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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

Learning Games Network - 1 views

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    This organization develops projects that specialize in game-based learning.
Leslie Lieman

Special Issue: Digital Games and Simulations in Teacher Preparation - 1 views

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    Not available online - link to Journal of Technology and Teacher Education/SITE; 7 articles, I have copy if someone is interested. Franklin, T. & Annetta, L. (2011). PREFACE Special Issue: Digital Games and Simulations in Teacher Preparation. Journal of Technology and Teacher Education, 19(3), 239-242. Chesapeake, VA: AACE.Retrieved from http://www.editlib.org/p/38515.
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 cafĂ© 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.
Malik Hussain

http://www.nmc.org/pdf/2013-horizon-report-HE.pdf - 1 views

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    Thanks for sharing this Malik. I was wondering about accessibility in the middle of the report. Then when I came to wearable technology and the list of products available, I realized that there's so much more we could do for students who have special physical needs.
Lisa Schnoll

nsf.gov - Special Report - International Science and Engineering Visualization Challenge - 0 views

    • Lisa Schnoll
       
      This is a resource for looking at how science is trying to contextualize information through visualizations. This is the best of the best according to the NSF
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
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
pradeepg

Microsoft in education featured video - 0 views

shared by pradeepg on 29 Mar 12 - No Cached
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    This ~3min video is a description of how a school integrates the use of games (eg. guitar hero) into their curriculum. It utilizes this game as a starting point for multiple explorations in music. I am very unsure of the value of incorporating the game. Any thoughts ?
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    I'm not sure how I feel about the commercial aspect of this... it feels a bit like a marketing tool for Guitar Hero. But, I do think that it sounds like they're doing interesting things with the surrounding curriculum. When I was in grade school I remember participating in a special unit on the Oregon Trail where we did related activities in every subject: managing our money and supplies in math class, learning about atmospheric conditions/obstacles in science class, and negotiating through historically-situated group decisions in social studies. I found this particular unit so much more engaging than everyday coursework, as I was able to both employ my imagination and see real-world application for skills that I was building. The Microsoft program stuck me as a 21st century adaptation of this (albeit grounded in a commercial product), where students were building various skill sets across subjects that were all tied together by a common narrative.
Kiran Patwardhan

Autistic Kids Use Tech for Social Learning - 1 views

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    Children with autism spectrum disorders enjoy screen time, underscoring an opportunity to use interactive devices to encourage social learning. Despite how much children who have autism enjoy the stimulation of a computer or mobile device, few engage in social media pursuits, such as emailing or chatting, researchers found.
Chris Dede

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

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    An industry perspective on gaming and learning
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

Soomi Hong

Oldsters' New Fountain of Youth: Video Games - 1 views

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    Some specially tailored games seem to help preserve mental fitness.
Tracy Cordner

ScienceDirect - Computers & Education : Computer support for learning mathematics: A le... - 0 views

  • The IIRM are educational software components, specializing in mathematical concepts, presented through recreational mathematics, conceived as interactive, recreation-oriented learning objects, integrated within the environment.
  • instant messaging, chat rooms, and multi-player math games
  • Mexican high-school students
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    Research paper on "recreational learning objects" in this case a math-based computer game, which was shown to increase motivation in Mexican high schoolers.
jwp763

Digital Nation Frontline Special - 0 views

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    This week, PBS's Frontline aired a program looking at the impacts of digital media on the population as a whole. A large portion is dedicated to exploring how digital media impact engagement of young people in school and at home.
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    I watched part of it and would recommend it.
Vanessa M

Absent Students Want to Attend Traditional Classes via Webcam - 1 views

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    The article points to the fact that professors and teachers already invite special guests using the same technology, so why not have absent students still be present in the same way? So, where should the line be drawn?
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