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Jerusha Saldaña Yanez

BBC News - Trial will see if mentors can help prevent diabetes - 0 views

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    diabetes patients to serve as mentors for those at high risk of diabetes
Rupangi Sharma

Emotion Technology at TEDxSF - 2 views

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    Professor Rosalind W. Picard, ScD is founder and director of the Affective Computing research group at the MIT Media Lab, co-director of the Things That Think consortium, and leader of the new and growing Autism & Communication Technology Initiative at MIT. In April 2009 she co-founded Affectiva, Inc., where she serves as chairman and chief scientist.
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    Thanks for sharing Rupangi. This tool could provide so much valuable feedback to educators as they design formal and informal learning environments for students. There are two things which I think any educator should be very aware about before implementing it though: 1. The privacy of the data and who has access to it 2. The steps that can be taken to prevent a misinterpretation of the data.
Chris McEnroe

AT&T's $250 Million Plan to Reduce High School Dropouts - Businessweek - 0 views

  • dropout prevention programs that include counseling, technology training, mentoring, and other ways to both keep kids in school and get them ready for college.
  • data released at today’s summit showing that the nation’s high school graduation rate has improved to 75.5 percent. That’s an increase of 3.5 percentage points nationally from 2001 to 2009
  • Facebook founder Mark Zuckerberg’s $100 million donation to boost Newark schools, which has funded initiatives from Mandarin classes to iPads for autistic students
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    Where should ATT place its bets? Is engagement the key to stemming dropouts? Can VI be used to design richly affective environments that promote social efficacy (a spoon full of sugar) while succeeding at skill development and knowledge transfer (the medicine)?
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
Gabe Russell

iPad: The Future of Education? - 0 views

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    An opinion from Kera Murphy at Boston's Tech Superpowers. She points out that the lack of multitasking on the device (an omission many are complaining about) may actually be an advantage when trying to focus easily-distracted kids and teens. She wonders whether the limitations of the device will prevent it from being a useful content creation device.
Parisa Rouhani

Virtually addicted: Weaning Koreans off their wired world - CNN.com - 1 views

  • Cheong is down to playing two or three hours on "Starcraft" and "World of Warcraft" three times a week,
  • The South Korean government estimates that the country has 2 million citizens addicted to the Internet
  • Earlier this month a three-month-old baby girl succumbed to malnutrition while her parents spent 12-hour stretches in an Internet café playing the role-playing game Prius Online
  • ...6 more annotations...
  • 22-year-old man returned to an Internet cafe to continue playing immediately after he murdered his mother, who had complained about his gaming habits. Physical exhaustion after long computer sessions has also caused deaths.
  • Internet addicts will also be offered free software with a timer that shuts down their computers or a "fatigue system" that bores players by making games slower and more difficult
  • Some of the suggested new measures to curb Internet addiction could collide with a gaming market that is expected to be worth $5.5 billion this year with a 17 percent growth rate
  • The companies make their money selling add-ons such as weapons, outfits and special abilities for the online characters.
  • Another novel idea to curb addiction is to punish excessive playing by confiscating gamers' virtual wealth.
  • We are examining various technological directions to prevent excessively continuous game play even for adults, and we are also discussing a special system that will allow children and teenagers to learn a healthy gaming habit,
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    This is an interesting article that speaks to the result of over-engagement. I wonder if this problem is specific to Korea and less so in other countries (if so, what is it about that environment that makes video games so addictive) or if it's only been studied in Korea but could be a similar problem in other parts of the world.
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