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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.
Chris McEnroe

Young Activist Creates Local Jobs While Promoting Sustainability - 1 views

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    I met this woman this morning and her story made me think of a project based curriculum design. She created her own major in college around issues of equity in communities around the world. She combined that with an interest in ecological sustainability and she proceeded into a career with the question: How are all of these things related and how can we approach social issues with systemic interventions? Her work in New Bedford is as promising as initiatives like Geoffrey Canada's.
Jackie Iger

Mooresville School District, a Laptop Success Story - NYTimes.com - 1 views

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    A profile of a school district that has successfully woven technology into the curriculum after issuing laptops to nearly 4,500 students in grades 4-12 three years ago. Statewide, the district now ranks third in test scores and second in graduation rates.
Leslie Lieman

Special Issue: Digital Games and Simulations in Teacher Preparation - 1 views

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    Not available online - link to Journal of Technology and Teacher Education/SITE; 7 articles, I have copy if someone is interested. Franklin, T. & Annetta, L. (2011). PREFACE Special Issue: Digital Games and Simulations in Teacher Preparation. Journal of Technology and Teacher Education, 19(3), 239-242. Chesapeake, VA: AACE.Retrieved from http://www.editlib.org/p/38515.
Chris Dede

The Frontier of Classroom Technology - Room for Debate - NYTimes.com - 0 views

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    The NYT keeps asking the wrong question, over and over. The issue is not whether technology is a good or bad innovation, but under what circumstances it provides strong benefits for the cost.
Stephanie Fitzgerald

My Life as a Night Elf Priest: An Anthropological Account of World of Warcraft | digita... - 1 views

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    Here is an ethnographer's in-depth look into World of Warcraft. From this site you can read the full book online, read an interview with the author, or listen to a podcast. The author "introduces us to her research strategy and the history, structure, and culture of Warcraft; argues for applying activity theory and theories of aesthetic experience to the study of gaming and play; and educates us on issues of gender, culture, and addiction as part of the play experience."
Jerald Cole

Scholars Turn Their Attention to Attention - The Chronicle Review - The Chronicle of Hi... - 2 views

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    Good article on the issue of divided attention as a consequence of technology-enhanced multitasking in the classroom.
Xavier Rozas

Man uses Facebook for suicide note - 0 views

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    This SOB used Facebook to explain his reasons for taking his son's and his own life. Make no mistake this guy has some serious issues. Still, it is noteworthy that Facebook and other social media outlets (youtube, flickr) have been used by the public and authorities to intervene and prosecute people that broadcast their criminal actions and intent. Think about it, George Orwell's vision of the future had the authorities constantly policing and monitoring citezens, but this has not been the case. Instead, we the people, ourselves are the ones monitoring each other via ubiquitous content creation and social media sharing.
Soomi Hong

6 Technologies That Will Shape Education -- THE Journal - 0 views

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    6 technologies that will transform K-12 schools & 5 critical issues facing education
Maya Lagu

Game Sudies Issue on Games and Motivation - 4 views

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    Not specifically education, but it definitely hits on some big issues in game motivation. Lots of useful and interesting articles.
amy hoffmaster

'Bring your own device' catching on in schools | Curriculum | eSchoolNews.com - 0 views

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    Overview of discussion of access issues for one-to-one devices and using personal phones in the classroom.
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?)
Lisa Schnoll

EdNET Insight | The Evolution of Games in Educational Publishing - 0 views

  • On a marketing level, barriers to access have largely disappeared. In the old days, games were played on CD-ROMs, and few classrooms had computers. When Internet-delivered games first came out, schools had inadequate bandwidth, they struggled with administrative permissions issues, and there were not enough computers to go around. Now, computers are ubiquitous, broadband is standard, and permissions controls have been mastered.
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  • is that gaming can be a powerful medium for this kind of learnin
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    This is a nice article expressing one opinion on where games in educational publishing is going!
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.
Kate O'Donnell

Therapist-free therapy - 1 views

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    An article discussing various attempts at providing therapy for anxiety through computer programs and phone apps. One of the research projects targeting social anxiety is currently being conducted at the McNally Lab here at Harvard. The findings are still a little murky but I think it's a great start to providing education about and strategies for treating mental health issues to a broader audience- especially to those who otherwise have very limited or no access to help.
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    Thank you for sharing this, Kate. I'm a little skeptical about 1) the long-term effectiveness of this technology, 2) the transferability of learning/conditioning, and 3) the subtle implications of "therapist-free" therapy. The debate is similar to when educational technology was first heralded to be able to replace teachers and classrooms, when in fact technology is best supplemented by in-person guidance. It is a fascinating area of research and development though, and I look forward to seeing how this type of therapy can transform standard practice.
Kasthuri Gopalaratnam

F.T.C. Finds Privacy Problems With Apps for Children - NYTimes.com - 2 views

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    Makers and users of mobile apps for children, take note!
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    The actual report itself is excellent, "Mobile Apps for Kids: Current Privacy Disclosures Are Disappointing." [The link is embedded in the article.] Improvement in this area is critical. When apps came on the market, they were like "valet parking"... where a user could get directly to a software without roaming the web. This was an attractive feature (and avoided unwanted advertising, a plus for parents.). Now, not only are apps collecting data that we are unaware of (PRIVACY!), but many are engaged in advertising, some that we are aware of and some that we are not (click through to a website, etc.) "Staff found that about 7% of the 400 app store promotion pages indicated that the app contained advertising. As above, this number is likely to understate the number of apps containing advertising because app stores do not appear to require developers to disclose in-app advertising on their promotion pages, and because advertising is a common way to monetize apps." Free? Not so much.
pradeepg

Student's demand right to use technology in schools - 0 views

shared by pradeepg on 15 Mar 12 - No Cached
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    Many adults have little idea of how children use technology in their everyday lives. Out of fear that it will be used to engage with non academic content, we want to keep schools the same good old way - very different from the rest of their lives.Addressing both school culture and issues of inequity would be important in enabling students to learn with tools they are most familiar with.
Stephanie Fitzgerald

When Children Read Because They Want To, Not Because They Have To | Education.com - 4 views

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    This article applies what we've learned about self-efficacy, interest, and engagement to literacy: "What makes a child an engaged reader?"
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    Thanks for sharing this, Stephanie. Part of my job is to select books for a reading & writing academy in Seoul, and after reading this article I realized that affective elements of reading play a significant role in my book selections.
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    Hi Stephanie - The author is listed as working for Reading is Fundamental, which is an organization I now follow for my work on the T545 class project. Part of their agenda is to "prepare and motivate children to read by delivering free books and literacy resources to those children and families who need them most." They focus on reaching underserved children from birth to age 8. I am hoping my website project addresses some of the issues raised in this article. Thanks.
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."
Chris Dede

Second Life Is Dead, Long Live Second Life? (EDUCAUSE Review) | EDUCAUSE - 0 views

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    The rise and fall of Second Life as an educational venue
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