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Tracy Tan

21st century classrooms needed for the future (Jorgen Lindgren Hansen, China Daily[CN],... - 0 views

(Restricted access article, posted here.) The article talks about re-organizing classrooms and schedules in order to cater to the needs of the 21st century classroom. At a time when new technology...

china classroom configuration schedule

started by Tracy Tan on 27 Mar 12 no follow-up yet
Chris McEnroe

Technology a Top Priority in District 196 Schools - Rosemount, MN Patch - 0 views

  • hopefully
  • engagement
  • engaged
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  • y more engaged,” said Heier. “The engagement itself, hopefully, will increase student performance.” Funding for these undertakings comes from a variety of sources, said Jeff Solomon, director of finance and operations for the district. Until recently, one source was a financial pool provided to schools nationwide by the Microsoft corporation as the result of a lawsuit served as a revenue source. However, those funds are now drying up after several years of use. The district also receives $1.4 million per year from the capital projects levy, all of which is intended for technology-related purchases. The 10-year levy was voted into effect in 2004. Capital funds are another source of technology funding. These monies, which are issued annually, are provided by state aid and by local property taxes. The total capital funds budget is $10 million per year. However, only $140,000 is designated for administrative technology; another $1.2 million is also allocated to specific schools, where the revenue is often used to fund technology. Currently, the district’s primary technological priority is building a stronger, more consistent wireless connection, said Heier. This project is still in the early stages. The district is working with a consulting firm to design a network that will allow for further expansion. Heier said that in the future, the district would like to create an environment where students can bring their own devices to school, and where schools provide students with devices, such as laptops and tablets. The district will begin building the network in either summer or fall of 2012. Heier was unable to estimate an end date for the project, but said the district hopes to establish the network within two years. The wireless project is estimated to cost between $500,000 and $750,000, according to Heier. Funding for the network is currently being sourced from the capital project levy. At present, levy funds will not be available until after 2014-2015. However, the levy may be renewed through a community vote in 2014. Either way, it appears that high-tech efforts will continue to be a priority for District 196 in the foreseeable future. “It’s our world now,” said Berenz. “We don’t have the choice to not incorporate technology.” Related Topics: Capital Funds Project, Capital Revenue, District 196, Education, Jeff solomon, Rosemount-Apple Valley- Eagan School District, Superintendent Jane Berenz, Technology in classes, and classroom technology What do you think of technology in classrooms? Tell us in the comments. Email me updates about this story. [["validates_email_format_of",{"message":"Enter a valid email address e.g. janedoe@aol.com."}]] Website: Thanks. We'll email you the next time we update this story.  Email  Print Follow comments  Submit tip   Comment Leave a comment [["validates_presence_of",{"message":"Hey, you forgot to let us know how you feel \u2014 please enter a comment."}],["validates_length_of",{"too_long":"Easy there, Tolstoy. Your comment cannot exceed 1500 characters.","maximum":1500,"allow_blank":true}]]comm
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    Spending money with the hope that learning comes from assumed engagement.
Tracy Tan

Irish schools make switch to ebooks; Textbooks go hi-tech as students learn on iPads an... - 0 views

Access to the site is by subscription, so I am including the article here: T'S a sad day for doodlers. The dog-eared textbook is on its final chapter in Ireland as schools switch to ebooks. More t...

ipads proliferation

started by Tracy Tan on 29 Feb 12 no follow-up yet
Tracy Tan

History in Leeds, then maths in California; The internet has opened up a huge new world... - 0 views

(Restricted access article, so I'm posting it here.) I found what was said about 'engaging online learning experiences' very insightful: "It must be a well ordered, curated experience that underst...

online learning curating

started by Tracy Tan on 27 Mar 12 no follow-up yet
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."
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

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.
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."
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...
Leslie Lieman

For Women to Think Mathematically, Colleges Should Think Creatively - Commentary - The ... - 2 views

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    Also as a follow-up to our conversation on Monday. Although more women are in STEM careers, there is still a lag in those considered "hard sciences." Most people look at mathematics as the core difference, these authors look at creativity. "For instance, three factors that are widely accepted as being positively correlated with creativity are playfulness, curiosity, and willingness to take risks. Studies have found that boys and men are generally more playful than girls and women, and are more curious and more willing to take risks, which could help explain why men are more creatively productive than women in general, and in particular, in the hard sciences."
Tracy Tan

A teacher can be just one click away; Online tutoring is growing in popularity with par... - 0 views

(Restricted access only to subscribers, so I'm posting the article here. This is possibly the new face of tutoring,) When finding a local tutor to come in and help her daughter Mith with her Engli...

