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Xiaodi Chen

Jack Andraka, the Teen Prodigy of Pancreatic Cancer | Science & Nature | Smithsonian Ma... - 1 views

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    A very inspiring story! This is an example of engagement, motivation and flow coming together! If this 15 year-old boy can achieve this, why can we not foster it in other children? 
Maurice Joyce

Is in attention blindness secondary to a high level of flow? - 0 views

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    Study looking at rate of inattention blindness in radiologists evaluating chest CT scans for lung nodules.
Jerald Cole

Mihaly Csikszentmihalyi & the Pursuit of Happiness - 3 views

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    Nice summary of Csikszentmihalyi on flow with parallels in Asian philosophy. Contains video link to his TED conference presentation. This site is maintained by M. K. Setton, an authority on eastern philosophy and religion.
Leslie Lieman

Apple and the Digital Textbook Counter-Revolution - 3 views

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    I am posting two articles: 1) Apple's recent announcement about getting into digital textbooks (article/link below) and 2) the criticism (this link) by Hack Education blogger Audrey Watters. Education needs to rethink the need for textbooks altogether. Digitizing them is not the answer. She states, "You can disassemble, reassemble, unbundle, disrupt, destroy the textbook. It is truly an irrelevant format."
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    I thought it was interesting to read Watters's criticism of Apple's textbook plans, although I also thought it felt pretty one-sided. I do have reservations about how Apple is going about this (expecting everyone to own an iPad, requiring textbook authors to surrender rights, etc.) - but I don't think that the overall idea is so unbearable. Digitized textbooks offer many affordances compared to what we're stuck with currently (textbooks that are outdated, heavy, expensive, and limited by static content). Of course, theoretically we could do without textbooks, as Watters suggests in her criticism... but I'm not yet convinced of this in a practical, realistic sense. I suspect that the resources required to realize textbook-free classrooms are beyond what most schools and teachers have access to. (I also realize that iPads are not cheap! But if digitized textbooks were to become popular across a range of platforms, perhaps they would be more accessible to a broader demographic... and it's not as if physical textbooks are cheap either.)
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    Hi Emily - thanks for your thoughts! Bloggers (especially those who use the name Hack in their title) are going to be provocative (one-sided) in their writing... but it helps raise questions about standard practices. I too agree that eTextbooks or iBooks are going to be tremendously more engaging and up-to-date than the ones that weigh down kids bookbags. But now take a look at the other article I posted: http://www.wired.com/wiredscience/2012/01/flow-digital-textbooks that suggests how publishers are not open to new and niche ideas that might be incredibly beneficial to education. The publishing market has a hold on education. Is it possible that the textbooks will not be available across a range of platforms, but only on a few that the publishers agree to work with? Maybe it is time we push for a more open source model... that could also work towards digitizing textbooks... or would innovate other ways for students to access "textbook"" knowledge.
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    Thanks for the nudge to read the other article that you posted as well! It was a nice counterpoint to Watters and the FLOW platform seems like a promising stab at digital textbooks from an open-source standpoint.
Stephen Bresnick

Storyboard Podcast: The Curse of Cow Clicker | Magazine - 1 views

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    This is a really interesting article about the story of one of the most popular web-based games of last year. The interesting part is that the creator of the game designed it as a joke, trying to poke fun at other wildly popular games like Farmville. He made the game as simple as possible, compelled users to log in regularly to "Click a Cow," and had them earn points when other people clicked their cows. The message was supposed to be, "these types of games are manipulative in their tactics to keep people playing, and they are mindless and painfully stupid." However, his design stumbled on something that people really enjoy, and as a result, people didn't get that the game was meant to be a joke, and it became a huge hit. I think this shows that flow-inducing actitivities, or ones that keep the user engaged and provide quick feedback, are highly desirable for users.
Stephanie Fitzgerald

Enhancing Flow in Videogames - 2 views

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    This is an MFA thesis that proposes a practical methodology for implementing Csikzentmihalyi's theory in the design of videogames.
kshapton

Mindfulness meditation benefits and changes brain structures in 8 weeks - 1 views

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    Can self-awareness exercises change our brains for the better? Is the practice of meditation a kind of flow experience?
Jim Cody

Jonah Lehrer on Distractions, ADHD and Creativity - 5 views

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    When I think of engagement and flow I always thought of being focused but need to reconsider how all those stimuli from WOW were really adding to the engagement factor.
Kasthuri Gopalaratnam

When drive becomes overdrive | LinkedIn | Daniel Goleman - 0 views

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    A timely reminder for educators who are seeking to motivate students. I seem to recall the center of 'Flow' to be focused on happiness so if this excessive motivation to do well comes at the expense of one's health, then perhaps it's good to take some time to reflect on what the real benefit is. Thanks for sharing Kasthuri!
Malik Hussain

Intrinsic motivation: "flOw," video games, and participatory culture | Soderman | Trans... - 3 views

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    An interesting article about how games like WoW increase intrinsic motivation by allowing modifications to the game (or mods). The participatory culture also promotes a sense of collaboration and service to other players, hence increasing the sense of value-addedness to the activity.
Chris McEnroe

The corridor of uncertainty: Why aren't open educational resources being used? - 0 views

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    Here's an interesting question about Open source resources that I think is tethered to engagement, motivation, and flow.
Stephanie Fitzgerald

Girl Games: Adventures in Lip Gloss - 3 views

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    This article is fairly old, but I thought its topic resonated with our discussion in class last Monday--particularly the pink box of pink Legos.
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    Those "friendship adventure" games for girls don't sound like much fun - and I wonder if there's any replay value? I read through the game flow and it seems like something the kid finishes in an hour and doesn't touch again. http://en.wikipedia.org/wiki/Rockett's_New_School However, it looks like the game (and sequels) were actually quite popular. http://www.ew.com/ew/article/0,,63511,00.html
Kasthuri Gopalaratnam

Games Help Kids Learn Through Failure - 3 views

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    A blog post by Dr. David Dockterman. In learning by playing videogames, constructivism and flow are significant.
Allison Browne

Study: MRI reveals brain function differs in math-phobic children - 1 views

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    How can we help these children feel the sense of flow when in math class? Children who get anxious about doing math have brain function that differs from children who don't, with math-specific fear interfering with the parts of the brain involved in problem-solving, according to functional MRI (fMRI) scans of 7- to 9-year olds that formed the basis of a study published online March 20 in Psychological Science.
Jerald Cole

EMF Wiki - 2 views

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    Hi folks: I've put up a wiki on EMF for your use. Please populate it. J. Cole
Jackie Iger

Education Week: K-12 Marketplace Sees Major Flow of Venture Capital - 0 views

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    Venture capitalists are taking an unprecedented interest in the K-12 education marketplace, largely due to an increased interest in education technology.
Jennifer Jocz

Computer games should be used to assess pupils' ability instead of traditional tests - ... - 1 views

  • games provide information when it is needed, rather than all at once in the beginning, and also provide an environment that is "pleasantly frustrating" because the tasks are challenging but achievable.
  • "We tend to teach science, for example, by telling you a lot of stuff and then letting you do science. Games teach the other way. They have you do stuff, and then as you need to know information, they tell it to you."
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    One professor's take on why computer games should be used to assess students
kshapton

CGSociety - Benjamin Brosdau - 2 views

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    This CG artist's story reflects intense motivation, and a malleable, persevering approach in life. Like the scientists and philosophers referred to in Dweck, Benjamin Brosdau came from humble beginnings to international acclaim though his obsession with 3D art...
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