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Sunanda V

Toys R Us Launches $150 Tablet Just For Kids - 0 views

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    While I understand the reasons behind designing tablets like these, that monitor the content kids consume really carefully, it does bring up the larger issue of how do you really want to introduce kids to the internet. Do you shelter them by only letting them use kid-friendly apps, search engines, etc. or do you teach them early about smart and safe digital practices? There are of course plenty of safety reasons to go with the former, but I'm also interested in seeing how the latter might look.
Steve Henderson

School Reform for Realists - 0 views

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    Lessons learned from Cisco's experience indicate that business-education partnerships should: * Be set up so that all aspects of the project are transparent to outsiders, even if corporations profit from the R&D * Foster experimentation, because it is not always clear in advance which ideas and projects will work best * Establish in-depth training for every new technology, with businesspeople and educators learning from each other
Julie Golden

Have you taught online? Your opinion is needed! - 0 views

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    https://www.surveymonkey.com/r/WKZGXX6 Please consider taking my survey. It is anonymous, so I won't be able to send a proper thank you. Please know that I will pay your kindness forward to another doctoral student in need and will send warm thoughts out into the universe for you. Thank you for your consideration and for passing this on to eLearning faculty!
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.
Maung Nyeu

Can Technology Help Solve India's Education Problems? | Knowledge@Wharton Today - 0 views

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    Texas Intruments and Intel are developing partnership with Indian firm CORE and others on education technologies. "Advances in technology continue to transform how we live, work, play and learn. Intel is committed to making education accessible and engaging for all students," says R. Ravichandran, director of sales, Intel South Asia.
Chris Dede

Live Report from the first iPad Summit - 3 views

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    Thoughtful post about technology integration for tablets
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    Yes, very interesting indeed. We've discussed a lot about the lack of professional development for implementation of iPads in the classroom, but not too much about the SAMR model (substitution, augmentation, modification, redefinition), developed by Ruben R. Puentendura. He is spot on in saying "For technology to be truly innovative and impactful on students, we must get to the stage of Redefinition, in which we use technology to create and perform tasks that - prior to the existence of the technology - were inconceivable" I think this is going to be tough to overcome with the iPad. Schools are so caught up in their fad. It seems as though it's hard for anyone, even smart creative people, to use their ipads in truly creative, richer, deeper, redefining ways.
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    Thank you for sharing this post Prof Chris. I agree that we cannot 'throw the iPad in, mix and stir' to develop a new program. However, where I disagree with the approach is that it does not start with the learner. The author began with pedagogy and then technology, but I feel that there should be learning theory first and then pedagogy and technology to support both.
Steve Henderson

Education Week: R.I. Students Gaining 'Badges,' Credits Outside School - 0 views

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    Badge learning in an after school program in Rhode Island.
Jennifer Lavalle

Mobile Gaming Rises Rapidly Among Kids and Teens - 1 views

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    This article shares some statistics from the NPD group's research regarding children under 17 and gaming. The percentage of under 17 year olds who video games has risen from 82% in 2009 to 91% in 2011. Mobile gaming is up from 8% in 2009 to 38% in 2011.
Janet Dykstra

ETS Experts Lead Assessment Research Behind GlassLab's Educational Games Educational ve... - 1 views

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    Members of Educational Testing Service's (ETS) Research & Development (R&D) division led the assessment research behind GlassLab's new educational game SimCity™EDU: Pollution Challenge! This new game brings elements of computer gaming to the world of education - providing assessment and learning in an environment that is engaging and exciting. ETS researchers are collaborating with GlassLab on several more educational games.
Nick Siewert

Education Week: Wyo. Virtual School Students Score Poorly on Test - 0 views

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    Full article requires registration with Ed Week.
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    Virtual Schooling gone awry in Wyoming.
Chris Johnson

Opinion: The First-Person Immersion Myth (Gamasutra) - 0 views

    • Chris Johnson
       
      I tend to agree with the author, though I would be interested in seeing evidence to support his claims. I remember playing the classic horror survival game "Alone in the Dark" (from 1992) The graphics were fairly primitive by today's standards, the controls could be clunky, but I felt more immersed in the experience, even upon replaying years later. By contrast, I played through first-person shooter and survival horror game F.E.A.R. recently. The graphics are very realistic and the controls are smooth, but something was missing that kept it from being an immersive experience for me. People who haven't played the original "Alone in the Dark" may recognize more with games like "Resident Evil" in comparison with "Half Life".
  • saves developers from having to develop
  • has a high learning curve for those who haven’t already experienced many first-person games
  • ...10 more annotations...
  • The reason for that is likely that we are used to seeing games and movies play out before us in a third-person view.
  • Having an avatar gives us a strong frame of reference,
  • Are first-person games inherently more immersive? A lot of developers seem to presume that they are,
  • most of us do is identify with the character
  • the “silent hero” dilemma
  • do a somewhat better job by at least allowing the player to make some dialog choices -- but still, the character isn’t you
  • What makes a game immersive or otherwise is not the viewpoint
  • because his world is so well-realized
  • we’ve come to our own conclusion that first-person games are inherently intuitive and more immersive, simply by virtue of their camera position
  • a couple people mailed me to say that they feel I have too closely tied character identification with immersion, and that’s not my intention
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    This is an opinion article that talks about immersion and the first-person camera angle in video games. He argues that game developers should re-evaluate the assumption that the first-person viewpoint is inherently more immersive than other gaming experiences.
Chris Johnson

