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Chris McEnroe

Education Secretary Arne Duncan to Pembroke Pines students: Lead U.S. back to the top -... - 0 views

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    Is this his warm up for us? I don't think teachers need more money. I think they want teaching contexts that are designed to work. Spend the money on that and teachers will feel great that they can perform in an environment that makes sense.
Chris McEnroe

greenlight for girls - Home - 2 views

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    Greenlight for Girls uses various 2.0 tools to engage girls in informal learning to promote girls toward STEM careers. They compliment online work with on the ground, face-to-face conferences so that the online conversation has correlation with face-to-face experiences and interactions, making the online engagement more visceral.
Chris McEnroe

Hyping classroom technology helps tech firms, not students - latimes.com - 1 views

  • "The media you use make no difference at all to learning," says Richard E. Clark, director of the Center for Cognitive Technology at USC. "Not one dang bit. And the evidence has been around for more than 50 years."
  • "does not automatically inspire teachers to rethink their teaching or students to adopt new modes of learning."
  • The app is free, and plainly can help users create visually striking textbooks. But buried in the user license is a rule that if you sell a product created with iBooks Author, you can sell it only through Apple's iBookstore, and Apple will keep 30% of the purchase price. (Also, your full-featured iBook will be readable only on an Apple device such as an iPad.)
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    This article is a bit snarky but it raises some worthwhile cautions around the buzz of tech in education, particularly Apple.
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    It is amazing to me that Apple and technology can take center stage in the education conversation without a word of professional development, best practices, learning outcomes... As I have stated before, I/we are an Apple family... but I am worried about the prospect that Apple's role in the textbook industry will eliminate other platforms and in-turn will limit access to many.
Jing Jing Tan

Zapping the brain into "expert" mode - Boing Boing - 3 views

  • transcranial direct current stimulation
    • Chris Mosier
       
      Thanks for the link, Jing Jing. The article makes an interesting conclusion that in addition to electrical stimulus, you can induce flow by focusing on an external object to "turn off conscious thought." From the New Scientist article: "When you have an external focus, you achieve a more automatic type of control," she says. "You don't think about what you are doing, you just focus on the outcome."
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    Tying in with our conversation about flow, this article mentions a way to physically induce flow through "transcranial direct current stimulation".
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    I have to say..I am a bit weirded out by this article. The days of Johnny Mnemonic are not far behind.
Leslie Lieman

Globaloria - Educational Games Made By Students - 0 views

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    Students learn how to make educational web games. Globaloria is sponsoring some of the events for the Digital Learning Day (posted below) and are "opening their Globaloria game design classes to parents, friends, educators, administrators, policy makers and media. Visitors will get to experience first-hand the innovative, hands-on "game design studio" that these classes engage in daily. They will see students developing original STEM learning games, collaborating with peers and their teacher, using a digital curriculum, and receiving support through an online learning network."
Tracy Tan

Best Educational wiki of 2011 - 4 views

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    This blog was named the best educational wiki of 2011 by Wikispaces. It's a little crowded, but full of interesting links.. For example, the link to http://www.neave.com/bounce/ is a screen full of colourful balls and if the students make noise , the balls bounce (it's meant to be a classroom management too, but could also radically backfire..)
Briana Pressey

Introducing Programming to Preschoolers --Scratch Jr. - 6 views

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    This is great! Teaching kids at a very young age that computers are not just smart but are programmed to be smart can be very valuable. So many new tools and technologies these days are completely abstracting how they actually work, which makes me worry that kids just think computers are magical.
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    So true! Clearly, it's the people who create the technologies that are magical. =p
Briana Pressey

As Digital Tools Abound, Help Kids Self-Regulate - 4 views

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    This article emphasizes that the appeal of technology is not enough to motivate children to learn. Stresses that self-efficacy and the ability to set reasonable and attainable goals on their own is essential to fully engage students.
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    Video games and educational technology designed well have a wider range of self-efficacy, goal setting, and initiative required in order to feel successful in the experience; therefore they are more inclusive than other forms of independent activities.
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    Perhaps this is also the answer to make sure technology doesn't turn into a distraction instead of a learning tool? I think many kids would benefit from learning strategies for using technology efficiently/avoiding distractions.
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    Thanks for this article! It captures some of the self-efficacy conversations that have been helpful in designing my project. I think as the role of the teacher evolves, we will rely on students having choices for modes of learning and and as the article states, "we [will] rely more on children's independent initiative and motivation."
Chris Mosier

Pearson-Incubated Startup Alleyoop Launches To Gamify Adaptive Learning - 1 views

