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Scott Hertrick

EVE Online - Home - 0 views

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    Massively Multiplayer online game were gamers create federations, alliances, etc. and the world is directly influenced by these large corporations and groups that are entirely player driven. Here, as in MAG, social interaction is not an ancillary element but critical to gameplay.
Xavier Rozas

Heritage Key | Unlock the Wonders - 0 views

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    Virtual world that allows people to learn about ancient history is actually holding a live music festival in the virtual space to motivate new users to interact and to entice would-be users to download the software the game requires
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.
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.  
Xavier Rozas

Sabbath Manifesto - 1 views

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    Too engaged in digital media? Not engaged with humankind? Here is a national unplug day invite. March 20th people all over the world will be quiting their phones,computers or whatever other device of choice keeps them from spending time interacting with other humans and enjoying the analog beauty that is all around us.
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    I can't do this and I'm pretty old! Can't imagine young people being able to.
Jerusha Saldaña Yanez

What They Play - Kids Influencing Game Development - 0 views

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    Article provides examples on how game developers benefit from interacting with their own children (e.g. able to observe what features excite children that were not anticipated by designers)
Jim Cody

Rock-Paper-Scissors: You vs. the Computer - Interactive Feature - NYTimes.com - 3 views

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    I thought it was interesting to do this after watching the Bailenson video and Watson on Jeopardy.  Check out hoe the computer thinks.
Anushka Fernando

The Evolution of Classroom Technology - Interactive Feature - NYTimes.com - 1 views

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    The evolution of learning machines
amy hoffmaster

Gates and Pearson Foundations to Offer Online Courses - NYTimes.com - 0 views

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    The 24 new courses will use video, interactive software, games, social media and other digital materials to present math lessons for kindergarten through 10th grade and English lessons for kindergarten through 12th grade..
Jen Dick

Researchers Recommend Core Changes in Education | DML Hub - 2 views

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    New report from the Connected Learning Research Network (funded by MacArthur) on a new model. Much of what we've seen before, but it purports to actually address issues of inequity, which is something I don't see talked about very much in these kinds of reports other than to share interactions between effects and variables like race & SES if found. Also interesting: includes Clusters of 21st Century Cognitive Competencies, a mashup of workplace readiness skills, 21st Century Skills, and Habits of Mind. (Is that enough buzzword for ya?)
Kiran Patwardhan

Yale-led team developing social robots - 0 views

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    Within five years, Yale-designed robots may be helping teach children. A Yale-led team of researchers from across the country received a $10 million grant from the National Science Foundation on April 3 to pursue the creation of "socially assistive robots" to help young children learn basic skills and in some cases overcome cognitive disabilities.
Kiran Patwardhan

The Nature Conservancy And Discovery Education Join Forces To Launch Dynamic Environmen... - 3 views

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    The Nature Conservancy and Discovery Education today launched Nature Works Everywhere, a partnership designed to help students learn the science behind how nature helps our everyday existence and the importance of environmental conservation.
Kiran Patwardhan

Hands Up! It's game on in the classroom - 1 views

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    Hands Up! It's game on in the classroom Digital New Zealand report finds 7 out of 10 parents use computer and video games as an educational tool Auckland, 30 April 2012 - New Zealand parents are increasingly embracing computer and video games as an educational tool, according to the latest research commissioned by the Interactive Games & Entertainment Association (iGEA).
Katerina Manoff

http://www.ruckusmediagroup.com/ - 0 views

Good example of the huge variety of businesses that are jumping on the interactive children's media bandwagon...this media developer is partnering with broadcasters, publishing companies, toys, eve...

started by Katerina Manoff on 17 Feb 12 no follow-up yet
Chris Mosier

What Makes Social Games Social? - 0 views

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    Detailed examination of the axis that promote/discourage collaborative play (Synchronous vs. Asynchronous player interaction, Symmetrical vs. Asymmetrical relationship formation & Strong Tie vs. Loose Tie relationship evolution). The article provides examples of each axis in practice. Interesting application of SDT's "relatedness" in a gaming context.
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
  • ...5 more annotations...
  • 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

ESRC Seminars - Overview and Handbook - Futurelab Archive - 1 views

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    I found the recaps of these seminars (and the handbook linked from this page) very interesting. Seminar 2 specifically focuses on the role of narrative--at what point it should enter the design process, how it can increase motivation and enjoyment or serve as a distraction, issues with traditional narrative in an interactive medium, etc. This quote from the Seminar 2 overview reminded me of relatedness from SDT Theory: "It was agreed that a quality necessary for engagement with narrative was that of identification with characters or a situation (an example was given from a mine disaster simulation with junior children, where the degree of engagement with the narrative content due to the identification with the victims drove the experience forward). Authenticity could also contribute to engagement. Whilst hard to pin down, it could mean authenticity for the children in cultural terms or in terms of being a 'human' story, one of a kind which resonates for them."
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™.
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