Gmail Shortcuts (printable cheatsheet) - 0 views

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    Reference sheet with keyboard shortcuts for using Gmail's webmail interface.
Justin Reich

Video Games Win a Beachhead in the Classroom - NYTimes.com - 0 views

  • There is, at least, growing support for experimentation: in March, Arne Duncan, the secretary of education, released a draft National Educational Technology Plan that reads a bit like a manifesto for change, proposing among other things that the full force of technology be leveraged to meet “aggressive goals” and “grand” challenges, including increasing the percentage of the population that graduates from college to 60 percent from 39 percent in the next 10 years. What it takes to get there, the report suggests, is a “new kind of R.& D. for education” that encourages bold ideas and “high risk/high gain” endeavors — possibly even a school built around aliens, villains and video games.
  • ant time building their own games. Sometimes they design
  • miniworld, a dynamic system governed by a set of rules, complete with challenges, obstacles and goals. At its best, game design can be an interdisciplinary exercise involving math, writing, art, c
Chris Dede

Video Games Win a Beachhead in the Classroom - NYTimes.com - 4 views

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    To what extent should videogames be used in classrooms, and what is the research support for this?
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    Note the author characterizes the National Educational Technology Plan as a "manifesto." Quoting this article, "... in March, Arne Duncan, the secretary of education, released a draft National Educational Technology Plan that reads a bit like a manifesto for change, proposing among other things that the full force of technology be leveraged to meet "aggressive goals" and "grand" challenges, including increasing the percentage of the population that graduates from college to 60 percent from 39 percent in the next 10 years. What it takes to get there, the report suggests, is a "new kind of R.& D."
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    A bunch of especially interesting quotes toward the end: "This concept is something that Will Wright, who is best known for designing the Sims game franchise...refers to as 'failure-based learning,' in which failure is brief, surmountable, often exciting and therefore not scary... According to Ntiedo Etuk, the chief executive of Tabula Digita...children who persist in playing a game are demonstrating a valuable educational ideal.... 'They'll fail until they win.' He adds: 'Failure in an academic environment is depressing. Failure in a video game is pleasant. It's completely aspirational.' It is also, says James Paul Gee, antithetical to the governing reality of today's public schools. 'If you think about kids in school - especially in our testing regime - both the teacher and the student think that failure will lead to disaster,' he says. 'That's pretty much a guarantee that you'll never get to truly deep learning.'"
Bridget Binstock

Education Week: Lectures Are Homework in Schools Following Khan Academy Lead - 1 views

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    David Walter Banks/Luceo for Education Week Susan Kramer watched her packed 10th grade biology class weave through rows of desks, pretending to be proteins and picking up plastic-bead "carbohydrates" and goofy "phosphate" hats as they navigated their "cell." As they went, they explained how the cell's interior system works.
Kasthuri Gopalaratnam

Education Week Teacher Professional Development Sourcebook: Applicable Teaching Tools - 1 views

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    Educators are discovering that iPads and other tablet computers offer new routes to learning for students with disabilities
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    Kasthuri - I attended a session at ISTE last summer on using the iPad with Special Needs students (my oldest son has special needs) and discovered many apps that are created for "typical" learners can be adapted for students with special needs. The particular app and use in this article has (in my opinion) one huge advantage and one huge disadvantage. The advantage is price and therefore more widespread accessibility. Augmented Communicative Devices (http://www.abilityhub.com/aac/aac-devices.htm) can cost thousands of dollars. The iPad ($500-800) and app ($100) keeps the cost well below that and can give SES students with this particular need a greater chance in getting the device. The Disadvantage (in my opinion) is the FINE MOTOR skills necessary to operate the touch screen feature of the iPad. The children that I have seen who need this device to communicate have multiple issues at work that prevent them from isolating their fingers in such a way to make this a feasible way for them to communicate effectively. Some of the devices you can see in the link have distinct boundaries that account for mobility and fine motor deficiencies that make the use of the device successful to those who need that adaptation. I am not knocking the iPad for Special Needs students, simply pointing out that it is not the best tool for everyone.
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    Hi Bridget, I agree that it may not be for everyone. Would the use of a stylus rather than fingers make it easier to use the app?
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    Strictly speaking from my experience, the children that I have observed using these devices have Cerebral Palsy (or other muscular issues at work) to the extent where holding any device is not feasible for them. But I can see how a stylus might help specific students overcome this deficiency. Allison has had even more exposure to SN students than I have, so perhaps she can share some insight here.
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