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Chris McEnroe

Study touts benefits of a 'wired' classroom - 1 views

  •  Concordia University researchers set out to answer a "big picture" question: Does computer technology have a positive overall effect on learning in the classroom? File photo.Photograph by: CHARLES PLATIAU , ReutersMONTREAL — Concordia University researchers set out to answer a "big picture" question: Does computer technology have a positive overall effect on learning in the classroom?"There have been lots of arguments, both pro and con, regarding this issue, (such as) is it worth the investment?" said professor Richard Schmid, chairman of the education department at the Montreal-based Concordia.Their literature review involved looking at thousands of studies and comparing achievement in classrooms that used computer technology with those that used little or none.The 40-year retrospective study, published in the Review of Educational Research journal, concluded that classrooms where computer technology was used to support teaching had a "small to moderate positive" effect on learning and attitude.If an administrator must make a decision "should we invest in this? The answer is yes," said Schmid, the study's co-author.The literature shows that more recent, sophisticated applications of the technology produce greater positive gains than older
  • f an administrator must make a decision "should we invest in this? The answer is yes," said Schmid, the study's co-author.The literature shows that more recent, sophisticated applications of the technology produce greater positive gains than older applications, he sai
  • under what circumstances positive effects are observed
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  • he technology is used solely as a content provider — for example, if iPads are used as alternatives to books — then there won't be any positive change,
  • Where technology does have a positive impact is when it actively engages students, when it's used as a communication tool, when it's used for things like simulations or games that enable students to actively manipulate the environment
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    Report on a study whose findings support not just technology in the classroom as a wise investment, but support it only if used in particular ways.
shendanxi

The Multiple Dimensions of Video Game Effects - 0 views

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    The paper suggests a multi-dimensional approach to analysing digital games. The good or bad criticism should be replaced by thinking about the games' effects in terms of (1) the amount of play, (2) the content of play, (3) the game context, (4) the game structure, and (5) the mechanics of game play. Considerations should be put into each of these 5 dimensions when a game is being designed.
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
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.  
Malik Hussain

Jeremy Bailenson, Stanford: Virtual Self - Avatars can affect how you are in the real w... - 0 views

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    In context of Professor Dede's comment from last class about the "Proteus Effect"...some punchlines from Professor Jeremy Bailenson about the power avatars can exert on their creators.
Chris Dede

Money, Time, and Tactics: Can Games Be Effective in Schools? | MindShift - 5 views

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    This is about a report by HGSE's John Richards that we will need later in the semester
Malik Hussain

http://www.goodgamesbydesign.com/Files/CreatingFlowMotivationFun_MurphyEtAl_2011.pdf - 1 views

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    An application-oriented paper that explores designing effective learning games through the use of Flow, Motivation and Fun.
Brandon Pousley

Disney 'Connected Learning' Aims To Infuse Games with Learning - 0 views

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    Disney's Connected Learning program has been developing games for 6 years now, the most popular title being Club Penguin. They are currently planning to roll out several pre-school titles and are also capturing data on the games effects on learning outcomes. Interesting to see Disney attracting top talent from the gaming industry to help develop games and also not shying away from doing the research to investigate educational outcomes.
Tom Keffer

Testing the Teachers - NYTimes.com - 0 views

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    Discusses the need for value-added assessment of learning effectiveness in college.
Jorge Mazal

How to engage parents online more effectively | eSchool News - 2 views

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    Interesting idea: engaging parents to help motivate their kids in school. It includes several of sources of "intrinsic motivation": curiosity, challenge, context, and motivation. I would be interested in seeing a more independent assessment on how successful this system is.
Ryan Brown

Could Many Universities Follow Borders Bookstores Into Oblivion? - 1 views

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    Chronicle of Higher Education Q&A with researchers from Georgia Tech's Center for 21st Century Universities. Highlighted are many of the more recent technologies, as well as their effects on higher education's future.
Stephanie Fitzgerald

Challenge and hindrance stress: relationships with exhaustion, motivation to learn, and... - 0 views

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    This article talks about a study on the positive and negative effects of "challenge stress" and "hindrance stress" on motivation to learn and learning performance. I linked the citation here; to access the full text, I recommend using Harvard's E-Research site to search for the Journal of Applied Psychology and then getting to the article via the EBSCO link in the catalog record. (Or else find J Appl Psuchol through EBSCO and log in with Harvard LibX.)
Stephanie Fitzgerald

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

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    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."
Chris Dede

Researchers debate gaming's effects on the brain | eSchool News - 3 views

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    more studies needed to sort out what is happening
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!
Xavier Rozas

Web is among world's 'destructive' technologies - 0 views

  • "Increasingly the Internet itself, given our reliance on it, is a source of destructive technology. I think we really have to worry about cyber terrorism and cyber crime increasingly. But there's obviously nuclear proliferation and bio-weapons and chemical weapons."
  • "I think it's had two diametrically opposed effects. One effect has been really good. It's created transformation and empowered people and allowed us to debunk bad ideas in a very ... decisive way. It's almost created a cognitive immune system for the planet."
  • He continued: "It's also empowered pranks and pseudoscience and bad information because every person on the Internet can sort of find the people like them and everyone can find an audience so there are certain forms of ignorance that would more or less be unthinkable without the Internet. Global jihad has been massively empowered by the Internet. Even things like the 911 truth conspiracy. That, to my mind, is an Internet phenomenon. No one would publish those books. This is something that is born of Web sites and Internet commentary."
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    Distructive...? Disruptive, yes. Internet is still finding ways to upend business models and psycho-social norms.
Uly Lalunio

Video Game Expands the Concept of Dark Energy for Mass Effect: Scientific American - 0 views

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    "Introducing gamers to even the concept of dark energy is a step in the right direction. Someone might hear that term as part of a game and then hear it again in a more scientific context, and that might help them ultimately gain a better understanding of what it is. There's a tremendous untapped potential in games for incorporating cool science."
Xavier Rozas

Controller advancements - 1 views

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    First off, I really stopped playing the major video game titles after I beat Super Mario Bros. II. It took me like 4 months to best Bowser, but once I did and the world pretty much remained the same I lost interest. Still, I cannot say all the new games that have come out recently don't peak my interest. The problem, I have been out of the gaming loop for so long now that I am at a serious disadvantage whenever I play. The controllers have become so complkicated and sensative that I spend most of the initial induction just trying to figure out what the hell I am supposed to do, and what combonation of clicks and toggles prompts the desired effect. Nintendo's Wii however seemingly streamined the learning curve as my body was the primary controller. Sony is now prepping to launch an entirely new controller protocol that uses the functions of the handheld even less. It might even eliminate the need for a controler all together...all body, all movement are calibrated and support the players avatar.
Yang Jiang

Growing Up Digital, Wired for Distraction - NYTimes.com - 0 views

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    Most of the news I found discuss whether video games have any negative effects on kids. IIn constrast, those educational games which play an important role in educating kids are neglected and not paid much attention to.
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