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Xavier Rozas

Faster Maintenance with Augmented Reality - 0 views

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    Article discusses a MIT/Columbia project currently underway that uses AR systems to assist Marines during difficult repairs to weapons systems and vehicles. The test found that mechanics could perform the repairs in half the time when using AR assistance versus the more traditional text-based repair manual. I would be very interested in seeing how more AR in classroom seetings in physics and math might accelerate learning.
Jennifer Jocz

Generation 'Text': FB me - CNN.com - 0 views

  • Older teens and Net Geners spend more than 20 hours per day using media. This is accomplished not by not sleeping but with considerable multitasking, which peaks at seven simultaneous activities for older teens.
  • preferred media choices differ dramatically across generations: For children, it's television; for tweens, it's video games; for teens, it's texting and social networking; and for Net Geners and Gen Xers, it's being online. And for Boomers, it's, of course, back to television.
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    interesting article discussing the difference in media choices across generations and the ramifications of these differences
Uche Amaechi

Wi-Fi Turns Arizona Bus Ride Into a Rolling Study Hall - NYTimes.com - 3 views

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    Turning buses into mobile hotspots. What happens when you 'connect' erstwhile unconnected parts of the day? This article doesn't really ask that question, although it touches on it in its last sentences. Also, presumably most of the kids had data capable phones and could text etc; what is different about access via laptops?
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    What about the social elements they are missing out on? The difference about access via laptops is the speed and ability to be more efficient compared to a phone. The capabilities of a laptop provide more opportunities for students to be productive/non-productive. This doesn't require them to be connected, however, I wonder what would happen if teachers start to hold students accountable (unintentionally) for using their connected time more wisely?
Jennifer Jocz

Youths Spend 7+ Hours/Day Consuming Media - CBS News - 0 views

  • kids spend almost as much time on a computer, watching television, using their cell phones, playing video games or listening to music as an adult spends during a full day at work.
  • The only type of media usage that has not increased is reading
  • the children who spend their time consuming so much media seem to have a harder time in school
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    Article discussing a study showing that media use by children has increased significantly in the past 5 years.
Kellie Demmler

Tim Newlin: Get Smart! Doodle! - Teachers.Net Gazette - 0 views

  • doodle
  • People who doodle are smart - they pay more attention and remember things better than those
  • Doodling engages the two halves of the brain on a concrete task that keeps it from leaving the focus of what is being said or presented in real life
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  • Fidgeting - like twirling or chewing a pencil or playing with your hair - seems to have the same positive memory effects.
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    While mini articles such as this often leave out half the research - the concept of doodling being an enhancer rather than a distraction is interesting.  The main point is that doodling engages the brain just enough to keep students from spacing out.  
Aradhana Mudambi

Gamers and Depression, by Noah Weil - a Magic: the Gathering article - 1 views

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    Discusses how gaming can be related to depression
Jennifer Jocz

How 'Avatar' may predict the future of virtual worlds | Geek Gestalt - CNET News - 0 views

  • After Second Life took the world by storm in 2005 and 2006, introducing many to a 3D environment in which they could create nearly anything they wanted, there hasn't been a major next step forward.
  • One could argue that virtual worlds have even taken a technological step backward, as most of the energy in the space these days is being put into building 2D Flash worlds for kids, or Facebook games played by the masses. It's big business, but hardly cutting edge.
  • The biggest danger at the moment for those who want to see rich, 3D virtual worlds take off right away is the massive popularity of social networks like Facebook and Twitter.
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    What i found most interesting about this article was the idea that the popularity of Facebook games has caused a "technological step backward"
Jennifer Jocz

Video gamers: Size of brain structures predicts success | R&D Mag - 0 views

  • The new study, in the journal Cerebral Cortex, found that nearly a quarter of the variability in achievement seen among men and women trained on a new video game could be predicted by measuring the volume of three structures in their brains.
  • pre-existing individual differences in the brain might predict variability in learning rates, the authors wrote.
  • Such information might be useful in education, where longer training periods may be required for some students, or in treating disability or dementia, where information about the brain regions affected by injury or disease could lead to a better understanding of the skills that might also need attention
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    Interesting article discussing a study showing that the size of certain brain structures can predict video game performance
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.  
Tracy Cordner

