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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."
sandra jacobo

WDWDT: A New App That Keeps Teachers, Students, Parents In Sync - 1 views

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    In light of this week's reading around equity, I question the impact apps such as these will have on low-SES communities. Also, this app may have the unintended consequence of creating an additional requirement for the teacher and as a result more pressure.
Chris Dede

NMC Horizon Report > 2013 Higher Education Edition | The New Media Consortium - 0 views

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    Gamification is one of their high impact technologies
Jackie Iger

Impact of Now-Defunct U.S. Ed-Tech Program Noted - Digital Education - Education Week - 0 views

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    Shares 28 case studies of innovative tech-based education initiatives supported by EETT.
Tracy Tan

iPads Extend a Teacher's Impact on Kindergarten Literacy - 0 views

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    A school district in Maine is researching the use of ipads for early childhood literacy. The report is couched very positively,
Chris Dede

Guardian open journalism: Three Little Pigs advert - video | Media | guardian.co.uk - 5 views

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    Very fun illustration of social media's impact on journalism
Helen Poldsam

BrightBytes aims to measure the impact of technology in education - 1 views

Interested in seeing their results. http://techcrunch.com/2014/03/13/with-10k-schools-on-board-brightbytes-lands-15m-to-help-measure-the-real-impact-of-technology-in-education/

started by Helen Poldsam on 16 Mar 14 no follow-up yet
jwp763

Digital Nation Frontline Special - 0 views

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    This week, PBS's Frontline aired a program looking at the impacts of digital media on the population as a whole. A large portion is dedicated to exploring how digital media impact engagement of young people in school and at home.
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    I watched part of it and would recommend it.
Hongge Ren

Seth Priebatsch: The game layer on top of the world - 4 views

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    By now, we're used to letting Facebook and Twitter capture our social lives on the web -- building a "social layer" on top of the real world. In his talk, Seth Priebatsch looks at the next layer in progress: the "game layer," a pervasive net of behavior-steering game dynamics that will reshape education and commerce.
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    Thanks for sharing Hongge, I think many aspects of our lives are actually 'gamified'. The key seems to be making it as relevant and 'intrinsically integrated' so that it's seamless. Just a question: why is it 'game layer' over the real world and not 'real world' layer over the game?
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    Yes, indeed. The ideal is to intrinsically integrate. That's a good idea. Why not? In fact, maybe the alternate reality games qualify as "real world" layer over games because in such games, whatever happens in games impact the reality in certain ways. We could also design games to work the other way around, e.g. a diet game, where only when you do exercise in a gym in the real world, can you advance levels in the game.
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    Haha yes!! I recall a rowing machine which actually had a game in front of users so that they could compete with 'other rowers'. It was great and definitely made the workout more fun. I stopped though after a friend slipped his disc on the machine...
Kasthuri Gopalaratnam

Berkeley Group Tries to Make Sense of Big Data - NYTimes.com - 0 views

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    The most difficult aspect to analyzing Big Data or even programming software to analyze Big Data is to resist the temptation to take our current understanding of data analysis and push it into a new platform. WHAT is the information we need and HOW can we present it in order help educators make decisions that truly impact student achievement? Holy Grail!
Chris McEnroe

Flipping the Classroom Requires More Than Video | GeekDad | Wired.com - 0 views

  • What Khan Academy is not, though, is a panacea for education. Khan’s timing — when digital media consumption is high and devices like iPads are widely popular (50 million units sold, through 2011) — helped mainstream the use of video for educational material.
  • schools line up to try to capture a cost-effective genie in a bottle
  • success with a flipped class is a combination of understanding the pedagogical goals and using the technology and method to support them.
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  • making connections with learners and differentiating your instruction
  • but centers around the negative impact Khan may have on innovation. The Khan style of teaching is the same step-by-step process that students have seen for generations:
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    Some very interesting deliberation on the meaning of the Khan phenomenon. I found some resonance with Prof. Dede's comments on the radio.
Tracy Tan

School Counselor Facebook Guide Released - 0 views

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    The American School Counselor Association has released a guide to help school counselors make sense of the Facebook platform and its on-campus impact. In thinking about technology and EMF, we have yet to discuss cyberwellness issues. Presumably, one's engagement would be decreased if one felt unsafe.
Chris McEnroe

Harvard Tops MIT for a Second Year in University Rankings - Bloomberg - 1 views

  • quality of teaching and the global impact of research.
  • Top 40 World Reputation Rankings 2012:
  • 1. Harvard University
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    Not bad.
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.
Kiran Patwardhan

EIM to Release Learn 'N' Earn and Interactive Incentives Games Modules - 0 views

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    EIM (Excellence In Motivation) announces the addition of two new modules to its recognition and incentive suite of solutions. EIM's Learn 'N' Earn and Interactive Incentive Games will be unveiled to the public at the World at Work Total Rewards Conference in Orlando, FL, May 21-23, 2012.
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    This is a really new way to incentivize or gamify some mundane processes in corporations. I can see this having an impact. .
Leslie Lieman

MIT's New Free Courses May Threaten (and Improve) the Traditional Model, Program's Lead... - 0 views

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    A brief interview with L. Rafael Reif, MIT's provost, and Anant Agarwal, director of MIT's Computer Science and Artificial Intelligence Laboratory about MITx, a new/developing online certificate program. Interesting how much they can not anticipate how/what this will impact (re: education, jobs, higher ed market).
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.
Lin Pang

What's Wrong With the Teenage Mind? - 3 views

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    an interesting point from the article: "adolescents aren't reckless because they underestimate risks, but because they overestimate rewards-or, rather, find rewards more rewarding than adults do."
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    I really enjoyed this article, thank you. I find it very interesting to explore from a neurological perspective how some aspects of our modern world impact children and teens. So often parents say that the world is different today, but it is important to realize that the way we function does not change so quickly.
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    I noticed this article as well - I think it's absolutely fascinating! Now I'm curious about the implications of these findings for designing educational technologies for adolescents: how can products take advantage of these proclivities? A more difficult question would be - is there any way that technologies can counteract these tendencies in order to bring more balance/rationality into a teenager's world?
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