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Chris Dede

CooneyCenter - YouTube - 3 views

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    Three video case studies on teaching with games
Maurice Joyce

AMA Wire - AMA grant to fund virtual patient cases for medical student training - 1 views

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    Part of the American Medical Associations' attempt to increase engagement in medical education.
Jackie Iger

Impact of Now-Defunct U.S. Ed-Tech Program Noted - Digital Education - Education Week - 0 views

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    Shares 28 case studies of innovative tech-based education initiatives supported by EETT.
Stephanie Fitzgerald

Study of the effective use of social software to support student learning and engagemen... - 3 views

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    Scroll down on this page to download the final report and case studies from a study that "examined the use of social software in the UK further and higher education sectors to collect evidence of the effective use of social software in enhancing student learning and engagement" (p. 9 of final report). For anyone considering boosting engagement through social media, this is a gold mine.
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    Hi Stephanie - Thanks for this! I just wrote in my mid-semester assignment that I need to find research about engagement through crowd-sourcing and social media in education! I've downloaded the report and can tell that with sentences like, "The results highlight the different pedagogical roles of social software: communication, nurturing creativity and innovation, and collaborative learning," you've definitely found great resources. ~ Leslie
Jerald Cole

Amazon.com: The Case for Mental Imagery (Oxford Psychology) (9780195398977): Stephen Ko... - 3 views

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    Kosslyn's definitive text on mental imagery. Shaped my views on the subject. Please "Like" this!
Tracy Cordner

ScienceDirect - Computers & Education : Computer support for learning mathematics: A le... - 0 views

  • The IIRM are educational software components, specializing in mathematical concepts, presented through recreational mathematics, conceived as interactive, recreation-oriented learning objects, integrated within the environment.
  • instant messaging, chat rooms, and multi-player math games
  • Mexican high-school students
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    Research paper on "recreational learning objects" in this case a math-based computer game, which was shown to increase motivation in Mexican high schoolers.
Xavier Rozas

Man uses Facebook for suicide note - 0 views

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    This SOB used Facebook to explain his reasons for taking his son's and his own life. Make no mistake this guy has some serious issues. Still, it is noteworthy that Facebook and other social media outlets (youtube, flickr) have been used by the public and authorities to intervene and prosecute people that broadcast their criminal actions and intent. Think about it, George Orwell's vision of the future had the authorities constantly policing and monitoring citezens, but this has not been the case. Instead, we the people, ourselves are the ones monitoring each other via ubiquitous content creation and social media sharing.
Jerusha Saldaña Yanez

Think Like a Doctor (The Contest) - NYTimes.com - 0 views

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    ny times' column contest asks readers play the role of a doctor and provide correct diagnosis for a medical case
Kim Frumin

Hardware makes a comeback - 0 views

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    This article provides a great overview of the new technologies profiled at SXSW and makes the case that it's now cheaper than ever before to bring prototypes to market. The author notes, "The dropping costs of designing and building inventive new hardware products has prompted a wave of creativity and innovation that echoes the software boom a decade or two ago in Silicon Valley." Makes me wonder... what's next?
Kiran Patwardhan

Yale-led team developing social robots - 0 views

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    Within five years, Yale-designed robots may be helping teach children. A Yale-led team of researchers from across the country received a $10 million grant from the National Science Foundation on April 3 to pursue the creation of "socially assistive robots" to help young children learn basic skills and in some cases overcome cognitive disabilities.
Kasthuri Gopalaratnam

Education Week: Digital Gaming in Classrooms Seen Gaining Popularity - 4 views

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    Game on!
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    Definition of "digital games" probably too broad... but three video case studies of teachers using "games" referenced in article worth watching: http://www.youtube.com/playlist?list=PLA3C69D48D4FFE87E
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    Agreed about the definition. However, "Almost all the teachers surveyed who said they used games reported that they used ones specifically designed for education, and the games most often corresponded with literacy and reading (50%) and math (35%).", which is encouraging. Kurt Squire is correct in that the data may include a good number of 'trivial games', but that is probably to be expected since the biggest barriers seems to be cost (50% respondents) and technology (46%).
Tracy Tan

Teachers warned over befriending pupils on Facebook - 1 views

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    This article indicates that in seeking to engage students via networking tools, many boundaries need to be drawn...
Chris McEnroe

Other school districts also using iPads to help teach - 1 views

  • cases teachers are using tablets instead of clipboards as they monitor student work, which saves them from inputting data into a computer later.
  • "For one teacher to customize 25 different lessons, it's impossible," Sanders said. "With technology it makes that possible."
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    More "ipads in education." There is also a point in her about customization for student needs which relates to UDL.
Stephanie Fitzgerald

Learning to fly in persistent digital worlds: the case of Massively Multiplayer Online ... - 0 views

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    This article discusses play in virtual worlds (focusing on World of Warcraft) with an emphasis both on the learning that takes place and the engagement. You'll have to log in with your Harvard ID to get the article, FYI. "Our observation showed that players are motivated by the game's scope, rules, and scenario to create and participate in virtual communities, and share their knowledge with others, while newcomers are encouraged to engage in collective actions, and develop their skill base. We also found that although current MMORPGs have not been designed as instructional tools, they provide an excellent fantasy environment for intrinsically motivating learning, where players can experience the elements of challenge, curiosity, and control [30]." "People engage in pervasive games that use the best of two worlds, the virtual and the physical, in order to offer to its players the sense of maximum enjoyment."
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,
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  • 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.
Steve Komarov

Moving learning games forward - 2 views

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    This paper makes a case for learning games grounded in principles of good fun and good learning, explores the commercial games market, gleaning lessons from this rapidly growing and diversifying place, analyzes the downfall of edutainment in the 1990s and establishes how the current movement differs. Then, this paper lays out the ecology of games with a purpose beyond play and establishes principles and best practices for moving the field forward in a positive direction.
Parisa Rouhani

FOXNews.com - How to Map the Human Brain - 0 views

  • But as many as 10 people must trace each neuron to catch errors, out of a team of several dozen.
  • no single wiring diagram looked the same for any animal. The wiring diagrams for the left and right ear muscles of the same animal also looked different, despite the muscles having an identical purpose.
  • hey represent simple challenges compared to the brain. They also know the exact purpose of the neurons and their connections in those cases
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  • memories are written in connectomes," Seung explained. "We may also be able to find connectopathies, or miswirings of the brain that cause mental disorders."
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.
Nick Siewert

Supreme Court Video Game Case: SCOTUS To Decide If California Can Regulate Games - 1 views

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    Supreme Court of the US of A weighs free speech vs: violent video games despite absence of any definitive research.
Marium Afzal

A Neurologist Makes the Case for the Video Game Model as a Learning Tool - 4 views

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    behaviorist view on videogames and learning
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