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Uche Amaechi

ReadWriteWeb's List of Kid-Friendly Online Resources - 0 views

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    Fox's IGN Entertainment purchases "What they Play site" that uses the ESRB (Entertainment Software Rating Board" data to provide a family guide to video games
Yang Jiang

On the Media: Social media in the spotlight - latimes.com - 0 views

  • The college campus experience makes a nice analogy for how consumers adapt to social media. Students arrive for their freshman year brimming with energy and expectation, ready to join every group, hit every party and try every new experience. The dorm room remains constantly open.
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    Can social networks be an instructive technology? Since social networks are so popular, if their features can be used in education, there would be interesting results. However, nowadays, most of them are for entertainment uses.
Brandon Pousley

Daphne Bavelier: Your brain on video games | Video on TED.com - 0 views

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    Scientist discusses positive effects of action video games, suggests entertainment industry should join scientists to create engaging educational games.
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    Thanks for sharing Brandon. I like two things she said in particular 1) General wisdom often carries no weight 2) Like red wine, video games may be good when used appropriately. I'm convinced myself in the power of game-based learning but do agree that more work needs to be done in bringing good ones to the class.
Cole Shaw

Analysis of Lucas's sale of Star Wars - 0 views

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    People have posted about the Star Wars sale before, but here is an analysis of what the impact means on "Tech Education"--kind of talks about it is more efficient to separate entertainment and education, but using the sale money to directly fund education is a good move.
Adrian Melia

Five secret ways that games are changing the world. - Kill Screen - 0 views

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    Interesting examples of how some games are used for more than just entertainment including crowdsourcing for scientific progress, helping support research, and bridging the language gap.
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    Hi Adrian, thanks for sharing this. I think that the crowdsourcing potential for online games is great for solving real-life problems. Maybe educators could actually use such a platform for engaging students in school too, like crowdsourcing to solve problems in school.
Chris Dede

Disruptions: Minecraft, an Obsession and an Educational Tool - NYTimes.com - 1 views

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    Minecraft is an interesting example of an entertainment game that is big in the education sector.
Chris Dede

Computer Games in the Classroom - WSJ.com - 1 views

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    Why is extrinsic motivation needed to make these subjects interesting, and why use an entertainment game rather than an educational game?
Xavier Rozas

AR Aero - Strategic Plan - 0 views

  • The Vuzix AR Education Group video eyewear products are the first educational media tools that provide individuals with total flexibility to receive, send, and review training and detailed product information through an increasingly ubiquitous web-enabled communication device. This revolutionary approach assures that the most current training and educational information will always be accessible to those who need it where they need it, a necessity for businesses increasingly operating on a global scale.
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    I was speaking with Chris yesterday and we agreed that it was going to be the entertainment industry that would pioneer this technology. At this point, it looks as if Vuzix core market and strategy for growing their AR library is business (training) and academia. The fact that you can see through the lens but ALSO see the 'broadcast' image is huge. Yesterdays AR demo would have been soooo much more immersive had we been able to keep one eye on the R (reality...cars, appraoching hornets, etc) and one I on the AR.
Chris Johnson

Social Impact Games (Entertaining Games with Non-Entertainment Goals) - 1 views

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    This site lists educational games by category. There is no feed for updates (at least, I haven't found one) and games listed vary greatly in quality and educational merit. The site is hard to navigate due to poor design and doesn't seem to update very frequently
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    Cool Site! What an easy way to see what has been explored and was in the works. It seemed as though Health and Language acquisition were big topics.
Sabita Verma

GoGo Lingo Makes Education Entertaining | GeekDad | Wired.com - 1 views

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    This is a company created to help kids learn foreign languages through activity based play in an online environment.
Uche Amaechi

Disney Mobile Turns the iPad Into a Racetrack for Toy Cars - Tricia Duryee - Commerce -... - 1 views

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    Interesting take on virtual meets real, atoms and bits living together in harmony; all in the name of entertainment--and hopefully education.
Xavier Rozas

DIY-Virtual Reality...prob. not in Walmart anytime soon - 1 views

  • Epcot on Wednesday opened a new attraction called "Sum of All Thrills," which lets kids use computer tablets to design a virtual roller coaster, bobsled track or plane ride. After inputting their designs, kids climb into a robotic carriage that uses virtual-reality technology to help them experience the ride they've created.
  • in the world of amusement parks and museums. Taking cues from the video game industry, park and ride designers have realized that people -- especially young ones -- want to interact with and even design their own thrill rides
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    Newest Disney attraction called - Sum of All Thrills where kids get to design their own virtual roller coaster. It uses virtual-reality technology. "Disney hopes the interactive nature of the ride would also help kids learn that math and science can be fun."
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    While I would not consider this incredibly expensive ride a 'distruptive innovation' or even an emerging ed technology, what Epcot has done by bringing this DIY-VR concept to the masses (if you are one of the masses that can A- afford Disney and B-have the patience to wait in line for `5-6 hours) is very important to future ed tech innovation strategies. The progression/invention of such cost prohibitive entertainment tools will fall squarely on the high-end theme parks and consumer venues. The challenge has been set by Epcot and now others must either compete directly or develop a better or more accessible solution. Off the top of my head, I can think of a few cost saving innovations that might be developed in this 'race'- Artificial G-Force Engline: variable air pressure, smart-chairs, fans
Drew Nelson

