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Kim Frumin

MOOCs, sensors, apps and games: The revolution in education innovation - 0 views

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    Vivek Wadhwa provides an overview of emerging educational technologies, including sensor-based technology, which "detect the interest, learning, and emotion of the student".
Chris Dede

New Webinar | WoW in School: Video Games as Arenas for Quest-Based Learning - 0 views

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    WoW in School: Good idea, or fad?
Chris Mosier

Can You Make Yourself Smarter? - 2 views

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    story of a third grade class in Chicago using a computer-based memory game to improve their "fluid intelligence." article focuses on the work of Susanne Jaeggi and Martin Buschkuehl of the University of Maryland
Leslie Lieman

"Designing Play That Matters: Community PlanIt and the Boston Public Schools" - Radclif... - 0 views

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    An interesting lecture this Tuesday, March 27, 2012 at 6:15 p.m! Malkin Penthouse, 4th floor, Littauer Building, 79 John F. Kennedy Street, Eric Gordon explores whether Community PlanIt-a web-based social network developed by Gordon's Engagement Game Lab-help improve public schools in Boston. - Eric Gordon, Associate Professor, Department of Visual and Media Arts, Emerson College and Lead Designer, Community PlanIt - Commentary by Nigel Jacob, Co-Director, Office of New Urban Mechanics, City of Boston
Kasthuri Gopalaratnam

Education Week: Study Finds Timing of Student Rewards Key to Effectiveness - 3 views

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    Interesting study on rewards and motivation: Some excerpts - Rewards worked much better if they were given to students before the test, not after. Researchers found students worked significantly harder to keep what they had than they did to win something new. But none of the incentives worked at any age if students knew they wouldn't get the reward for a month. "All motivating power of the incentives vanishes when rewards are handed out with a delay," the researchers concluded. "Especially among children, the difference between right now and tomorrow is a big difference," Ms. Sadoff said. "For all students it's important that the reward be immediate." That impatience creates a massive problem for incentive programs based on state test results, which can often take months to turn around.
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    Thanks for this Kasthuri! This gives additional strength to the immediacy of digital rewards and students having access to their own "stats" (both potentially available in games and simulations). The thought of actual green-back monetary rewards for study/learning gives me the heebie-jeebies. I appreciated Alexandra M. Usher's comment, that "it's really important to reward inputs, not outputs [and] to reward behavior that kids can control, rather than just telling them to get better grades."
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
  • ...2 more annotations...
  • 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.
pradeepg

An opportunity to compare two game based math learning sites - 0 views

shared by pradeepg on 23 Feb 12 - Cached
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    I have found it useful to compare and contrast the links below ( shared by Stephanie and Bharat) Trial ST Math ( mindresearch.net/ ) Reflex math ( http://www.reflexmath.com/)
Briana Pressey

Can playing World of Warcraft make you smarter? - 1 views

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    A study on game-based cognitive training and performance.
Chris Dede

Game-Based Learning Webinar Series - 3 views

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    webinar on videogames and learning
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