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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
Chris McEnroe

Grant brings Harlem to high school - journal-news.net | News, sports, jobs, community i... - 0 views

    • Chris McEnroe
       
      "Student are totally engrossed" . . . in what?- An example of where reporting typically falls down. The overall unit described does seem well conceived. I can see the ipad's affordances well suited for sampling the artistic breadth of the Harlem Renaissance.
Stephanie Fitzgerald

Challenge and hindrance stress: relationships with exhaustion, motivation to learn, and... - 0 views

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    This article talks about a study on the positive and negative effects of "challenge stress" and "hindrance stress" on motivation to learn and learning performance. I linked the citation here; to access the full text, I recommend using Harvard's E-Research site to search for the Journal of Applied Psychology and then getting to the article via the EBSCO link in the catalog record. (Or else find J Appl Psuchol through EBSCO and log in with Harvard LibX.)
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.
Leslie Lieman

Games and Culture - 0 views

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    GAMES & CULTURE is a peer-reviewed journal published quarterly by Sage Publications. It includes theoretical and empirical research about games, culture and innovation using interactive media.
Uly Lalunio

Observations: Not merely slipping away: Forgetting requires biochemical action - 1 views

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    "It has long been understood that memroy formation is an active and often exhausting process, losing them seems to happen quite passively as time elapses and new information overloads our busy brains. But a new study published February 19 in the journal Cell shows that forgetting is a biochemically active process not unlike memory formation."
Chris Dede

5 K-12 Technology Trends to Watch in 2013 -- THE Journal - 2 views

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    What is hot, and by implication what is not
Chris Dede

Pennsylvania Elementary School Launches Class-Sized Immersive Simulator -- THE Journal - 2 views

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    Is this the best use of $80,000 to improve a classroom?
Chris Dede

Game-based Learning Is Playing for Keeps -- THE Journal - 1 views

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    Arguments for game-based learning
Chris Dede

Game Design: The Key to Education? -- THE Journal - 2 views

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    Katy Salen's views - but what does the research say?
Malik Hussain

Intrinsic motivation: "flOw," video games, and participatory culture | Soderman | Trans... - 3 views

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    An interesting article about how games like WoW increase intrinsic motivation by allowing modifications to the game (or mods). The participatory culture also promotes a sense of collaboration and service to other players, hence increasing the sense of value-addedness to the activity.
Jen Dick

Texting With Teachers Keeps Students in Class -- THE Journal - 1 views

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    Texting With Teachers Keeps Students in Class | A look at how using mobile phones can help build relationships between students and teachers and improve student attendance.
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.
Jennifer Jocz

Students to Help Teachers Better Use Tech - 2/1/2010 - School Library Journal - 0 views

  • Microsoft and the Corporation for National and Community Service has launched a new initiative that empowers middle and high school students to help teachers and staff better integrate tech into schools.
  • Called START (Service & Technology Academic Resource Team), the program will combine five existing projects such as GenerationYES!, in which students help teachers come up with compelling assignments using technology, and MOUSE, where students act as tech support in schools, and bring them together under one umbrella.
  • the program is a unique way of incorporating science and technology into service, providing students with a way to give back to their school community and giving them a taste of actual work in that field.
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    A new program will allow students to help their teachers better integrate technology in the classroom. As mentioned in the article, this will help students develop technology and critical thinking skills along with communication and service learning.
Jennifer Jocz

Video gamers: Size of brain structures predicts success | R&D Mag - 0 views

  • The new study, in the journal Cerebral Cortex, found that nearly a quarter of the variability in achievement seen among men and women trained on a new video game could be predicted by measuring the volume of three structures in their brains.
  • pre-existing individual differences in the brain might predict variability in learning rates, the authors wrote.
  • Such information might be useful in education, where longer training periods may be required for some students, or in treating disability or dementia, where information about the brain regions affected by injury or disease could lead to a better understanding of the skills that might also need attention
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    Interesting article discussing a study showing that the size of certain brain structures can predict video game performance
Soomi Hong

Logged on, checked out... of relationships? - 2 views

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    The study, published in the March issue of the journal <Archives of Pediatrics & Adolescent Medicine showed that, for both periods, adolescents who spend more time watching TV or playing video games were more likely to report lower quality relationships compared with those who logged less screen time.
Jennifer Jocz

Not Just Fun and Games -- Campus Technology - 0 views

  • He said playing the games allows students to dig down into the layers of information being put in front of them while playing, and in "real life," where students regularly partake in exercises like determining the reliability of scholarly journals and Web sites.
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    An example of how video games are being used in higher education
Chris Dede

Realityworks Teaches Business Ed with Online Simulation Games -- THE Journal - 0 views

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    business education for high school students via online simulation games
Aradhana Mudambi

STEM Review Suggests Small Measures To Close Gender Gap -- THE Journal - 0 views

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    Those of you working on TESLA may be interested in this article! (Or anybody interested in the gender gap in students following STEM careers.
Chris Dede

6 Technologies That Will Shape Education -- THE Journal - 2 views

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    The horizon report annually lists top emerging technologies
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