Games For Change - Catalyzing Social Impact Through Digital Games - 0 views

shared by Drew Nelson on 01 Oct 12 - Cached
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    Founded in 2004, Games for Change facilitates the creation and distribution of social impact games that serve as critical tools in humanitarian and educational efforts. Unlike the commercial gaming industry, we aim to leverage entertainment and engagement for social good. To further grow the field, Games for Change convenes multiple stakeholders, highlights best practices, incubates games, and helps create and direct investment into new projects.
Hannah Lesk

NY Times Op-Ed: Long Live Paper - 2 views

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    A point of view challenging the rapid transition to digital textbooks. 
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    These op-eds and blogs keep popping up, but I have yet to read one that is at all compelling. It was particularly entertaining when this author referenced how digital photography put Polaroid out of business. Hard to understand why one would use that reference when defending the textbook. The funny thing is that textbooks were never a fantastic learning tool to begin with. The real danger is that digital textbooks will not not make the dramatic improvements that they may be capable of when it comes to teaching the material.
Susan Smiley

Reflecting On A Year Of Blended Learning | GothamSchools - 2 views

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    Some of the city's "turnaround" schools, including the one where this teacher works, are listing knowledge or willingness to learn about using a blended learning instructional models as a criterion for hiring teachers. An interesting and entertaining blig post about implementation & buy-in of blended learning in NYC schools.
Chris Dede

PlayStation Vita Video Game, Inside PS VITA: Augmented Reality HD | Video Clip | Game T... - 7 views

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    New AR capabilities in Sony's about to be released PlayStation Vita. Very cool
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    I've never seen something that can take objects form the real world and make it part of the game experience for characters to jump off and bullets can ricochet off of real worl items.
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    Fantastic possibilities for entertainment and gaming. I can imagine doing a Parcour in my living room :-) It will be interesting to see who will invest the money and effort to bring this incredible technology to the educational area on portable gaming devices.
Felicity Fu

http://www.techlearning.com/default.aspx?tabid=67&entryid=6846 - 1 views

companies are doing more to keep students in school and in the learning environment. This would mean the audience group would become younger and younger as technology ties in both learning and ente...

started by Felicity Fu on 08 Dec 13 no follow-up yet
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....
Xavier Rozas

Technology Review: An Advert for In-Game Violence - 0 views

  • A team of European and U.S. researchers found ads displayed along with violent scenes to be more memorable to players than those shown with nonviolent content, even though players spent less time looking at them. The results are contrary to expectations stemming from research on television, where violence has been shown to decrease attention to advertisements. Developing a better understanding of the way advertising works in games could help game companies enhance their advertising strategies.
  • Those who played a violent version of the game, where the goal was to run down pedestrians, resulting in a blood-splattered screen, demonstrated significantly better recall of advertised brands than those who played the regular version. The researchers presented their work at the International Conference on Entertainment Computing last year.
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    The unholy marrage of violent gaming and hightened advert recall...Clearly there are educational implications to be considered here.
Devon Dickau

The End of the Textbook as We Know It - Technology - The Chronicle of Higher Education - 3 views

  • For years observers have predicted a coming wave of e-textbooks. But so far it just hasn't happened. One explanation for the delay is that while music fans were eager to try a new, more portable form of entertainment, students tend to be more conservative when choosing required materials for their studies. For a real disruption in the textbook market, students may have to be forced to change.
  • saying that e-textbooks should be required reading and that colleges should be the ones charging for them
  • radical shift
  • ...6 more annotations...
  • Here's the new plan: Colleges require students to pay a course-materials fee, which would be used to buy e-books for all of them (whatever text the professor recommends, just as in the old model).
  • they're far cheaper to produce than printed texts
  • publishers could eliminate the used-book market and reduce incentives for students to illegally download copies as well
  • When students pay more for new textbooks than tuition in a year, then something's wrong
  • Tricky issues remain, though. What if a professor wrote the textbook assigned for his or her class? Is it ethical to force students to buy it, even at a reduced rate? And what if students feel they are better off on their own, where they have the option of sharing or borrowing a book at no cost?
  • In music, the Internet reduced album sales as more people bought only the individual songs they wanted. For textbooks, that may mean letting students (or brokers at colleges) buy only the chapters they want. Or only supplementary materials like instructional videos and interactive homework problems, all delivered online. And that really would be the end of the textbook as we know it.
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    I would be for this. I could not believe a place so big on recycling (Harvard) murdered so many trees with the printing of course packs. I like this idea if you could get the material from other sources than just the school (say the author or publisher directly or something like Amazon). Otherwise, there is no opportunity for competition or bargaining.
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