Skip to main content

Home/ HGSET545/ Group items tagged problem

Rss Feed Group items tagged

Kasthuri Gopalaratnam

F.T.C. Finds Privacy Problems With Apps for Children - NYTimes.com - 2 views

  •  
    Makers and users of mobile apps for children, take note!
  •  
    The actual report itself is excellent, "Mobile Apps for Kids: Current Privacy Disclosures Are Disappointing." [The link is embedded in the article.] Improvement in this area is critical. When apps came on the market, they were like "valet parking"... where a user could get directly to a software without roaming the web. This was an attractive feature (and avoided unwanted advertising, a plus for parents.). Now, not only are apps collecting data that we are unaware of (PRIVACY!), but many are engaged in advertising, some that we are aware of and some that we are not (click through to a website, etc.) "Staff found that about 7% of the 400 app store promotion pages indicated that the app contained advertising. As above, this number is likely to understate the number of apps containing advertising because app stores do not appear to require developers to disclose in-app advertising on their promotion pages, and because advertising is a common way to monetize apps." Free? Not so much.
Lin Pang

TED-Ed, Khan Academy Enable Flipped Classrooms - 0 views

  •  
    Educators interested in "flipping" their classroom (that is, providing traditional lecture material for review at home and problem-solving exercises in the classroom) now have two more options to provide core content with a minimum of effort.
Allison Browne

Study: MRI reveals brain function differs in math-phobic children - 1 views

  •  
    How can we help these children feel the sense of flow when in math class? Children who get anxious about doing math have brain function that differs from children who don't, with math-specific fear interfering with the parts of the brain involved in problem-solving, according to functional MRI (fMRI) scans of 7- to 9-year olds that formed the basis of a study published online March 20 in Psychological Science.
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
  •  
    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 McEnroe

TECHNOLOGY SPECTATOR: Digital education revelations | Nate Cochrane | Commentary | Busi... - 0 views

  • Such IT problems risk Australia's $16.3 billion a year export income in the competitive global race for lucrative international students.
  •  
    Australia has been aggressively pursuing technology in education for a decade. I taught in Armidale, a large country town with a major university. It serves as an ideal location to work out the bugs because it is large enough to gather good research but small and contained enough to minimize complications.
Kasthuri Gopalaratnam

Education Week: Study Finds Timing of Student Rewards Key to Effectiveness - 3 views

  •  
    Interesting study on rewards and motivation: Some excerpts - Rewards worked much better if they were given to students before the test, not after. Researchers found students worked significantly harder to keep what they had than they did to win something new. But none of the incentives worked at any age if students knew they wouldn't get the reward for a month. "All motivating power of the incentives vanishes when rewards are handed out with a delay," the researchers concluded. "Especially among children, the difference between right now and tomorrow is a big difference," Ms. Sadoff said. "For all students it's important that the reward be immediate." That impatience creates a massive problem for incentive programs based on state test results, which can often take months to turn around.
  •  
    Thanks for this Kasthuri! This gives additional strength to the immediacy of digital rewards and students having access to their own "stats" (both potentially available in games and simulations). The thought of actual green-back monetary rewards for study/learning gives me the heebie-jeebies. I appreciated Alexandra M. Usher's comment, that "it's really important to reward inputs, not outputs [and] to reward behavior that kids can control, rather than just telling them to get better grades."
Brie Rivera

What's Wrong with Educational Games - 0 views

  •  
    thought this had an intersting point about educational games focusing on the education value first and then the entertainment value as a second... I think this can be heavily evident with some educational games, and kids sense or know this.
Parisa Rouhani

Phones, paper 'chips' may fight disease - CNN.com - 0 views

  • George Whitesides has developed a prototype for paper "chip" technology that could be used in the developing world to cheaply diagnose deadly diseases such as HIV, malaria, tuberculosis, hepatitis and gastroenteritis.
  • Patients put a drop of blood on one side of the slip of paper, and on the other appears a colorful pattern in the shape of a tree, which tells medical professionals whether the person is infected with certain diseases.
  • hey test for multiple diseases at once. They also show how severely a person is infected rather than producing only a positive-negative reading
  • ...2 more annotations...
  • solutions to complicated problems often are found in simple, low-cost technologies.
  • he paper may mold in humid, hot climates. And it's still important for people to get access to doctors so they know what to do about their diagnoses,
Jennifer Jocz

Seeking Philanthropy in MMOs and Online Gaming :: ZAM - 1 views

  • This Wednesday, McGonigal is launching Urgent Evoke, a new MMO-ARG (Alternate Reality Game) hybrid that she hopes will "help empower young people all over the world, and especially young people in Africa, to come up with creative solutions to our most urgent social problems," according to the official blog. The upcoming game offers players the chance to earn tangible rewards—scholarships and venture capital, for example—by performing real-world "quests" like volunteer work and career-building tasks. The concept might not seem that enticing to conventional gamers, but it's an early, real-world application of what McGonigal believes social gaming can help achieve.
  •  
    Can video games help change the world?
kshapton

Jane McGonigal: Gaming can make a better world | Video on TED.com - 0 views

  •  
    3 billion hours of game play is not enough to solve the worlds most urgent problem?
  •  
    Building off Meghan's post about Jane McGonigal visiting the Harvard Bookstore, here Jane talks about the potential of video games in positive social change in a TED talk.
Xavier Rozas

Education Week: District Innovates to Address Dropout Problem - 0 views

  •  
    Good article and a series of links from main page about pros and cons of latest e-learning and student engagement efforts in failing districts.
‹ Previous 21 - 31 of 31
Showing 20 items per page