Skip to main content

Home/ HGSET545/ Group items tagged behavior

Rss Feed Group items tagged

Chris Dede

High net use linked to teen risky behavior - UPI.com - 0 views

  •  
    study cites a 50% increase in bad behavior based on internet games -- would be nice to know research design
Katerina Manoff

Behavior Management Software - ClassDojo - 3 views

  •  
    Check out this edtech start-up: I spoke to the founder today, and their philosophy sounds like it's right out of T-545. It's all about promoting intrinsic motivation for positive classroom behaviors and increasing kids' engagement through technology and immediate feedback.
  •  
    David Rose featured this in a 560 lecture and I spoke a little about how I use it at homeschool. I don't use the negative behavior options and D. Rose said Skinner did not think negative reinforcement was useful. I use it as a way of facilitating conversation around positive actions that promote a pleasant social environment.
Chris McEnroe

LoudCloud Systems Introduces First Fully Adaptive and Configurable Learning Management ... - 1 views

  • Adaptive Reader Technology (ART) and the Behavioral Analytics Reporting System (BARS), LoudCloud's Learning Management Ecosystems
  • accelerating mastery of learning and improving student engagement and retention through data driven instruction
  • ourse engagement
  • ...2 more annotations...
  • necessary content, supplementary materials, remedial instruction, tutoring support and personalized feedback based on each learner's profile.
  • LoudCloud's Behavioral Analytics Reporting Systems (BARS) logs and audits every click activity of its users on the platform, thereby analyzing the behavioral pattern of each user.
  •  
    Interesting promises here. My current school uses Podium which is not ugly but totally useless if you want a tool for classroom teaching.
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.
  • ...3 more annotations...
  • 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,
  •  
    research shows that people prefer equity in situations. fairness affects one's emotions about a situation
sandra jacobo

With $2M From Zynga Co-founder & More, Sokikom Wants To Use Social, MMO Gaming To Help ... - 0 views

  •  
    This game does a great job of incorporating the social aspect of gaming. In addition, Sokikom uses classroom management techniques to reward postive behavior through "class cash." It would be interesting to look at what behaviors are actually transferred into the classroom.
Hongge Ren

Seth Priebatsch: The game layer on top of the world - 4 views

  •  
    By now, we're used to letting Facebook and Twitter capture our social lives on the web -- building a "social layer" on top of the real world. In his talk, Seth Priebatsch looks at the next layer in progress: the "game layer," a pervasive net of behavior-steering game dynamics that will reshape education and commerce.
  • ...1 more comment...
  •  
    Thanks for sharing Hongge, I think many aspects of our lives are actually 'gamified'. The key seems to be making it as relevant and 'intrinsically integrated' so that it's seamless. Just a question: why is it 'game layer' over the real world and not 'real world' layer over the game?
  •  
    Yes, indeed. The ideal is to intrinsically integrate. That's a good idea. Why not? In fact, maybe the alternate reality games qualify as "real world" layer over games because in such games, whatever happens in games impact the reality in certain ways. We could also design games to work the other way around, e.g. a diet game, where only when you do exercise in a gym in the real world, can you advance levels in the game.
  •  
    Haha yes!! I recall a rowing machine which actually had a game in front of users so that they could compete with 'other rowers'. It was great and definitely made the workout more fun. I stopped though after a friend slipped his disc on the machine...
Stephanie Fitzgerald

WPI Receives Grant for Development of Software Tools to Enhance Student Learning - 0 views

  •  
    This blurb announces a grant from the Bill & Melinda Gates Foundation to develop software tools that detect student engagement while using educational software--and use the data to improve learning. "To study engagement, robust learning, and emotion in real classrooms, [Ryan S.J.d. Baker's] research combines quantitative field observations of student behavior while using educational software with data mining to detect patterns in the ways students tackle the tasks that [his educational] software presents."
Stephanie Fitzgerald

