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Chris Dede

National Conversation on Games | | Center for Games and ImpactCenter for Games and Impact - 1 views

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    Please feel free to join in this dialogue, which is an attempt to shape national policy.
Brandon Pousley

Brain Activity Map - 1 views

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    This is a very interesting project, especially in light of our conversation about ways that physiological and psychological markers can inform learning systems (adaptive learning, responsive software, etc.)
Leslie Lieman

For Women to Think Mathematically, Colleges Should Think Creatively - Commentary - The ... - 2 views

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    Also as a follow-up to our conversation on Monday. Although more women are in STEM careers, there is still a lag in those considered "hard sciences." Most people look at mathematics as the core difference, these authors look at creativity. "For instance, three factors that are widely accepted as being positively correlated with creativity are playfulness, curiosity, and willingness to take risks. Studies have found that boys and men are generally more playful than girls and women, and are more curious and more willing to take risks, which could help explain why men are more creatively productive than women in general, and in particular, in the hard sciences."
Tom Keffer

The Flight From Conversation - NYTimes.com - 0 views

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    A very good meditation on how technology is changing who we are -- not all for the better.
Leslie Lieman

Did Anyone Ask the Students?, Part 2 - Next - The Chronicle of Higher Education - 0 views

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    Following increasing amount of disruptive technologies in Higher Ed, and announcement of MIT/Harvard EdX platform, author claims to check in with students. Does not really live up to the title (as he does not write enough about conversations with students), but it is a question that does need to be asked. Here is part one of "Did Anyone Ask the Students?" http://chronicle.com/blogs/next/2012/05/01/did-anyone-ask-the-students-part-i/
Stephanie Fitzgerald

Why gaming in the classroom may soon be the norm | Firstpost - 5 views

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    An interesting post on games in education that links to many examples for learning to code and mentions some other online educational environments that use gamification.
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    Hi Stephanie - This article also seems to highlight the extrinsic rewards of points and badges -- calling it "gamification." And given our last conversation in class, I wonder if all the points and badges will kill the intrinsic desire to play the games. Interestingly, there was a comment with a link to another article http://www.hideandseek.net/2010/10/06/cant-play-wont-play/ where the writer notes that some games just use "pointification," and that the best games are the ones that have rich cognitive, emotional and social aspects, with choice and skill... but not dependent on points/badges. In light of our "motivation" conversations, it will be interesting to watch how gaming in the classroom plays out if they are largely point/badges driven.
Jing Jing Tan

Zapping the brain into "expert" mode - Boing Boing - 3 views

  • transcranial direct current stimulation
    • Chris Mosier
       
      Thanks for the link, Jing Jing. The article makes an interesting conclusion that in addition to electrical stimulus, you can induce flow by focusing on an external object to "turn off conscious thought." From the New Scientist article: "When you have an external focus, you achieve a more automatic type of control," she says. "You don't think about what you are doing, you just focus on the outcome."
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    Tying in with our conversation about flow, this article mentions a way to physically induce flow through "transcranial direct current stimulation".
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    I have to say..I am a bit weirded out by this article. The days of Johnny Mnemonic are not far behind.
Katerina Manoff

School leavers given 'de-text' lessons to speak the language business needs; Social med... - 2 views

I've been reading a lot about this trend - I think it's equally prevalent in the US. I wonder how much of it is caused by our move away from school as preparation for career to school as a place fo...

social media text-speak sms language poor skills

Kim Frumin

Game Mechanics Support Social Currency? - 2 views

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    Two ways to read about Wharton professor Jonah Berger's take on how game mechanics can be engineered to promote social currency. Do you agree with Berger's perspective? Here's the link to the academic paper: http://papers.ssrn.com/sol3/papers.cfm?abstract_id=1836457
Jen Dick

How to approach digital engagement for museums | MuseumNext - Europe's big conference o... - 0 views

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    I've been doing a ton of reading on visitor engagement and learning in museums for work, and I think this framework is a nice lens for beginning to think about the how, the what, and the why. It's a little shallow, but a good initial conversation starter. "Most people believe that digital media can benefit their organisations, but when it comes to using these tools, even the biggest, tech savy museums and galleries can struggle to know where to start. The Digital Engagement Framework was developed by Jasper Visser and myself as a simple to use roadmap to help the sector to approach digital media in a more strategic manner."
Chris McEnroe

OSCON 2012 - O'Reilly Conferences, July 16 - 20, 2012, Portland, OR - 1 views

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    This looks like a rich conference resonating with conversations similar to those we've had in 545 lately.
Katerina Manoff

Behavior Management Software - ClassDojo - 3 views

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    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.
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    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.
Leslie Lieman

Stop Stealing Dreams - by Seth Godin - 1 views

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    Seth Godin is giving away a book online, encouraging it to be spread among teachers and getting hundreds of thousands of readers. He usually writes about marketing and the spread of ideas, but he takes on education in this series of blog-post-provocative-conversation-starting writing. He states, "School was invented to create a constant stream of compliant factory workers to the growing businesses of the 1900s. It continues to do an excellent job at achieving this goal, but it's not a goal we need to achieve any longer."
Chris McEnroe

greenlight for girls - Home - 2 views

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    Greenlight for Girls uses various 2.0 tools to engage girls in informal learning to promote girls toward STEM careers. They compliment online work with on the ground, face-to-face conferences so that the online conversation has correlation with face-to-face experiences and interactions, making the online engagement more visceral.
Chris McEnroe

Hyping classroom technology helps tech firms, not students - latimes.com - 1 views

  • "The media you use make no difference at all to learning," says Richard E. Clark, director of the Center for Cognitive Technology at USC. "Not one dang bit. And the evidence has been around for more than 50 years."
  • "does not automatically inspire teachers to rethink their teaching or students to adopt new modes of learning."
  • The app is free, and plainly can help users create visually striking textbooks. But buried in the user license is a rule that if you sell a product created with iBooks Author, you can sell it only through Apple's iBookstore, and Apple will keep 30% of the purchase price. (Also, your full-featured iBook will be readable only on an Apple device such as an iPad.)
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    This article is a bit snarky but it raises some worthwhile cautions around the buzz of tech in education, particularly Apple.
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    It is amazing to me that Apple and technology can take center stage in the education conversation without a word of professional development, best practices, learning outcomes... As I have stated before, I/we are an Apple family... but I am worried about the prospect that Apple's role in the textbook industry will eliminate other platforms and in-turn will limit access to many.
Briana Pressey

As Digital Tools Abound, Help Kids Self-Regulate - 4 views

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    This article emphasizes that the appeal of technology is not enough to motivate children to learn. Stresses that self-efficacy and the ability to set reasonable and attainable goals on their own is essential to fully engage students.
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    Video games and educational technology designed well have a wider range of self-efficacy, goal setting, and initiative required in order to feel successful in the experience; therefore they are more inclusive than other forms of independent activities.
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    Perhaps this is also the answer to make sure technology doesn't turn into a distraction instead of a learning tool? I think many kids would benefit from learning strategies for using technology efficiently/avoiding distractions.
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    Thanks for this article! It captures some of the self-efficacy conversations that have been helpful in designing my project. I think as the role of the teacher evolves, we will rely on students having choices for modes of learning and and as the article states, "we [will] rely more on children's independent initiative and motivation."
Chris McEnroe

How should tech be used in school? - EsthervilleDailyNews.com | News, Sports, Jobs, Nor... - 1 views

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    This conversation and the reporting her have more depth.
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