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Tracy Tan

History in Leeds, then maths in California; The internet has opened up a huge new world... - 0 views

(Restricted access article, so I'm posting it here.) I found what was said about 'engaging online learning experiences' very insightful: "It must be a well ordered, curated experience that underst...

online learning curating

started by Tracy Tan on 27 Mar 12 no follow-up yet
Brandon Pousley

Need a Job? Invent It. - 0 views

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    "Every young person will continue to need basic knowledge, of course," he said. "But they will need skills and motivation even more. Of these three education goals, motivation is the most critical. Young people who are intrinsically motivated - curious, persistent, and willing to take risks - will learn new knowledge and skills continuously. They will be able to find new opportunities or create their own - a disposition that will be increasingly important as many traditional careers disappear."
Katerina Manoff

School leavers given 'de-text' lessons to speak the language business needs; Social med... - 2 views

I've been reading a lot about this trend - I think it's equally prevalent in the US. I wonder how much of it is caused by our move away from school as preparation for career to school as a place fo...

social media text-speak sms language poor skills

Anna Ho

David Foster Wallace on Art vs. TV and the Motivation to be Smart | Brain Pickings - 0 views

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    I'm still not sure if I agree with David Foster Wallace, but his quote did made me wonder: Does the idea of being "smart" tap into some essential human need? Might we add "smartness" to Ryan & Deci's list of intrinsic needs?
Yang Jiang

BBC News - Going to Harvard from your own bedroom - 3 views

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    "In the online world you don't need to fill buildings or lecture theatres with people and you don't need to be trapped into a lecture timetable," says Peter Scott, director of the Open University's Knowledge Media Institute.
Brandon Pousley

Why Aren't We All Talking With Our Devices Yet? - 0 views

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    Article talks about the state of voice-recognition and how we might better design interfaces and technology to adapt to how we need our devices to gather greater context about what we are asking.
Chris Dede

Money, Time, and Tactics: Can Games Be Effective in Schools? | MindShift - 5 views

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    This is about a report by HGSE's John Richards that we will need later in the semester
Stephanie Fitzgerald

GAMBIT: Do It Yourself Game Design - 1 views

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    Hear MIT GAMBIT Lab experts talk about engagement in practical terms--and get some hands-on experience designing a board or video game. The three-hour workshops are part of the Cambridge Science Festival; this event takes place on April 28 and requires a $5 preregistration. Though I'm sure EMF will be touched on one way or another in all of the workshops, I thought the Serious Games for Social Change workshop might be of particular interest to you all: "In this workshop, best practice examples of serious games for social change will be played, discussed and analyzed. Furthermore ideas and sketches for proto-types will be developed and ways of realizing them will be discussed! The workshop gives the participants hands-on experiences and insights into the potential and limits of video games designed for social change. No pre-experiences are needed!"
Tom Keffer

Testing the Teachers - NYTimes.com - 0 views

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    Discusses the need for value-added assessment of learning effectiveness in college.
Ryan Brown

Technology In Education - Why? - 0 views

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    10 reasons why technology is needed in education.
Leslie Lieman

Did Anyone Ask the Students?, Part 2 - Next - The Chronicle of Higher Education - 0 views

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    Following increasing amount of disruptive technologies in Higher Ed, and announcement of MIT/Harvard EdX platform, author claims to check in with students. Does not really live up to the title (as he does not write enough about conversations with students), but it is a question that does need to be asked. Here is part one of "Did Anyone Ask the Students?" http://chronicle.com/blogs/next/2012/05/01/did-anyone-ask-the-students-part-i/
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

How the Blind Are Reinventing the iPhone - Liat Kornowski - Technology - The Atlantic - 1 views

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    The iPhone can be a freeing tool for the blind, especially when their needs are addressed through apps designed by blind people.
Chris McEnroe

Digital Teaching Platforms Profiles New Learning Technology - MarketWatch - 0 views

  • Chris Dede and John Richards
  • disruptive technology, DTPs offer teachers the curriculum, pedagogy and assessment support they need, and thereby help them make classrooms more effective and more customized to the needs of each learner.
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    Managing engagement in the classroom;
Tracy Tan

21st century classrooms needed for the future (Jorgen Lindgren Hansen, China Daily[CN],... - 0 views

(Restricted access article, posted here.) The article talks about re-organizing classrooms and schedules in order to cater to the needs of the 21st century classroom. At a time when new technology...

china classroom configuration schedule

started by Tracy Tan on 27 Mar 12 no follow-up yet
Ryan Brown

Essay on what college presidents need to know about technology - 0 views

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    An article for those of us interested in technology in higher education. According to the article, "The question is, what should leaders of today's colleges and universities know about technology in order to manage the inevitable change that disruptive technology will bring?"
Jing Jing Tan

Welcome to Flow in Games - 0 views

  • In order to design a game for broader audiences, the in-game experience can’t be linear and static. Instead, it needs to offer a wide coverage of potential experiences to fit in different players’ Flow Zones
  • To expand a game's Flow Zone coverage, the design needs to offer a wide variety of gameplay experiences. From extremely simple tasks to complex problem solving, different players should always be able to find the right amount of challenges to engage during the Flow experience.
  • Once a network of choices is applied, the Flow experience is very much customizable by the players. If they start feeling bored, they can choose to play harder, vice versa.
  • ...1 more annotation...
  • Expand your game’s Flow coverage by including a wide spectrum of gameplay with different difficulties and flavors Create an Player-oriented Active DDA system to allow different players to play in their own paces Embed DDA choices into the core gameplay mechanics and let player make their choices through play
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    This article examines how to best create flow experiences in video games. The author argues for 1) including a variety of gameplay activities, 2) allowing players to play at their own paces, and 3) letting players make choices.
Chris Dede

Researchers debate gaming's effects on the brain | eSchool News - 3 views

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    more studies needed to sort out what is happening
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