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Ashley Lee

The American Diet: 34 Gigabytes a Day - Bits Blog - NYTimes.com - 1 views

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    This article is not directly related to education, but it gives you a sense of how much information youth today might be consuming. An average American consumed 34 gigabytes per day in 2008. From the executive summary: 'In 2008, Americans consumed information for about 1.3 trillion hours, an average of almost 12 hours per day. Consumption totaled 3.6 zettabytes and 10,845 trillion words, corresponding to 100,500 words and 34 gigabytes for an average person on an average day. A zettabyte is 10 to the 21st power bytes, a million million gigabytes. These estimates are from an analysis of more than 20 different sources of information, from very old (newspapers and books) to very new (portable computer games, satellite radio, and Internet video). Information at work is not included.'
Chris Dede

Can Video Games Teach Kids | Parade.com - 0 views

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    NY charter school based on videogames
Lin Pang

Scientists prove that active exploration isn't required to create memories, +1 for 2D l... - 2 views

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    Interesting argument for iPads and tablets
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    It's very encouraging to know that a study shows that "Video games and TV shows can help us learn, similarly to traditional non-electronic methods."
Kinga Petrovai

STEM Innovation Challenge - 1 views

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    This sounds like an interesting competition for students to be involved in. I think this would serve as a great tool that teachers can design their lessons around in order to make the learning relevant
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    very interesting Kinga. To throw in another STEM-related competition, the National STEM Video Game Challenge is about to begin its second year. Open to middle school, high school, and college/graduate students, the contest challenges students to create innovative video games that promote STEM learning while being accessible to underserved populations: main website: http://www.stemchallenge.org
Danna Ortiz

What to test instead - Ideas - The Boston Globe - 2 views

  • A new wave of test designers believe they can measure creativity, problem solving, and collaboration – and that a smarter exam could change education.
  • Reengineering tests has become a kind of calling for a group of educators and researchers around the country. With millions of dollars of funding from the federal government, the Bill and Melinda Gates Foundation, as well as from firms like Cisco Systems, Intel, and Microsoft, they have set about rethinking what a test can do, what it can look like, and what qualities it can assess.
  • computer simulations, games, and stealth monitoring
  • ...15 more annotations...
  • Chris Dede at Harvard
  • Such predictions require a clear sense of the qualities a person needs in order to thrive.
  • There are just a lot fewer jobs where you’re not doing information-seeking, interpreting, problem-solving, and communication than in the past.”
  • engineer tests
  • equire people to exercise a bundle of complex skills at the same time,
  • rafting computer programs that take advantage of so-called stealth assessment, a method of judging test-takers without telling them exactly what’s being judged.
  • When we test, we’re really probing for certain qualities—the particular mix of knowledge and ability—that tell us a student is ready to move ahead, or an employee will be an asset to the firm.
  • developed a 3D video game to test scientific skills
  • students
  • evaluated
  • rocess they go through to attack a problem.
  • Harvard developmental psychologist Howard Gardner participated in an effort to design new kinds of tests in the humanities that could be graded objectively.
  • Ultimately, he found that the nuance required to measure softer skills collided with the demands of standardization.
  • A test becomes a sign post,
  • t becomes an example of what to strive for.”
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    How test designers are trying to move away from standardized tests to computer programs that can measure a myriad of skills simultaneously through simulations and "stealth monitoring."  Both Chris Dede and Howard Gardner are mentioned.
Garron Hillaire

Will Wright Takes the Sims to Current TV with Bar Karma | Magazine | Wired.com - 1 views

  • Earlier this month, Current TV announced its new tv series, Bar Karma, scheduled to debut in the first quarter of 2011. Created by game designer Will Wright, known for his popular video games including The Sims and SimCity,  Bar Karma’s production model promises to provide a high level of audience involvement with the show
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    Interactive tv Perhaps educators could have an impact if they coordinated?
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    This is a really interesting and cool idea. I know that Disney's intense storyboarding model in its 'golden age' relied on months and sometimes years of collaborative, co-creation of a story between 10s-100s of people. And their decline in quality is often attributed to adopting a one-author/screenwriter process (The book: The Illusion of Life, Disney Animation; by Frank Thomas and Ollie Johnston talks about the company's process with lots of beautiful illustrations, how-to advice, and historical narratives..). What will happen when the general public, with potentially 1000s to millions of viewers put their minds together to evolve the best story?
Chris McEnroe

5 Ways Teachers Can Evaluate Educational Games - 4 views

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    A nice framework.
Uche Amaechi

