Undergraduates want more technology in classrooms - 0 views
Boss Level: Collaborative Student-Led Learning at Quest to Learn | Edutopia - 0 views
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'Quest to Learn' is a New York City public middle and high school, supporting collaborative student-led learning: "Quest to Learn has used research in game-based learning to create a rigorous and engaging collaborative learning space where students feel safe taking risks and using their successes and failures to create and apply new knowledge." "Nurturing social and emotional learning (SEL) and 21st century skills like inventiveness, risk taking and collaboration."
Can Video Games Teach Kids | Parade.com - 0 views
University World News - GLOBAL: Virtual simulation in classroom - 0 views
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"It was funny because the [preference for Second Life] were in the female group, which means the females found the experience more useful than males; that is really interesting because we are working on a game-based approach and we tend to think that games are for boys and not for girls."
Proof in Study: Math App Improves Test Scores (And Engagement) - 7 views
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Ipad app that teaches fractions
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I tend to agree with Professor Cuban - "IPads are marvelous tools to engage kids, but then the novelty wears off and you get into hard-core issues of teaching and learning." The real challenge is to convert the initial excitement and performance improvement into sustained progress. The key may be in leveraging the increased self-efficacy of students.
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This article makes me wonder about the novelty bump you get when you try anything new. In EcoMuve, they researched the effectiveness of EcoMuve vs a new ecology classroom based activity. This tactic is measuring the effectiveness of the technology. However in these studies, if they had kids using a computer game to practice fractions, did the control group practice fractions using a classroom based activity? 15% growth is not much to get excited about.
Education, psychology and technology: Games lessons | The Economist - 1 views
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a school with a curriculum based on videogames
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While I applaud the concept of their program, I believe it tips the scale too far in the direction of technology. Unless the students plan to solely work in a digital world the removal of a physical classroom and interaction will greatly affect their social development. For example, physics lab was partially about the smell of the chemicals, the viewing of the wave pools, the teamwork and the mistakes that were real life.
Give your keyboard the boot? Microsoft patents foot interface - 1 views
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Microsoft's research into a "foot-based user interface" seemed somewhat novel in 2006, when I first wrote about the project. Now that the company has released its Kinect full-body motion control system for the Xbox 360, the idea of controlling a machine with your feet seems like only part of the picture.
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Despite the fact that it seems outdated, or at least partial, the patent actually could be a notable win as the Redmond company expands the concept of motion-based interfaces beyond its video-game console into more general-purpose computing.
Graphogame Learning - 2 views
smart.fm - The place you go to learn. - 0 views
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My neighbors, who spent the last 2-3 years teaching in Japan, introduced me to this site. They have online tutorials and games based on some 15 years of research into the most efficient ways to acquire knowledge. http://smart.fm/about/learning_science talks about their research; noteworthy is the "Ebbinghaus forgetting curve," which basically shows that the best way to remember something is to remember it just before you're about to forget it. Check out their "BrainSpeed" game. Much more fun than flash cards.
Enhancing 5th graders' science content knowledge and self-efficacy through gam... - 0 views
The 100-Second Guide To Gamification In Education - 2 views
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Linked to the "game-based learning" technology outlined in the NMC Horizon Report
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This infographic is probably the most dense I've ever seen so I won't waste your time (it's the school year, no one has a spare minute) with my blabber. Enjoy the graphic and be sure to share it with your fellow gamification-loving colleagues!
5 Ways Higher Education Is Leveraging Mobile Tech - 3 views
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This article discusses ways to use mobile technology in a higher education setting, including uses to increase engagement among students and to provide safety and emergency information. The author fails to include any uses that actually involve learning or improved communication and transparency between students and teachers, which I believe is an oversight that many schools have when considering implementing mobile technology in their schools.
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Jeff Kirchick is Director of Universities at SCVNGR, the popular mobile game about going places, doing challenges and earning points. He presents regularly about the future of mobile and location-based services in education. You can follow Jeff on Twitter @JeffreyKirchick or e-mail him at jeff@scvngr.com.
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.
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