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Stephanie Fitzgerald

The Student Experience Brought to You by … Students! - 1 views

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    This article talks about a participatory design initiative with undergraduates at Utah State University to determine how higher education could be transformed into a more engaging and cohesive experience. "What if we put students in the driver's seat of a new kind of R&D to transform higher education? One that provided a platform for engaging students more fully in a real world effort that also involved faculty, administrators, support services and more?"
Jing Jing Tan

Do Professors Determine Whether Laptops Engage or Distract Students? - 1 views

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    This article argues for the benefit of using laptops in university classrooms.
Jerald Cole

Jeremy Lin's determination key to his success: Harvard roommate - CNA ENGLISH NEWS - 1 views

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    On grit and success.
Chris Dede

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

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    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
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    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.)
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    Thanks, Shane!
Stephanie Fitzgerald

How the Blind Are Reinventing the iPhone - Liat Kornowski - Technology - The Atlantic - 1 views

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    The iPhone can be a freeing tool for the blind, especially when their needs are addressed through apps designed by blind people.
Chris Mosier

What Makes Social Games Social? - 0 views

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    Detailed examination of the axis that promote/discourage collaborative play (Synchronous vs. Asynchronous player interaction, Symmetrical vs. Asymmetrical relationship formation & Strong Tie vs. Loose Tie relationship evolution). The article provides examples of each axis in practice. Interesting application of SDT's "relatedness" in a gaming context.
Marium Afzal

Gamification And Self-Determination Theory - 3 views

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    This article looks at how games incorporate three intrinsic motivation needs.
Marium Afzal

Beyond Gamification: Architecting Engagement Through Game Design Thinking - 4 views

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    On game design, gamification and self-determination theory
Parisa Rouhani

Students to face cyberbullying charges - SciTechBlog - CNN.com Blogs - 0 views

  • threatening comments on a fellow student's Web site can be charged with hate crimes and defamation.
  • students began posting threatening remarks
  • The appellate court determined that the cyberbullying was not free speech and the students were not protected by First Amendment rights
Jennifer Jocz

Not Just Fun and Games -- Campus Technology - 0 views

  • He said playing the games allows students to dig down into the layers of information being put in front of them while playing, and in "real life," where students regularly partake in exercises like determining the reliability of scholarly journals and Web sites.
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    An example of how video games are being used in higher education
Chris McEnroe

The Future of Education Isn't Free. It's Open. | Stephen Laster | LinkedIn - 0 views

  • simple solution to accelerate open edtech for everyone is to support technology standards
  • open standards ensures that educators and students can determine what’s most effective
  • What seems like a simple concern of IT departments has serious implications for learning.
    • Chris McEnroe
       
      In my experience, this where the dysfunction of the relationship between It professionals and academic designers/educators will manifest.  Unless the health of this communication stream is supported directly, the gears of academic technology will crunch like a torn rotator cuff, causing every bit as much pain and chagrin. 
  • ...3 more annotations...
  • open is technology or content that can integrate painlessly with other resources.
  • Often, they’re unable to use the technology that works best for their students because they’re locked into systems they’ve used in the past or because the complexity of creating a seamless classroom overwhelms them.
    • Chris McEnroe
       
      Amen. 
  • Closed and rigid learning technology can keep students and educators stuck in place and create frustration.
    • Chris McEnroe
       
      Self-fulfilling the prophesy of some that technology is an expensive waste of attention- when in fact it simply requires a more refined attention to realize its potential. 
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