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Xiaodi Chen

Study: Young Girls Are Happier When They Play Video Games With Dad | TechCrunch - 0 views

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    Games are social...
Brandon Pousley

SimCity EDU for the Classroom - 0 views

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    This is a webinar chat that I sat in on today (A few questions I posed are featured in the Q&A at the end.) With the new SimCity release, they have also partnered with a company called GlassLab that has designed a teacher resource hub and also modified game that enables teachers to easily use the game in classrooms. There will be specific inquiry based challenges that allow students to interact in the game environment to investigate community issues (ranging from water shortages, power outages, labor disputes, earthquakes, budget concerns, etc.) and work with citizens and government to solve the issues. There is also an exciting multiplayer format where neighboring cities are controlled by other students and they must work together to solve problems. Glass Lab is partnering with EA Games, Gates Foundation, and ETS to build the teacher hub where educators can design and share best practices, lesson plans, etc. In addition, they will be doing a long term study to measure educational outcomes. It appears as though they are using this game as a pilot opportunity to build the framework for larger commercial game integration into the classroom.
Jackie Iger

Impact of Now-Defunct U.S. Ed-Tech Program Noted - Digital Education - Education Week - 0 views

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    Shares 28 case studies of innovative tech-based education initiatives supported by EETT.
Stephanie Fitzgerald

The Gamification of Education Infographic - 1 views

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    Here's a fun infographic that overviews gamified learning and provides a timeline that features some games we've studied for this course.
Leslie Lieman

For Women to Think Mathematically, Colleges Should Think Creatively - Commentary - The ... - 2 views

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    Also as a follow-up to our conversation on Monday. Although more women are in STEM careers, there is still a lag in those considered "hard sciences." Most people look at mathematics as the core difference, these authors look at creativity. "For instance, three factors that are widely accepted as being positively correlated with creativity are playfulness, curiosity, and willingness to take risks. Studies have found that boys and men are generally more playful than girls and women, and are more curious and more willing to take risks, which could help explain why men are more creatively productive than women in general, and in particular, in the hard sciences."
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.
Jerald Cole

36 Learning Principles from "What Video Games Have to Teach Us" - 4 views

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    "In his book, What Video Games Have to Teach Us about Learning and Literacy, James Paul Gee derives a set of learning principles from his study of the complex, self-directed learning each game player undertakes as s/he encounters and masters a new game. He suggests that adherence to these principles could transform learning in schools, colleges and universities, both for teachers and faculty and, most importantly, for students."
Stephanie Fitzgerald

WPI Receives Grant for Development of Software Tools to Enhance Student Learning - 0 views

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    This blurb announces a grant from the Bill & Melinda Gates Foundation to develop software tools that detect student engagement while using educational software--and use the data to improve learning. "To study engagement, robust learning, and emotion in real classrooms, [Ryan S.J.d. Baker's] research combines quantitative field observations of student behavior while using educational software with data mining to detect patterns in the ways students tackle the tasks that [his educational] software presents."
Stephanie Fitzgerald

Challenge and hindrance stress: relationships with exhaustion, motivation to learn, and... - 0 views

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    This article talks about a study on the positive and negative effects of "challenge stress" and "hindrance stress" on motivation to learn and learning performance. I linked the citation here; to access the full text, I recommend using Harvard's E-Research site to search for the Journal of Applied Psychology and then getting to the article via the EBSCO link in the catalog record. (Or else find J Appl Psuchol through EBSCO and log in with Harvard LibX.)
Stephanie Fitzgerald

An Examination of Flow and Immersion in Games - 0 views

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    This article talks about experiential gaming and making the construct of flow operational for educational games. The study used a business simulation and questionnaire to measure videogame "flow antecedents" like clear goals and challenge-skill balance, flow state indicators like concentration and time distortion, and the "flow consequences" of learning and exploratory behavior for about 100 students attending a school of economics. "This study is part of an ongoing attempt to develop a usable and valid scale for assessing flow experience in educational games." (Log in with Harvard access)
Jing Jing Tan

Motivating Students by Using Small Incentives | Psychology Today - 1 views

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    This author advocates for using pop quizzes to motivate studying. I disagree with his method, but it's still good to see his side of the argument.
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
Leslie Lieman

Blogging as Therapy for Teenagers - Studied - 1 views

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    Updating diary research to blogging. It seems blogging can be therapeutic for teens. More girls in the study than boys. Comments from readers seems to put some difficulties into perspective.
Stephanie Fitzgerald

My Life as a Night Elf Priest: An Anthropological Account of World of Warcraft | digita... - 1 views

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    Here is an ethnographer's in-depth look into World of Warcraft. From this site you can read the full book online, read an interview with the author, or listen to a podcast. The author "introduces us to her research strategy and the history, structure, and culture of Warcraft; argues for applying activity theory and theories of aesthetic experience to the study of gaming and play; and educates us on issues of gender, culture, and addiction as part of the play experience."
Stephanie Fitzgerald

Grit - Angela Lee Duckworth, Ph.D - 1 views

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    Here is a TEDxBlue talk by Dr. Duckworth on "grit," including overviews of some of her studies.
Parisa Rouhani

Music Helps Stroke Victims Communicate, Study Finds - WSJ.com - 0 views

  • music may hold the key to unlocking language, according to a new study.
  • patients who were taught to essentially sing their words improved their verbal abilities and maintained the improvement for up to a month after the end of the therapy,
  • there are separate brain networks associated with vocal output, with one more engaged with speech and the other with music. With certain types of stroke, fibers on the left side of the brain that are important to the interaction of the auditory and the motor system are disrupted. But if the brain could recruit the fibers from the right side, which are more engaged with music, then the system could adapt.
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  • he patients who benefit the most from the treatment are those who are able to hear the "melodic contour" of words and thus generalize their learning beyond the words taught by their therapist.
Uly Lalunio

Observations: Not merely slipping away: Forgetting requires biochemical action - 1 views

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    "It has long been understood that memroy formation is an active and often exhausting process, losing them seems to happen quite passively as time elapses and new information overloads our busy brains. But a new study published February 19 in the journal Cell shows that forgetting is a biochemically active process not unlike memory formation."
Uly Lalunio

'Dull' teaching damaging video games industry - 1 views

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    "Leading figures from the UK video games industry have criticised the teaching of computer studies in schools, claiming it puts pupils off from pursuing computer science degrees at university..."
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