Why we can't stop playing computer solitaire. - By Josh Levin - Slate Magazine - 0 views

  • Solitaire proved particularly useful in teaching neophytes how to use the mouse. When Microsoft first preloaded solitaire as part of 1990's Windows 3.0, clicking and pointing weren't yet second nature. By dragging and dropping cards, newbies developed the mousing fluency required to use every other Windows program.
  • In the pre-Internet era, much of solitaire's allure came because it was the only game in town. Moving a black two onto a red three may not have seemed particularly enticing on its own terms, but compared with the visual stimuli provided by an Excel spreadsheet, a post-victory card cascade was an unimaginably rousing spectacle.
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    This article is really bad, but it makes a couple good points, which I highlighted for you. You're welcome!
Aradhana Mudambi

Seasons India :: Hair Care Tips - Healthy & Beautiful Hair - 0 views

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    Okay, I'm only bookmarking this for those of you who are interested in how gaming may or may not be related to other cultures. This is an "Indian" on line magazine and to me, looks very typical of magazine articles I see when I go to Indian grocery stores or when I was in India (ten years ago). Notice the American faces showing how to care for Indian hair. My point is, pretty much anything acceptable here will be acceptable abroad. It's just not the India (or other country) that's shown on CNN or National Geographics. At least that's my opinion.
Jennifer Jocz

Destructoid - The convergent futures of music games and higher education - 0 views

  • "So I don’t see games as having the power to completely change music purchasing, rather they will expand economic opportunities for music creators and fans in ways we’re just beginning to understand. Games are already expanding the variety of music people are exposed to and are therefore likely to want to purchase and own, as well as the places and circumstances under which this mutual reinforcement takes place."
  • The games have certainly increased the number of young people interested in pursuing musical activities in many ways; just ask any guitar instructor or owner of a musical instrument store.
  • "While there are now many studies showing links between gaming and learning -- for kids and adults -- to date there have not been many rigorous examinations of their relationship to music education, although there is plenty of anecdotal evidence of their mutual reinforcement. Remember that musical training isn’t solely about scales and correct finger placement; rhythm, song structure, key changes, lyrics, genre styles, etc. are all elements of a musical education, and playing along with songs on Rock Band absolutely aids in the development of the awareness of these elements."
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    Interesting article discussing music games, including how they can influence the types of music people listen to and whether they can affect interest in learning and appreciating music.
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 café 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.
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.
Soomi Hong

Teachers use video, online games to help bring lessons to life - JSOnline - 1 views

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    This article introduces the teachers who are using online and video games to enhance students' learning experiences.
Chris Dede

Singapore heritage game replaces fantasy with facts | Articles | FutureGov - Solutions ... - 2 views

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    A Singapore history game will resemble World of Warcraft
Jennifer Jocz

University World News - US: Women gain in science while video games hold back boys - 0 views

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  • Last year, Iowa State University researcher Douglas Gentile published a survey of American 8-to-18 year-olds which found 12% of boys were video-game addicted, having at least six symptoms out of 11, similar to a scale for gambling addiction. Yet only 3% of girls were video game addicts.
  • Robert Weis and Brittany C Cerankosky of Denison University measured a group of boys' academic baseline achievement and surveyed their parents and teachers as well. They then gave half the boys video-game units. Boys receiving the video-game stations experienced an academic nosedive. The control group of boys without video games continued with solid schoolwork.
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    Although this study is just correlative, it still poses some interesting questions about video games and academic achievement.
Marcy Murninghan

Chinatown Planners hope game pulls crowd - 0 views

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    From the Boston Globe (5/3), an article on the unveiling tonight of "Participatory Chinatown", which the Muzzy Lane guys shared with us back in March. Residents will be able to give it a spin.
Meghan Young

Encouraging the Hand-Mind Connection in the Classroom - 1 views

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    Interesting article on the "Maker Movement" in STEM education. Really liked this last sentence, "It is our natural inclination to create as we learn and to learn as we create that is at the heart of this movement."
Jerusha Saldaña Yanez

What They Play - Kids Influencing Game Development - 0 views

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    Article provides examples on how game developers benefit from interacting with their own children (e.g. able to observe what features excite children that were not anticipated by designers)
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