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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
Leslie Lieman

Education Week Teacher: Cultivating a Positive Environment for Students - 1 views

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    Back to the basics: "Studies show that positive feelings can enhance students' attention and higher-order thinking skills, as well as encouraging perseverance."
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?"
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
Stephanie Fitzgerald

Learning to fly in persistent digital worlds: the case of Massively Multiplayer Online ... - 0 views

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    This article discusses play in virtual worlds (focusing on World of Warcraft) with an emphasis both on the learning that takes place and the engagement. You'll have to log in with your Harvard ID to get the article, FYI. "Our observation showed that players are motivated by the game's scope, rules, and scenario to create and participate in virtual communities, and share their knowledge with others, while newcomers are encouraged to engage in collective actions, and develop their skill base. We also found that although current MMORPGs have not been designed as instructional tools, they provide an excellent fantasy environment for intrinsically motivating learning, where players can experience the elements of challenge, curiosity, and control [30]." "People engage in pervasive games that use the best of two worlds, the virtual and the physical, in order to offer to its players the sense of maximum enjoyment."
Jerusha Saldaña Yanez

BBC - GCSE Bitesize - Games index - 0 views

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    In order to progress in the game of The Lost Army of Fu Shi players must answer multiple choice questions regarding business studies, geography, science, etc. to get more time to "play" .
Kasthuri Gopalaratnam

Berkeley Group Tries to Make Sense of Big Data - NYTimes.com - 0 views

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    The most difficult aspect to analyzing Big Data or even programming software to analyze Big Data is to resist the temptation to take our current understanding of data analysis and push it into a new platform. WHAT is the information we need and HOW can we present it in order help educators make decisions that truly impact student achievement? Holy Grail!
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!
Lin Pang

Facebook fatigue is spreading but social media is on the rise, says Internet study - 0 views

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    The article pointed out that the concept that the Internet would drive a singular global culture is false. In order to engage people in different countries or cultures with social networks, brands and content producers will need ever more localised strategies.
Chris Dede

Education Week: March 15, 2012 - 3 views

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    Special section of Education Week focusing on virtual schooling
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    This article brings us back to an old unanswered question...how will we assess students to truly capture what they are learning? Online platforms tend to rely heavily on multiple choice. Online course developers will need to be more creative than plain old multiple choice in order to prove the rigor of the online environment.
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.
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  • 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.
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 Dede

Join a special "live" broadcast event on Gaming - 5 views

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    An industry perspective on gaming and learning
Lin Pang

What's Wrong With the Teenage Mind? - 3 views

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    an interesting point from the article: "adolescents aren't reckless because they underestimate risks, but because they overestimate rewards-or, rather, find rewards more rewarding than adults do."
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    I really enjoyed this article, thank you. I find it very interesting to explore from a neurological perspective how some aspects of our modern world impact children and teens. So often parents say that the world is different today, but it is important to realize that the way we function does not change so quickly.
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    I noticed this article as well - I think it's absolutely fascinating! Now I'm curious about the implications of these findings for designing educational technologies for adolescents: how can products take advantage of these proclivities? A more difficult question would be - is there any way that technologies can counteract these tendencies in order to bring more balance/rationality into a teenager's world?
Allison Browne

The Whole Child Podcast « Whole Child Education - 0 views

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    Podcast about the need for students to be engaged and motivated in their learning before they can apply higher-order creative thinking skills. They are most engaged when they themselves are part of constructing meaning, not when teachers do it for them. This podcast is about engagement in the real schools but I listened through the virtual learning lens.
Jennifer Jocz

Epoch Times - UCLA to Research Education Uses of Social Networking Sites - 0 views

  • The school is partnering up with Health Net of California to tap into social networking sites in order to inform teenage users how to effectively use health care.
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