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Tom Keffer

Touch, drag, learn | Harvard Gazette - 1 views

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    An article about computer games in science education using "active prolonged engagement," as opposed to "planned discovery."
Kasthuri Gopalaratnam

Katherine Kuchenbecker: The technology of touch | Video on TED.com - 0 views

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    New frontiers in multi-sensory learning.
Stephanie Fitzgerald

GAMBIT: Do It Yourself Game Design - 1 views

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    Hear MIT GAMBIT Lab experts talk about engagement in practical terms--and get some hands-on experience designing a board or video game. The three-hour workshops are part of the Cambridge Science Festival; this event takes place on April 28 and requires a $5 preregistration. Though I'm sure EMF will be touched on one way or another in all of the workshops, I thought the Serious Games for Social Change workshop might be of particular interest to you all: "In this workshop, best practice examples of serious games for social change will be played, discussed and analyzed. Furthermore ideas and sketches for proto-types will be developed and ways of realizing them will be discussed! The workshop gives the participants hands-on experiences and insights into the potential and limits of video games designed for social change. No pre-experiences are needed!"
Chris McEnroe

Technology a Top Priority in District 196 Schools - Rosemount, MN Patch - 0 views

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  • y more engaged,” said Heier. “The engagement itself, hopefully, will increase student performance.” Funding for these undertakings comes from a variety of sources, said Jeff Solomon, director of finance and operations for the district. Until recently, one source was a financial pool provided to schools nationwide by the Microsoft corporation as the result of a lawsuit served as a revenue source. However, those funds are now drying up after several years of use. The district also receives $1.4 million per year from the capital projects levy, all of which is intended for technology-related purchases. The 10-year levy was voted into effect in 2004. Capital funds are another source of technology funding. These monies, which are issued annually, are provided by state aid and by local property taxes. The total capital funds budget is $10 million per year. However, only $140,000 is designated for administrative technology; another $1.2 million is also allocated to specific schools, where the revenue is often used to fund technology. Currently, the district’s primary technological priority is building a stronger, more consistent wireless connection, said Heier. This project is still in the early stages. The district is working with a consulting firm to design a network that will allow for further expansion. Heier said that in the future, the district would like to create an environment where students can bring their own devices to school, and where schools provide students with devices, such as laptops and tablets. The district will begin building the network in either summer or fall of 2012. Heier was unable to estimate an end date for the project, but said the district hopes to establish the network within two years. The wireless project is estimated to cost between $500,000 and $750,000, according to Heier. Funding for the network is currently being sourced from the capital project levy. At present, levy funds will not be available until after 2014-2015. However, the levy may be renewed through a community vote in 2014. Either way, it appears that high-tech efforts will continue to be a priority for District 196 in the foreseeable future. “It’s our world now,” said Berenz. “We don’t have the choice to not incorporate technology.” Related Topics: Capital Funds Project, Capital Revenue, District 196, Education, Jeff solomon, Rosemount-Apple Valley- Eagan School District, Superintendent Jane Berenz, Technology in classes, and classroom technology What do you think of technology in classrooms? Tell us in the comments. Email me updates about this story. [["validates_email_format_of",{"message":"Enter a valid email address e.g. janedoe@aol.com."}]] Website: Thanks. We'll email you the next time we update this story.  Email  Print Follow comments  Submit tip   Comment Leave a comment [["validates_presence_of",{"message":"Hey, you forgot to let us know how you feel \u2014 please enter a comment."}],["validates_length_of",{"too_long":"Easy there, Tolstoy. Your comment cannot exceed 1500 characters.","maximum":1500,"allow_blank":true}]]comm
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    Spending money with the hope that learning comes from assumed engagement.
Stephanie Fitzgerald

Just Press Play - 1 views

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    Learn about the gamification of the university experience at RIT's School of Interactive Games & Media. I learned about this at a MIT talk on Civic Games, which was written up here: http://civic.mit.edu/blog/mstem/event-writeup-civic-games. They only really touched on motivation, autonomy, and rewards, but the transcript is also worth checking out for the names of people, books, and sites mentioned.
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    I forgot to point out the interesting use of RFID in Just Press Play.
Stephanie Fitzgerald

Motivation - Emerging Perspectives on Learning, Teaching and Technology - 3 views

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    Here is an overview of several theories of motivation, with some tables and simple animations and games illustrating concepts. It addresses a mix of articles and ideas that have come up in class and ones we haven't touched on yet.
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    Wow! Stephanie, what a fantastic resource! Thanks so much for sharing this with us.
Uche Amaechi

Wi-Fi Turns Arizona Bus Ride Into a Rolling Study Hall - NYTimes.com - 3 views

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    Turning buses into mobile hotspots. What happens when you 'connect' erstwhile unconnected parts of the day? This article doesn't really ask that question, although it touches on it in its last sentences. Also, presumably most of the kids had data capable phones and could text etc; what is different about access via laptops?
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    What about the social elements they are missing out on? The difference about access via laptops is the speed and ability to be more efficient compared to a phone. The capabilities of a laptop provide more opportunities for students to be productive/non-productive. This doesn't require them to be connected, however, I wonder what would happen if teachers start to hold students accountable (unintentionally) for using their connected time more wisely?
Matthew Ong

Dan Pink's Drive in lively animation - 3 views

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    This is a great clip summarizing the main points of Dan Pink's 'Drive'. It challenges some myths we have about what motivates us and provides some interesting experiments to back up the conclusions.
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    fabulous, video. Matthew. Touches directly on course topics and readings
Stephanie Fitzgerald

Girl Games: Adventures in Lip Gloss - 3 views

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    This article is fairly old, but I thought its topic resonated with our discussion in class last Monday--particularly the pink box of pink Legos.
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    Those "friendship adventure" games for girls don't sound like much fun - and I wonder if there's any replay value? I read through the game flow and it seems like something the kid finishes in an hour and doesn't touch again. http://en.wikipedia.org/wiki/Rockett's_New_School However, it looks like the game (and sequels) were actually quite popular. http://www.ew.com/ew/article/0,,63511,00.html
Leslie Lieman

Social-Networking Experiment at Ohio State Hands Students Control of the Recruiting Mes... - 0 views

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    Since college recruiters know that only a small percentage of students open email, Ohio State is planning to let prospective students get in touch directly with current students via IM, email or phone.
Amanda Comperchio

5 Top Social Games and Why They're So Successful - 2 views

  • 68.7 million Americans will be playing social games by 2012
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    In 3 out of 5 of these games users work on quest-like activities - Wow is #5; Mafia Wars is #4 & Farmville is #1. The other 2 resemble typical socialization when playing a game in person - "bragging rights" and playing a board game. They all seem to touch on at least one of the 3 components from Ryan & Deci - relatedness, competence, and/or autonomy.
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