reality Field Trips -- Psychologists, Human-Factors Engineers Design Computer-G... - 0 views

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    Virtual reality field trips!
Jennifer Jocz

Why Everything Is Becoming a Game - 1 views

  • Over the last year, he started grading two of his classes (both involved with game design) using a system based on “experience points,” or XP, similar to the way gamers in World of Warcraft and other massively multiplayer games award points for various tasks. Students started the year at level one, with zero XP, and then gained points — and higher grades — by completing “quests” and “crafting,” which corresponded to giving presentations and doing exams and quizzes. Students also formed “guilds” similar to the gaming groups that rule WoW and other multiplayer games. Sheldon says that his students seemed far more engaged than they had been before.
  • The bottom line is that good games take advantage of people’s innate desire to compete with each other, but balance that with their need to receive rewards, including the approval of their peers — rewards that in some cases can be used to modify their behavior in certain ways. T
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    Interesting article about how certain features of video games (gaining experience points, forming guilds, etc.) are being incorporated in unexpected ways in our lives.
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