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Kiran Patwardhan

SMALLab Learning Launches K-12 Flow Embodied Learning Environment and the Design Contes... - 0 views

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    Los Angeles, CA (PRWEB) January 24, 2012 SMALLab Learning LLC has launched a new embodied learning environment and multiple lessons for the learning environment called Flow. Flow brings embodied learning to any existing Interactive Whiteboard or projection surface using a single motion-capture camera, similar to the Xbox Kinect™.
Chris Dede

Educational gaming gaining steam | eSchool News - 2 views

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    game advocates are finally realizing the same criteria apply to games as to other types of learning environments
Uche Amaechi

Human beings cannot be managed into engagement - Bites & Bytes - 0 views

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    http://www.thersa.org/events/rsaanimate/animate/rsa-animate-drive This RSA animate featuring Daniel Pink focuses on motivation. Although not Pink's thesis, to me it provides the explanation for why bonus pay to teachers (or students) for student achievement, particularly on tests is wrong-headed and damaging to educators and schools as professional environments in the long run. You can't pay people to care but you can organize school environments in which meaningful learning can be achieved. Teachers generally want to succeed and simply need a well-managed opportunity.
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    Thanks Uche for sharing this talk. I found Dan's insights interesting especially when he said that management is a technology that cannot lead to engagement. It struck me that it was a delicate balance between managing from the outside and developing self-management from inside.
Brandon Pousley

SimCity EDU for the Classroom - 0 views

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    This is a webinar chat that I sat in on today (A few questions I posed are featured in the Q&A at the end.) With the new SimCity release, they have also partnered with a company called GlassLab that has designed a teacher resource hub and also modified game that enables teachers to easily use the game in classrooms. There will be specific inquiry based challenges that allow students to interact in the game environment to investigate community issues (ranging from water shortages, power outages, labor disputes, earthquakes, budget concerns, etc.) and work with citizens and government to solve the issues. There is also an exciting multiplayer format where neighboring cities are controlled by other students and they must work together to solve problems. Glass Lab is partnering with EA Games, Gates Foundation, and ETS to build the teacher hub where educators can design and share best practices, lesson plans, etc. In addition, they will be doing a long term study to measure educational outcomes. It appears as though they are using this game as a pilot opportunity to build the framework for larger commercial game integration into the classroom.
Brandon Pousley

The New Face of Adaptive Learning - 0 views

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    Article focusing on emerging technology in the realm of facial recognition that may be able to bolster the non-cognitive abilities of adaptive learning environments, by recognizing a student's reaction to content by analyzing body language.
Chris McEnroe

Open Wonderland to be used as catalyst for African education - Hypergrid Business - 1 views

  • We need technologies that are simple to teach and learn for both teachers and students alike.
  • interactive and fun to encourage their interest
  • 3D virtual world technology as a catalyst
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  • 3D immersive education environments will offer significant improvements over the normal face-to-face, traditional teaching and learning styles
  • real-time collaboration across geographical distance,
  •  Virtual Technology for Education (VT4E) will study, implement, operate and support 3D virtual world environments for schools in Nigeria and other regions of Africa, using collaborative, state-of-the-art platforms and toolkits.
  • immersive audio
  • share live desktop application
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    Using open source Virtual World software to intentionally disrupt an education system. A bold vision and I think an opportunity for bold research.
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.
Ryan Brown

Obama Wants Educational Video Games - 1 views

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    The Obama administration is looking at video games to improve citizens' understanding of health, civic engagement and the environment.
Chris McEnroe

Bretford Launches EDU 2.0(TM) Education Furniture System for Connected Learning Environ... - 1 views

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    Thinking of the peripheral implications of technology in school. Architecture and interior design need to be really smart.
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

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."
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.
Parisa Rouhani

Studies Reveal Why Kids Get Bullied and Rejected - Children's Health - FOXNews.com - 0 views

  • when children interact without the guidance of an authority figure — is when children experiment with the relationship styles they will have as adults,
  • parents should teach social skills with the same tone they use for teaching long division or proper hygiene
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    Children who cannot pick up context and facial cues from peers more likely to face social isolation. I wonder if social gaming environments using avatars as virtual selves help or hinder a child's ability to pick up such social cues.
Parisa Rouhani

Virtually addicted: Weaning Koreans off their wired world - CNN.com - 1 views

  • Cheong is down to playing two or three hours on "Starcraft" and "World of Warcraft" three times a week,
  • The South Korean government estimates that the country has 2 million citizens addicted to the Internet
  • Earlier this month a three-month-old baby girl succumbed to malnutrition while her parents spent 12-hour stretches in an Internet café playing the role-playing game Prius Online
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  • 22-year-old man returned to an Internet cafe to continue playing immediately after he murdered his mother, who had complained about his gaming habits. Physical exhaustion after long computer sessions has also caused deaths.
  • Internet addicts will also be offered free software with a timer that shuts down their computers or a "fatigue system" that bores players by making games slower and more difficult
  • Some of the suggested new measures to curb Internet addiction could collide with a gaming market that is expected to be worth $5.5 billion this year with a 17 percent growth rate
  • The companies make their money selling add-ons such as weapons, outfits and special abilities for the online characters.
  • Another novel idea to curb addiction is to punish excessive playing by confiscating gamers' virtual wealth.
  • We are examining various technological directions to prevent excessively continuous game play even for adults, and we are also discussing a special system that will allow children and teenagers to learn a healthy gaming habit,
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    This is an interesting article that speaks to the result of over-engagement. I wonder if this problem is specific to Korea and less so in other countries (if so, what is it about that environment that makes video games so addictive) or if it's only been studied in Korea but could be a similar problem in other parts of the world.
Soomi Hong

http://www.wired.com/wiredscience/2010/04/copycat-avatars-prevail/ - 1 views

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    "The new study runs counter to the conventional idea that success in an unfamiliar, changing environment comes from a mixture of innovation and copying others."
Leslie Lieman

Education Week Teacher: Cultivating a Positive Environment for Students - 1 views

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    Back to the basics: "Studies show that positive feelings can enhance students' attention and higher-order thinking skills, as well as encouraging perseverance."
CONNIE FRIZZELL

Enacting Digital Identity - 0 views

started by CONNIE FRIZZELL on 09 Mar 13 no follow-up yet
Matthew Ong

Where good ideas come from-Steven Johnson - 0 views

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    An interesting talk about how chance favors the connected mind. How do we create such spaces in the classroom, school or perhaps out of formal learning environments?
Maurice Joyce

The Plusses and Pitfalls of Teaching Online - 2 views

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    Interesting look at MOOCs
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    I like how the author provides honest feedback about how difficult it is for the teacher to deliver courses online. It democratizes education and allows for huge scaling, but it requires Intense preparation, lack of immediate feedback from students, lack of immersive environment for students.
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