BYOD - Worst Idea of the 21st Century? : Stager-to-Go - 7 views

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    Uche, you keep posting stuff I have a problem with- OK I understand that BYOD policies may not be so great but I really believe that familes should shoulder some of the costs for hardware since degredation is such a problem. The schools can have agreements with vendors to provide certain laptops or tablets for a certain price point and they can design their systems to support these items. Parents are expected to purchase backpacks, binders, and school supplies. When parents can't provide these back-to-school supplies, schools cover it. The same should be for computers. Speaking as a middle class parent (refer to above article) I believe this is an important investment in our schools so that they can focus on hardware support and software implementation/ integration.
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    @Allison and Uche - I am torn. While I initially thought BYOD was a good idea so that schools would have to stop "blaming" their fiscal woes on their inability to integrate emerging technologies into the curriculum, I now have some appreciation with points from this article - especially around "false equivalences" and "enshrining inequities" in light of my own children's "bring your own electronic device" day that took place two weeks ago. As a school wide reward for meeting their Accelerated Reading goal, all students were told they could bring an electronic device to school to "play" with on Friday afternoon. This prompted my kids to call me (Skype) on Thursday night and ask me if I could buy them a DS or a SmartPhone that NIGHT so that they could bring either of those devices to school for the celebration. Now mind you, my kids have access to lap tops, iPad, Smart Phones, Wii games, GameBoy, iPods, Flip camera, digital camera, etc - albeit not their OWN - but still access to them for use (when Mom and Dad are not using them). But apparently, of the devices left that Mom and Dad weren't using, none of them were "cool" enough for this event. That got me wondering if BYOD might have the same effect on our learners making those who don't have the latest and greatest feel bad or less adequate then their friends or classmates who could bring something they deemed as "better?" Allison, your point seems to be that requiring parents to cover the expense of a digital device as a requirement for school is not a bad idea, but I think you are referring to expecting the SAME device to be purchased and used, not myriad devices with various capabilities, features and functions - am I understanding you correctly? And if we did try to mandate parental supply of digital devices, would we have a different kind of fight on our hands because, as consumers, parents might have their own biases around what they deem is the best device of all (not just PC vs MAC or iOS vs Android, but sma
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    I still believe that a system properly designed could mitigate some of your concerns. In reality, schools can not support any device that a student brings in. They are capable of supporting a certain number and if they build relationships with the vendors to sell those devices that the school is capable of supporting then families will be aware that the school will offer the best deal on the items that are compatible. Every year the school recommends items for back to school supplies. If the laptop could replace all of the binders it might be worth it. There are many factors to consider but the biggest obstacle is that schools maintain such old equipment because of their budget woes. Even when we can purchase the latest and greatest software, the computers can't run it.
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    What a great debate you guys are having! One point worth considering is that typically the parents are responsible for purchasing the supplies, while the school is responsible for providing the content (textbooks, workbooks, handouts, worksheets, videos, etc). In the near future these devices may also be the primary sources of content, replacing textbooks altogether. I would hope perhaps funding for textbooks could be transferred to funding for these devices. I would also hope that the price of these devices drops significantly (is the $35 tablet in our future?). Then of course the question of who pays is less important. In my job producing educational video for publishing companies, I spend way too much time dealing with various formats and compatibility problems with browsers, so I'd love to see a future where this becomes more standardized.
Marium Afzal

The Animation Revolution - 0 views

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    "As technology speeds up and our children are raised more and more on video (like YouTube) and video games, they won't have the time or patience for reading, even on a fancy digital device. And they won't want to listen to others reading to them, either (see Audible). We're on a one way street to animation replacing text books."
Jeffrey Siegel

VIDEO: 5 Ways Tech Enhances Education (3min) - 0 views

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    Global Learning Game-based Learning Virtual worlds, digital simulations and models Mobile learning Real-time data-based decision making
Jennifer Lavalle

Online Program Aims to Help Ala. Elementary Schools - 0 views

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    Interesting program to look into called "Kids College." A video game laced with reading/math assessments.
Chris McEnroe

School technology: Lease might make major up-front investment possible - Crookston, MN ... - 2 views

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    A good snapshot of the conversation at the school board level. How informed are the high-stakes decision makers.
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    The amount of money they are spekaing about to scale their schools into the 21st century is the reason the BYOD option is so attractive. If schools focus on wireless infrastructure then families might be able to forgo soem back to school supplies and video games to get a tablet.
Simon Rodberg

"Computers Bring Real World into 1980s Classrooms" - 0 views

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    From the Orlando Sentinel, 1985: Although they have not solved how to keep students interested in certain subjects, computers are proving to be highly acceptable motivational tools in all grades at Seminole County schools. Unlike video games that provide only entertainment, computers in the classroom are used as a teaching resource to reinforce development skills for elementary and middle school students and for those with learning deficiencies....
William Vitale

Neuroscience and Enhanced Learning Report - 1 views

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    Here's a report from FutureLab at the National Foundation for Educational Research. It's a long report but they touch on a number of ways that neuroscience and technology can be integrated, whether it being using fMRI to demonstrate how brain activity levels are heightened when someone is allowed to choose their own avatar in a video game, or creating an app that helps dyslexic children read based on a neuroscience framework.
Eric Kattwinkel

Content Matters | Wired Science | Wired.com - 1 views

  • Just as all those Baby Einstein DVDs backfired, we’re just beginning to learn that arcade video games seem to produce reliable and persistent cognitive benefits:
  • The brain, as always, is a category buster. It excels at shredding our neat preconceptions and abstract classifications. We like to speculate about technology in general, about the neural effects of television and computers and tablets, but these tools are only incidental
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    Jonah Lehrer on surprising effects of tech on cognition
Chris Dede

A 'Stealth Assessment' Turns to Video Games to Measure Thinking Skills - Technology - T... - 3 views

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    using videogames to measure thinking skills
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