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    Students earn virtual currency by completing math "missions" with third party content. This is a start-up incubated by Pearson. To unlock premium content, students would pay real money (this portion is modeled on Zynga's facebook games)
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    Nice to see the customization revolution well underway. Makes sense to focus on the upper teen segment who might be inspired to try something new to NOT dropout of HS or college. I wonder if their preliminary studies find changes in performance in traditional classes?
Kasthuri Gopalaratnam

Smartphones have Led, Desktops will follow- NYTimes.com - 1 views

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    When you design a didgital product, it pays to look ahead and see what is coming around the corner.
Marium Afzal

Game-based Learning: A Paradigm Shifting Opportunity For Innovation - 3 views

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    One point not covered in the article is that there may be something inherently similar about "gamers" (such as a motivational, attentional, or perceptive profile) that makes them different types of learners than others. Yes, it's true that some people deeply enjoy the structured (some more/some less) challenges provided by games, both board and virtual...but others do not. The big question is, does it benefit a majority of learners (or, say, a majority of at-risk learners) to invest in curricula that leverages game-based-learning?
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    It may stray a bit from the topic of motivation, but here's a neuroscience article (that I found quite interesting) that discusses how a difference in striatal volume appears to affect how one's performance improves in playing a game: Erickson, K. I., Boot, W. R., Basak, C., Neider, M. B., Prakash, R. S., Voss, M. W., Graybiel, A. M., et al. (2010). Striatal volume predicts level of video game skill acquisition. Cerebral Cortex, 20(11), 1-9. doi:10.1093/cercor/bhp293
Chris Dede

When Gaming Is Good for You - WSJ.com - 3 views

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    This type of research is very difficult to do - so without examining the actual research articles it is difficult to determine how valid these studies are
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    The WSJ article makes strong causal claims based on observational studies. Classic confounding of correlation and causation. From what I could find of the Michigan-based research, for example, the "effect" of video game playing on behavior was a fixed-effect in a multiple regression analysis. It didn't (or shouldn't have) carried any causal implication. (Interestingly, the research also found that students with higher self-reported video game playing times over the school year also had lower GPAs...a finding conspicuously missing from the WSJ piece.)
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    Thanks, Shane!
Briana Pressey

Can playing World of Warcraft make you smarter? - 1 views

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    A study on game-based cognitive training and performance.
Tracy Tan

High-tech teaching in a Low-tech classroom - 1 views

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    A valiant effort to make the best use of a 'bare bones' classroom.
Kasthuri Gopalaratnam

Education Week Teacher: Student Engagement Strategy: Make Learning Public - 0 views

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    An excellent account of fostering engagement in students.
Parisa Rouhani

Technology that makes the heart grow fonder - Love in the Digital Age- msnbc.com - 1 views

  • met a guy in Second Life, the online world where people create avatars to represent themselves
  • you’re forced to write, and be descriptive, and reveal more of yourself to that person than you would face to face
Parisa Rouhani

What Google needs to learn from Buzz backlash - CNN.com - 2 views

  • Google has taken a hit over the Buzz launch from a public that is already skeptical about the search giant's motivations with the enormous amount of personal data it already has accumulated.
  • debating the usefulness of the service
  • social networks only really start to become compelling when a user has a lot of contacts, according to a source familiar with its thinking.
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  • the company needs to make sure it strikes a better balance between internal and external feedback
Parisa Rouhani

Gmail holds 'graduations' and 'funerals' - CNN.com - 0 views

  • this system of color-coded messages is something he invented to save himself time and to organize the 100 or so e-mails he gets in a typical workday
  • Let people create products they'd use themselves, get those products out to the public as soon as possible, and make consumers think it's OK for things to break.
  • Gmail was a beta app for a while in itself and that kind of let us as a company not be too afraid about getting something out that may screw up once in a while."
Parisa Rouhani

Superwoman syndrome fuels pill-popping - Behavior- msnbc.com - 0 views

  • While men make up the majority of abusers of street drugs, including meth, cocaine and heroin, women are just as likely to abuse prescription pills as men.
  • tudies show that women are more likely — in some cases, 55 percent more likely — to be prescribed an abusable prescription drug, especially narcotics and anti-anxiety drugs.
  • Abuse of prescription drugs has risen right along with increases in the number of prescriptions for stimulants and painkillers seen since the early '90s,
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  • That stat is backed by the Substance Abuse and Mental Health Services Administration's National Survey on Drug Use and Health, which found that the main source of prescription drugs among non-medical users — a whopping 56 percent — was free drugs from friends and family.
Steve Komarov

Moving learning games forward - 2 views

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    This paper makes a case for learning games grounded in principles of good fun and good learning, explores the commercial games market, gleaning lessons from this rapidly growing and diversifying place, analyzes the downfall of edutainment in the 1990s and establishes how the current movement differs. Then, this paper lays out the ecology of games with a purpose beyond play and establishes principles and best practices for moving the field forward in a positive direction.
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