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Stephanie Fitzgerald

Glory, A History Board Game - Kickstarter - 0 views

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    This Kickstarter project aims to fund a standards-aligned history board game that engages students. The free companion web application will track students' progress, allowing for differentiated instruction while making the game "fun to play again and again: as players answer question cards, they earn badges and can unlock new careers and powers. The game becomes a story, a competition, and a World History simulation with limitless possibilities."
Briana Pressey

Follow-Up thought on yesterday's class-- Doll Test - 0 views

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    I was just thinking about the class discussion yesterday when we were talking about pink legos, that parents might be over-thinking the purchase of toys their kids play with. It made me think about the doll test, which many of you might know about already, which is more about race than gender. I think it shows that in terms of racial and self-identity and societal views of beauty, parents might be more thoughtful in purchasing toys. For example, African-American parents might make sure that their daughter has a collection of both the "classic" Barbie dolls and the Barbie dolls of color to make sure that she doesn't believe that she is physically less beautiful or does not fit the ideal form of beauty that the "classic" Barbie represents.
Chris Mosier

Can You Make Yourself Smarter? - 2 views

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    story of a third grade class in Chicago using a computer-based memory game to improve their "fluid intelligence." article focuses on the work of Susanne Jaeggi and Martin Buschkuehl of the University of Maryland
Tracy Tan

Gabe Zichermann: How games make kids smarter | Video on TED.com - 1 views

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    Zicherman argues that video games make kids better problem-solvers.
Ryan Brown

Why You Should Not Buy Your Child an iPad | PCWorld - 0 views

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    This author makes arguments against buying iPads for children. At one point he states, "iPad isolation can lead to poor social skills at a time when kids are just learning how to interact with each other."
Leslie Lieman

Blog - DIY - 0 views

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    A must see. DIY = kids + creativity + kids online community. This blog post explains a little about history and goals... "We're a community of kids who make."
Lauren Farrar

The Most Dangerous Gamer - 1 views

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    Hey Guys, this is an Atlantic article a friend sent me awhile ago and I thought some of you might think it's interesting. It's about Jonathan Blow a video game designer with a unique taste. He's in the process of creating The Witness a game that is more artistic, contemplative, and zen-like than FPS type games. This is a long article and to be honest I didn't read all of it, but if you're interested there's a video half way down that gives you an idea of what The Witness will look like. He says users will really have to observe, pay attention and think in order to play the game. Seems interesting to me!
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    Lauren, this is really an awesome article! Thanks for sharing.
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    Really cool!
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    I agree! It really makes me want to play Braid and keep an eye out for The Witness (which rings a bell--I wonder where else I heard about it...). This article paints a vivid picture of the game designer and the type of art he makes. Thanks for sharing!
Stephanie Fitzgerald

What All Teachers Should Learn from Jazz-band Teachers | Psychology Today - 1 views

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    This article suggests lessons that other teachers can learn from jazz teachers in motivating students and talks about the social, constructivist, and personal aspects of jazz that make it a passion for students who may otherwise be uninterested in school. "Students need to be doing something every day to demonstrate their learning."
Stephanie Fitzgerald

Designing engagement: The secret of Game Dev Story - 0 views

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    Here's another perspective on engagement: how to make games more addictive (or compulsive?) by creating "smarter game loops" with fewer exit points. The example discussed is "Game Dev Story," a management simulation for a game development studio.
Anna Ho

Andrew Stanton: The clues to a great story | Video on TED.com - 1 views

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    Pixar director Andrew Stanton's talk on what guides him as a storyteller parallels what we strive to do as educators: to inspire our audience's sense of wonder, challenge, and relatedness. "The audience," says Stanton, "actually wants to work for their meal. They just don't want to know that they're doing that." I'm not sure if storytelling is an apt metaphor for all learning situations, but I personally am inspired to look to storytellers for tips on how to connect with my learners.
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    Andrew Stanton is also the brilliance behind "Finding Nemo" one of the better Pixar films. "Working for their meal" and the "2+2" notion relates to honoring people's intelligence and not making the story or lesson or video game too simple or the goal too obvious. Dr. Dede has said in the past that to engage students who struggle, we should give them more dificult conepts and make them accessible. Similar ideas.
Anna Ho

What are the most treasured aspects of '90s adventure game design and how might these b... - 1 views

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    I came across this great question posted in Quora. One of the responders, Anne Halsall listed structured narratives, diverse hand- drawn animation, more difficult puzzles (less hints), and a single-player experience as hallmarks of 90s adventures games. The highlights of these adventure games are a stark contrast to the conditions, at least according to Gee, that make video games useful learning tools (e.g.,open-ended, immediate feedback, opportunities for socialization). This lead me to wonder, are the trends in contemporary game design driving engagement theory, or is the research driving game design?
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.
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.
Ryan Brown

Michael Levine: Games: A Textbook for Digital Best Practices - 2 views

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    Written with Alan Gershenfeld, Founder and President of E-Line Media The White House recently announced two major initiatives in learning and technology -- these "digital seed capital" efforts are "down-payments" to jumpstart innovation and break a two decade long cycle of snail-like reform.
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    While this article mostly discusses digital textbooks, there is a section devoted to "The Engagement Challenge" and how quality video games can make education more relevant to children.
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
Uche Amaechi

Sorry, English major, the engineers have triumphed - 0 views

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    Is Google "really" making us stupid? How does the ability to easily access a breadth of information affect our motivation to go for depth?
Xavier Rozas

Data mining-Whats in your profile? - 0 views

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    Once again, people are approaching social media as a cute distraction and not a powerful data minin tool. I purposefully keep my bday and other info wrong. A) I get to see who of my 'friends' knows me well enoughto notice and B) ...I like to keep the creepers guessing. Still, apparently your freewheeling posts might actually help you get a date...just make sure to meet in a public space and with mace!
Uly Lalunio

Big brains for video games - Cosmic Log - msnbc.com - 1 views

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    "Does playing video games improve your brain? Or do bigger brains make it easier to learn video games? Psychologists say they can predict how well you'll do on a video game by looking at the size of just three little structures inside your brain. If those structures are bigger, you'll probably catch on more quickly and do better."
Parisa Rouhani

iPad apps likely to be bigger, pricier - CNN.com - 1 views

  • the iPad isn't capable of anything fundamentally different from the iPhone and iPod.
  • I don't think imagination can override the true limits of what's offered.
  • iPad screen may also make new advertising schemes possible,
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  • iPad app developers to make money, said Farago of the app-tracker firm Flurry -- especially if all they h
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    ipad not fundamentally different from the ipod/iphone, though may create platform for advertisements in a way that was not possible with the iphone.
Parisa Rouhani

FOXNews.com - Surfing the Web Can Make You Depressed - 0 views

  • The longer people spend on the Internet, the less likely they are to be happy,
  • the longer people spent online the more depressed
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    there appears to be a link between internet usage and depression; i wonder if this study includes web-based games and social forums.
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