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

  •  
    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."
Parisa Rouhani

Superwoman syndrome fuels pill-popping - Behavior- msnbc.com - 0 views

  • While men make up the majority of abusers of street drugs, including meth, cocaine and heroin, women are just as likely to abuse prescription pills as men.
  • tudies show that women are more likely — in some cases, 55 percent more likely — to be prescribed an abusable prescription drug, especially narcotics and anti-anxiety drugs.
  • Abuse of prescription drugs has risen right along with increases in the number of prescriptions for stimulants and painkillers seen since the early '90s,
  • ...1 more annotation...
  • That stat is backed by the Substance Abuse and Mental Health Services Administration's National Survey on Drug Use and Health, which found that the main source of prescription drugs among non-medical users — a whopping 56 percent — was free drugs from friends and family.
Briana Pressey

Perceived Coaching Behaviors and College Athlete's Intrinsic Motivation - 3 views

  •  
    This is a few years old, but it's interesting. I wonder how the coach/athlete relationship might relate to student/teacher relationships in the classroom.
Kate O'Donnell

Video Game May Help Treat Teen Depression - 3 views

  •  
    This is an interesting example of a video game targeting mental health. The designers created a 3D fantasy world with different realms in which players learn mental behavioral techniques used to combat depression. The game was found to be effective in reducing symptoms of anxiety and depression in teens with mild to moderate depression.
  •  
    Such a great idea. In rural areas, the lack of mental health practitioners is a serious problem so we reserve referrals for children who are in dire circumstances. Children with moderate or mild depression almost never get services. This game has great potential!
  •  
    That's such an excellent point Allison!
Stephanie Fitzgerald

An Examination of Flow and Immersion in Games - 0 views

  •  
    This article talks about experiential gaming and making the construct of flow operational for educational games. The study used a business simulation and questionnaire to measure videogame "flow antecedents" like clear goals and challenge-skill balance, flow state indicators like concentration and time distortion, and the "flow consequences" of learning and exploratory behavior for about 100 students attending a school of economics. "This study is part of an ongoing attempt to develop a usable and valid scale for assessing flow experience in educational games." (Log in with Harvard access)
Leslie Lieman

Danah Boyd: Cracking Teenagers' Online Codes - 0 views

  •  
    What are the benefits and risks to teen online participation? Dr. Boyd immerses herself in youth communities and researches issues of race, gender, social networking, activism and more.
Kasthuri Gopalaratnam

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

  •  
    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.
  •  
    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."
Chris Dede

When Gaming Is Good for You - WSJ.com - 3 views

  •  
    This type of research is very difficult to do - so without examining the actual research articles it is difficult to determine how valid these studies are
  •  
    The WSJ article makes strong causal claims based on observational studies. Classic confounding of correlation and causation. From what I could find of the Michigan-based research, for example, the "effect" of video game playing on behavior was a fixed-effect in a multiple regression analysis. It didn't (or shouldn't have) carried any causal implication. (Interestingly, the research also found that students with higher self-reported video game playing times over the school year also had lower GPAs...a finding conspicuously missing from the WSJ piece.)
  •  
    Thanks, Shane!
Uly Lalunio

Human behaviour '93 per cent predictable' - Telegraph - 3 views

  •  
    "Location data from mobile phones has indicated that 93 per cent of human movement is predictable... the researchers, from Boston, USA and China, believe that it could be useful for mobile networks' data load management, city planning and anticipating the spread of viruses."
Jennifer Jocz

Can avatars change the way we think and act? - 4 views

  • "The bottom line is that we have to have more education in society, particularly showing students stereotypes that exist in media and why they exist."
  •  
    One study showing how the use of realistic avatars can influence people to exercise or eat better and can influence they way they view women.
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
  •  
    Interesting article about how certain features of video games (gaining experience points, forming guilds, etc.) are being incorporated in unexpected ways in our lives.
Chris Dede

Online Gaming With Real-World Friends Is Healthier: Study - US News and World Report - 3 views

  •  
    gaming as a basis for interpersonal communication
1 - 19 of 19
Showing 20 items per page