online tutoring

started by Tracy Tan on 27 Mar 12 no follow-up yet
Stephanie Fitzgerald

Rational Design: The Core of Rayman Origins - 0 views

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    This longer gamasutra article talks about Macro Flow and Micro Flow, complete with Csikszentmihalyi's flow diagrams. "Macro flow is the constant rise in difficulty to compete with the player's increasing skill level, maintaining the balance between boredom and anxiety. Macro flow refers to the entire gameplay experience from the beginning of the game until the end, and having a good macro flow will likely result in constant interest and intrinsic motivation on the part of the player throughout the course of the game." "Micro flow is short intense periods of flow that happen frequently, as well as the constant adaptation of the game's challenges to the player's increase in skill level. It is perpetuated by repeated successes in rapid succession, which provides positive emotional and tangible feedback encouraging the player to continue in the micro flow; this is known as a virtuous cycle."
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    Thanks for posting, Stephanie. I wonder if these instances of "micro flow' interfere with a gamer's chances of experiencing macro flow. I'm imagining instances of micro flow to be like interesting pit stops along a road trip, while macro flow would be equivalent to the exhilaration of cruising down an open road without any interruption. Not sure if that's the right way to think about it though...
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.
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.  
pradeepg

Microsoft in education featured video - 0 views

shared by pradeepg on 29 Mar 12 - No Cached
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    This ~3min video is a description of how a school integrates the use of games (eg. guitar hero) into their curriculum. It utilizes this game as a starting point for multiple explorations in music. I am very unsure of the value of incorporating the game. Any thoughts ?
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    I'm not sure how I feel about the commercial aspect of this... it feels a bit like a marketing tool for Guitar Hero. But, I do think that it sounds like they're doing interesting things with the surrounding curriculum. When I was in grade school I remember participating in a special unit on the Oregon Trail where we did related activities in every subject: managing our money and supplies in math class, learning about atmospheric conditions/obstacles in science class, and negotiating through historically-situated group decisions in social studies. I found this particular unit so much more engaging than everyday coursework, as I was able to both employ my imagination and see real-world application for skills that I was building. The Microsoft program stuck me as a 21st century adaptation of this (albeit grounded in a commercial product), where students were building various skill sets across subjects that were all tied together by a common narrative.
Kasthuri Gopalaratnam

As New iPad Debut Nears, Some See Decline of PCs - NYTimes.com - 2 views

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    "Gene Munster, an analyst at Piper Jaffray, estimated that Mr. Cook's prediction would come true in 2017, but others contend tablets will be on top sooner than that. For example, in a blog post on Friday, Horace Dediu, an analyst with Asymco in Finland, made a detailed argument that tablet sales would pass traditional PC sales in the fall of 2013.
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    Developers of electronic textbooks and educational games would do well to focus on the tablet platform, which is predicted to become dominant in the next 2 to 3 years. This means that we would need to be fully prepared to leverage the affordances of the tablet technology in delivering our products. .
Jerald Cole

The Instructional Use of Learning Objects -- Online Version - 0 views

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    This is probably the definitive online source on learning objects. I recommend you download each chapter, as it hasn't been updated in a while (a sign that it may go away). An extremely dry read, but if you take it in small doses you'll be well grounded in the concept. Key ideas are embedded in SCORM..
Tracy Tan

Solar Ipads for schools in rural South Africa (Gabrielle Monaghian, The Sunday Times [... - 0 views

Access to the site is by subscription only, so I am including the article here: A solar-powered iPad described as a "school in a box" has been developed by the Dun Laoghaire Institute of Art, Desi...

solar ipad soth africa

started by Tracy Tan on 29 Feb 12 no follow-up yet
Xavier Rozas

Faster Maintenance with Augmented Reality - 0 views

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    Article discusses a MIT/Columbia project currently underway that uses AR systems to assist Marines during difficult repairs to weapons systems and vehicles. The test found that mechanics could perform the repairs in half the time when using AR assistance versus the more traditional text-based repair manual. I would be very interested in seeing how more AR in classroom seetings in physics and math might accelerate learning.
Parisa Rouhani

No fair! Why your brain hates inequities - Behavior- msnbc.com - 0 views

  • people prefer a level playing field,
  • Our study shows that the brain doesn’t just reflect self-interested goals, but instead, these basic reward processing regions of the brain seem to be affected by social information
  • humans are attuned to inequality, and we just don't like it.
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  • The researchers monitored signals in the striatum and prefrontal cortex , parts of the brain thought to be involved in how people evaluate rewards. They found that the brain activity in these areas was greater for the "rich" subjects when money was transferred to the other player than to themselves, whereas the "poor" subjects' brains showed the opposite pattern
  • n other words, everyone seemed to prefer a financial equality.
  • these regions were responding most when the outcome would be the most fair,
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    research shows that people prefer equity in situations. fairness affects one's emotions about a situation
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