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Kate O'Donnell

Therapist-free therapy - 1 views

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    An article discussing various attempts at providing therapy for anxiety through computer programs and phone apps. One of the research projects targeting social anxiety is currently being conducted at the McNally Lab here at Harvard. The findings are still a little murky but I think it's a great start to providing education about and strategies for treating mental health issues to a broader audience- especially to those who otherwise have very limited or no access to help.
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    Thank you for sharing this, Kate. I'm a little skeptical about 1) the long-term effectiveness of this technology, 2) the transferability of learning/conditioning, and 3) the subtle implications of "therapist-free" therapy. The debate is similar to when educational technology was first heralded to be able to replace teachers and classrooms, when in fact technology is best supplemented by in-person guidance. It is a fascinating area of research and development though, and I look forward to seeing how this type of therapy can transform standard practice.
Jing Jing Tan

Girls get geek chic at DigiGirlz' hands-on workshops - Dover, DE - Dover Post - 2 views

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    DigiGirlz is an event that promotes STEM careers for middle school girls, in which students experimented with Microsoft Kodu and robotics.
Ryan Brown

Technology In Education - Why? - 0 views

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    10 reasons why technology is needed in education.
Ryan Brown

edX - Home - 1 views

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    Harvard/MIT's response to Coursera. Very exciting!!!
Allison Browne

Virginia State Looks to Increase Student Engagement with Academic Social Network -- Cam... - 1 views

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    This article describes Virginia State Univ Business School new partnership with GoingOn Network to increase engagement at the school. Do you believe they will accomplish their goal?
Kate O'Donnell

Video Game May Help Treat Teen Depression - 3 views

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    This is an interesting example of a video game targeting mental health. The designers created a 3D fantasy world with different realms in which players learn mental behavioral techniques used to combat depression. The game was found to be effective in reducing symptoms of anxiety and depression in teens with mild to moderate depression.
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    Such a great idea. In rural areas, the lack of mental health practitioners is a serious problem so we reserve referrals for children who are in dire circumstances. Children with moderate or mild depression almost never get services. This game has great potential!
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    That's such an excellent point Allison!
Stephanie Fitzgerald

Intro to Motivation - Free College Classes - Psych 101: Introductory Psychology Course - 2 views

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    Here's a little introduction to motivation in psychology that you might find interesting--the other videos on the site are worth a peek, as well (though FYI, they are by no means as fun to watch as TED Talks).
Kate O'Donnell

Nevermind Game - 0 views

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    A video game that uses biofeedback to help players practice and better control their reactions to stress. It's an interesting combination of entertainment and serious biofeedback training, presenting a very creative approach to designing engaging conditions for learning that allow for relevant skill transfer.
Chris Dede

Digital | Social media and video games in classrooms can yield valuable data for teachers - 2 views

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    Brookings report on games and learning
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    It's interesting that so many products have a teacher focused data output model but if the software isn't making recommendations, the student must wait for the teacher to analyze the data to make changes. I wonder when software will empower students to make their own curricular choices based on their data. I don't believe I've seen this.
Chris Dede

Jane McGonigal, Designer of SuperBetter, Moves Games Deeper Into Daily Life - NYTimes.com - 3 views

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    Strong claims (with no evidence) about games and learning
Chris McEnroe

21 st Century Educational Technology and Learning | K12 educational transformation thro... - 0 views

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    A good collection of digital teaching tools.
Kiran Patwardhan

Hands Up! It's game on in the classroom - 1 views

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    Hands Up! It's game on in the classroom Digital New Zealand report finds 7 out of 10 parents use computer and video games as an educational tool Auckland, 30 April 2012 - New Zealand parents are increasingly embracing computer and video games as an educational tool, according to the latest research commissioned by the Interactive Games & Entertainment Association (iGEA).
Kasthuri Gopalaratnam

Serious Games Association to Launch Directory - Digital Education - Education Week - 3 views

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    I now know where the EMF Rater should live or at least get a link...
Lin Pang

DIY.org is an Online Refrigerator for Kids' Artwork - 1 views

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    A good site that encourages kids to upload their artworks. They are encouraged by rewards. Parents can monitor their kids' portfolio using their dashboard and give comments. Instruction is kept simple on the site.
Briana Pressey

Innovation and Technology Free Webinar May 8th - 2 views

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    Thank you for sharing. I've signed up.
Briana Pressey

App Texts Parents When Students Skip Class - 1 views

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    To be piloted in New York City schools to get parents more engaged
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    I would have loved this when I was in the classroom!!! Our principal used to make home visits, but some parents felt this was really intrusive (understandably); this sounds like a great easy & quick to implement intervention.
pradeepg

An article about blending physical and digital toys - 2 views

shared by pradeepg on 01 May 12 - No Cached
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    also mentions the sandbox summit and learning styles of young people
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    "These digital natives expect to share information on social media, collaborate, and create their own content." This sentence reminds me of the apparent contradiction of digital natives vs. digital divide. What happens to a student who doesn't have access to these types of tools and then is expected to collaborate and create at the same level? One more piece of evidence that schools need to be committed to 21st century skill development for all children.
Kasthuri Gopalaratnam

Education Week: Spotlight on Implementing Online Learning - 2 views

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    "Identifying promising models for mixing online learning and face-to-face instruction Challenges in e-learning Building partnerships to increase virtual learning collaboration among districts Teaching a "flip model" of instruction with online lectures as homework"
Jing Jing Tan

He's Not Motivated Part II | Psychology Today - 3 views

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    This article addresses how to foster motivation in a child - including being interested in the child's interests, pinpoint the source of frustrations, encourage the child at every step, focus on the child's strengths, and take time to overcome the frustrations.
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    Beautiful article Jing Jing. Thanks for sharing. Too often we push children through "our" timelines and curriculum without bothering to consider their interest or their development level. This article is a nice reminder that some kids are on their own clock and page.
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    My reaction to this article was "aren't these five principles common sense? Why doesn't everybody follow them?". And I realized that I haven't followed them either. Not all of them. Not all the time. Seems to me that either as a parent bringing up a child or as a society tasked with shaping the next generation we usually know the right things to do, but don't do them.
Kasthuri Gopalaratnam

Video Game Competition With STEM Focus Launched - Digital Education - Education Week - 2 views

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    'DU The Math' (http://www.duthemath.com/) is an educational game and this competition touts prizes and pop stars. Interestingly, the reporter asks important questions, such as : But is competition between students the best way for educational gaming to increase its penetration into formal K-12 education? Or would game makers be better served to focus gaming on competition between the student and him or herself, especially for players who are struggling to keep pace with class and feel left behind?
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