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Chris Dede

Digital Learning Addresses Challenges in K-12 Ed. - Digital Education - Education Week - 0 views

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    thoughtful ideas about what types of problems technology can address
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.
Chris McEnroe

Education Week: Quality Concerns Slow E-Learning Growth in China - 1 views

    • Chris McEnroe
       
      Yikes- talk about extrinsic motivation.
Tracy Tan

'Failure week' at top girls' school to build resilience - 1 views

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    A UK experiment - contrived, but might produce some epiphanies?
Kasthuri Gopalaratnam

Education Week: Study Finds Timing of Student Rewards Key to Effectiveness - 3 views

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    Interesting study on rewards and motivation: Some excerpts - Rewards worked much better if they were given to students before the test, not after. Researchers found students worked significantly harder to keep what they had than they did to win something new. But none of the incentives worked at any age if students knew they wouldn't get the reward for a month. "All motivating power of the incentives vanishes when rewards are handed out with a delay," the researchers concluded. "Especially among children, the difference between right now and tomorrow is a big difference," Ms. Sadoff said. "For all students it's important that the reward be immediate." That impatience creates a massive problem for incentive programs based on state test results, which can often take months to turn around.
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    Thanks for this Kasthuri! This gives additional strength to the immediacy of digital rewards and students having access to their own "stats" (both potentially available in games and simulations). The thought of actual green-back monetary rewards for study/learning gives me the heebie-jeebies. I appreciated Alexandra M. Usher's comment, that "it's really important to reward inputs, not outputs [and] to reward behavior that kids can control, rather than just telling them to get better grades."
Leslie Lieman

Next Week 8/14/2012: Changing Mindsets with Carol Dweck - 1 views

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    FYI: Rebroadcast of webinar with Carol Dweck for $49.00.
Leslie Lieman

Damaged Baby Brains-and a Video-Game Fix - 2 views

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    Some researchers are looking at how video games open up new wiring in the brain. "Infancy is filled with the best of times: critical windows of weeks and months when the growing brain fine-tunes things like language skills and vision. And it's wise to take advantage of them, for when the windows slam shut, those skills don't develop. Or so scientists used to think." Also, "Playing a video game called Medal of Honor helped some people recover lost visual abilities." But some researchers are not confident we know enough or raise ethical questions about further interventions.
Kinga Petrovai

Business side of education technology - 3 views

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    This post is part of a three-week series examining educational innovation and technology, published in partnership with the Advanced Leadership Initiative at Harvard University.
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
Kasthuri Gopalaratnam

Education Week: Rethinking Testing in the Age of the iPad - 1 views

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    An example of how teachers are using iPads to streamline data collection and analysis
Kasthuri Gopalaratnam

Investing in K-12 Digital Innovation - Digital Education - Education Week - 1 views

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    Panel Discussion at the DML Conference on March 2, 2012
Jackie Iger

Education Week: Digital Revolution Changing Lives of Students With Disabilities - 0 views

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    Digital tools are helping students with learning and sensory disabilities gain academic confidence and motivation.
Kasthuri Gopalaratnam

Education Week Teacher: Student Engagement Strategy: Make Learning Public - 0 views

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    An excellent account of fostering engagement in students.
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.]
Tracy Cordner

A Story About Motivation - Peter Bregman - Harvard Business Review - 0 views

  • Some participants received five dollars, some fifty cents, and some were asked to do it as a favor. How hard did each group work? The five dollar group dragged, on average, 159 circles. The fifty cents group dragged 101 circles. And the group that was paid nothing but asked to do it as a favor? They dragged 168 circles.
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    I think this seriously overlooks the notion that we do so often what we get paid to do - so its not just the money, its the rarity of the experience. Would these people drag so often if they were asked to do this favor 5 days a week?
Tracy Cordner

ScienceDirect - Computers & Education : Computer game development as a literacy activity - 1 views

  • Both groups studied the same curriculum unit over a 10 week period, however, in addition the experimental group developed computer games related to the unit using a game development shell.
  • game development helped improve student content retention, ability to compare and contrast information presented, utilize more and different kinds of research materials including digital resources, editing skills, and develop an insight into questioning skills
jwp763

Digital Nation Frontline Special - 0 views

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    This week, PBS's Frontline aired a program looking at the impacts of digital media on the population as a whole. A large portion is dedicated to exploring how digital media impact engagement of young people in school and at home.
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    I watched part of it and would recommend it.
Uly Lalunio

Business and Industry Groups to Launch STEM Coalition - Curriculum Matters - Education ... - 0 views

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    More fodder for STEM education. Diverse units of business and industry are joining forces to rev up support for STEM.
Parisa Rouhani

Virtually addicted: Weaning Koreans off their wired world - CNN.com - 1 views

  • Cheong is down to playing two or three hours on "Starcraft" and "World of Warcraft" three times a week,
  • The South Korean government estimates that the country has 2 million citizens addicted to the Internet
  • Earlier this month a three-month-old baby girl succumbed to malnutrition while her parents spent 12-hour stretches in an Internet cafĂ© playing the role-playing game Prius Online
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  • 22-year-old man returned to an Internet cafe to continue playing immediately after he murdered his mother, who had complained about his gaming habits. Physical exhaustion after long computer sessions has also caused deaths.
  • Internet addicts will also be offered free software with a timer that shuts down their computers or a "fatigue system" that bores players by making games slower and more difficult
  • Some of the suggested new measures to curb Internet addiction could collide with a gaming market that is expected to be worth $5.5 billion this year with a 17 percent growth rate
  • The companies make their money selling add-ons such as weapons, outfits and special abilities for the online characters.
  • Another novel idea to curb addiction is to punish excessive playing by confiscating gamers' virtual wealth.
  • We are examining various technological directions to prevent excessively continuous game play even for adults, and we are also discussing a special system that will allow children and teenagers to learn a healthy gaming habit,
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    This is an interesting article that speaks to the result of over-engagement. I wonder if this problem is specific to Korea and less so in other countries (if so, what is it about that environment that makes video games so addictive) or if it's only been studied in Korea but could be a similar problem in other parts of the world.
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