Some interesting videos with James Paul Gee et al. discussing issues related to video games and learning. Videos are under 5 minutes each. What do you think about what they have to say?
If you start watching at the 30-minute mark, you can get a peek at how he uses technology in the design of his course and to shape participation during class.
At the 34:00 minute mark he is describing a jigsaw reading activity, similar to the study groups we are often encouraged to form. You won't believe where he and his students go with this.
I love his statement, "There are no natives here." So true.
I can't find the other video where he shows his collaborative notetaking platform that he uses in a 200-student class, but it's very cool. That's where I got the idea for some kind of wiki or google doc that might allow us to manage lecture notes and the backchannel.
This is a 2 minute trailer for a documentary on technology to help children and adults with autism communicate and learn. It is quite inspiring, as well as a bit emotion provoking.
The school I am interning at (The Carroll School) is using this in their middle school math classes. Small class sizes typically (4-8 kids / class), and it's a 1:1 school where every child has a laptop. But - it's working well for designated independent work time in the math classes I've observed- where each kid is asked to play the game for 15 minutes on their own.
Kids have their own profiles- and there are several different math mini games they can play, each game focusing on different math skills. Each mini game involves different game mechanics and art styles. But all games involve using arithmetic skills and math concepts to solve problems that progress them in the game. Good performance gives the kids in-game credits/money that they can use to customize their in-gam avatar.
posting message on facebook saved boy from going to jail. he was accused of robbing two men in brooklyn but his facebook message to his girlfriend, which was sent from his dad's house in manhattan a minute before the crime took place, served as his alibi.
State legislation passed in the spring could put up-to-the-minute instructional content at students' fingertips-either online or in customized printed form-eliminating the mass-market hardback textbook.
TX, CA, and FL markets drive the textbook industry. If TX leads the way, eliminating mass market textbooks, then they will undoubtedly revolutionize the publishing industry. Tablet textbooks may be the wave of the future, but let's just hope publishers don't think revolutionizing the textbook industry means reading textbooks on a screen.
I just saw this and was about to post to Diigo--this is quite depressing! I don't understand people's logic, sometimes. Maybe the law should be changed instead of trying to enforce an antiquated rule on new technology...and so does that mean things like Open Course Ware are also illegal in Minnesota?!? Or even syllabi or any sort of "instruction"--web page, article, etc.? Craziness...
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!
This is the thing I really wanted people to see related to collective note-taking. See 27:00 to approximately 34 or 35 minute mark.
His students take shared notes and create a master exam review sheet.
Great video showing Corning's vision for flexible, durable glass applications that can hide electronic components for high quality display on any surface you can imagine.
transferring much of the pedagogic effort from the teachers themselves (who will now act in an advisory role) to a set of video games
Periods of maths, science, history and so on are no more. Quest to Learn’s school day will, rather, be divided into four 90-minute blocks devoted to the study of “domains”.
in education, as in other fields of activity, it is not enough just to apply new technologies to existing processes—for maximum effect you have to apply them in new and imaginative ways.
An article discussing the use of video games being used to replace the traditional "chalk talk". The games also combines the traditional subject-based curriculum into "domains".
An article discussing the use of video games being used to replace the traditional "chalk talk". The games also combine the traditional subject-based curriculum into "domains".
Try playing through this "escape the room" type flash game. You have to conduct an experiment as part of the solution. In this case the experiment is trivial and its validity is questionable, but couldn't we create a similar game as a performance assessment?
If you get stuck, you can click "walkthrough" for help (including a video of the solution). Yes, I know there are many advertisements.
Chris don't you find the spastic picking up and inspecting of random artifacts laying around the castle, maze, forest, etc..hoping for a dialogue box to blurt out '..Just a regular newspaper...But what's this, a secret code puzzle left unfinished?!' is a flat experience. Don't get me wrong, I love easter eggs, but the hunt is a pain in clunky 2D.
Consider the possibilities for a performance assessment while playing through this simple "escape the room" game. The validity of the experiment involved in the solution is questionable.
Escape games are very big in the publishing industry right now due mostly to their inquiry based assessment and the low development cost compared to highly immersive first-person games. The biology lab escape is one of the better ones that I've seen out there. Thanks Chris!
I played for about 8 minutes and then grew tired of the game. I am curious how assessors would have graded my performance. I found the easier way to "escape the room" was to close the browser window.
LONDON — Once a week, year six pupils at Ashmount Primary School in North London
settle in front of their computers, put on their headsets and get ready for
their math class. A few minutes later, their teachers come online thousands of
kilometers away in the Indian state of Punjab.
The state of California is attempting this morning to defend a 2007 law banning the sale or rental of violent video games to anyone under 18
Ten minutes into the argument, Morazzini is barely visible beneath all the blood spatter. He's been assailed for the statute's vagueness, its overbreadth, and for the state's failure to show that playing violent video games is any more likely to engender violence in children
Video Games, Violence, Ban
Question: Is there a coin here? Do educational video games sit on the opposite side of violent video games? If video games are good for instruction then are violent video games also instructing violence? Perhaps existing violent games are not following good educational design and therefore are bad at instructing violence (which is good)?
An animated presentation of Sir Ken Robinson's views on education, esp. its effects on creativity and innovation. It's 11+ minutes, but I found it went quickly.
Rsa Animate is becoming one of my favorite distractions. It is interesting to compare Kahn with RSA. both using similar media for presentation of ideas. Production quality and content very different. Is this reflective of the difference in goals?