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Jennifer Bartecchi

MIND Research Institute - Program Overview - 0 views

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    The MIND Research Institute has developed software & games to teach math without use of language. Language is thought to be a barrier to math for many students.
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    Taking the math out of language provides access for students who have linguistic barriers to learning.
James Glanville

Online Algebra I Class Can Boost Rural Students' Access, Skills - Inside School Research - Education Week - 0 views

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    Interesting EDC study showing positive results with an online Algebra course for rural students in Maine and Vermont.    The 8th graders taking the virtual algebra course performed much better and were more likely to take advanced math classes by the 10th grade.  It's an example of educational technology being used in a very effective and appropriate way to address rural student equity issues.
Richard Liuzzi

Family Creative Learning - 3 views

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    I'll be working on this project through the Lifelong Kindergarten research group at MIT Media Lab this semester
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    This is very cool...I haven't seen much on cross-generational learning, but I think that there are very valid benefits to it (as well as multi-generational living). Anyways, it seems not so different from the research that Uche is doing in the class. Look forward to hearing how your semester goes!
Chris Johnson

Variety, Social Aspects More Important To Game Success Than Graphics, Plot (Slashdot Article) - 0 views

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    This is a Slashdot article that points to a research paper (unfinished) that analyzes which elements are most important in the success/failure of a game. The abstract and conclusion sections of the article are succinct and accessible. The results are quite telling. One wonders if the results are consistent across game genres/audiences/distribution methods.
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.
Ando Endano

Lifeplus - 0 views

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    AR experiment and research for archeological sites, utilizing a head mounted display.
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    AR experiment and research for archeological sites, utilizing a head mounted display
Jessica O'Brien

Higher Education's Tech Dilemmas - Science and Tech - The Atlantic - 2 views

  • Electronic readers and textbooks, while an interesting concept and potentially lucrative for publishers, so far aren't meeting student needs
  • A host of research over the past decade has shown that even the option to click hyperlinks to related material can create confusion and weaken understanding.
  • The iPad measured at 6.2% lower reading speed than the printed book, whereas the Kindle measured at 10.7% slower than print
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  • Education's real problem with readers is the dismaying fact that mass information technology out of the box was not developed for education.
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    This article summarizes some research findings that suggest that electronic readers, such as the Kindle and iPad, are still inferior to the printed page and may even worsen student comprehension of material. The most up-to-date information technology seems inadequate for educational and academic needs.
Cameron Paterson

Becta research - 0 views

  • Robust evidence is vital in informing the development of strategy and policy that will improve outcomes for learners and the system as a whole. We develop and disseminate robust evidence on the impact of ICT on education.
Devon Dickau

Audio: Wikipedia's Co-Founder Calls for Better Information Literacy - Tech Therapy - The Chronicle of Higher Education - 1 views

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    How valid is Wikipedia use in education, teaching and research, especially in Higher Education?
Margaret O'Connell

Women in Engineering - The Numbers - 2 views

  • I am very curious as to why the number of women pursuing engineering degrees has effectively stayed the same, while the number of women attending college grows by about 20,000 each year. At the same time, I think it’s fair to say that engineering as a profession, and technical professions in general, have become less stigmatized as exclusively male. So it’s a bit discouraging to see that the number of women pursuing a career in this field has basically stagnated. And I am at a loss to explain why. What do you think?
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    Hi Margaret, There's some interesting research around this question that points to bad messaging as the culprit. In case you're interested, here is a link to some market research the Engineer Your Life coalition did. The NAE also has an interesting research report called "Changing the Conversation." Natalie
Kellie Demmler

Can gaming change education? | eSchoolNews.com - 2 views

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    While there are still many barriers to using video games in educational settings, MIT's latest research is showing some positive results related to gaming and learning.
James Glanville

Brainscape: Learn Faster - Research - 2 views

  • Confidence-Based Repetition These combined concepts of Repetition, Active Recall, and Metacognition work together to create Brainscape’s unique process of Confidence-Based Repetition (CBR). CBR acts essentially as your personalized knowledge stream, where bite-sized concepts are repeated one after another, in Question/Answer pairs, and then re-entered into the repetition queue in intervals based on your confidence in how well you know them. Low-confidence items (e.g. the 1’s and 2’s) are repeated more often until you upgrade your confidence to higher levels.
    • James Glanville
       
      "Confidence-based repitition" looks like the direct application of current thinking in neuroscience about how we learn.   I wonder how well it really works?  It's theory based but not truly field tested.....Not quite iterative research-design-field test-tweak loop Dock's Design course prescribes.
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    Interesting startup.  Building a learning tool based on the neuroscience concept of "confidence-based repetition."  
Bharat Battu

Xbox Kinect - Usable in Homebrew / Research / Academic Applications - 1 views

For anyone who is intrigued by Xbox Kinect and potential applications in education, research, or anything beyond Xbox gaming, the peripheral is usable for developer's own projects, for free. What'...

Kinect homebrew gestures hacks

started by Bharat Battu on 01 Sep 11 no follow-up yet
James Glanville

MassCue - The Power of A Student Response System - 2 views

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    MassCue article about the effectiveness of Student Response Systems by a tech consultant / researcher for vendor Turning Response Systems (who sells the clickers that HGSE uses). I'm interested in comparing these systems with the FREE adhoc web-based system offered by Socrative.com, co-founded by HGSE TIE grad Ben Berté.
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    James- very interesting article about Student Response Systems. The clickers are a great tool to facilitate student participation in a teacher-centered classroom, and many of us have seen the Turning Point clickers in action. And they really do help with engaging everyone in the audience. Remember that diversity seminar during orientation week? The rich discussion that ensued in a crowd of 650 was really made possible because of the opening survey questions, the clicker interactivity, and the discussions that sprung up at each individual table which then mushroomed out to the rest of the crowd. I never thought a diversity seminar could be that engaging, and the clickers were definitely a key part of that. My only criticism of the article is that it seems to be pushing hardware capabilities over sound pedagogy, which is always a danger in learning about emerging technologies. Question though: is Socrative not entirely free? it seems like a great tool with many interactive capabilities, ideal for many classroom settings and activities.
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    Steve I agree the article did have a strong sense of hardware pushing. It was written by a research on the the vendor's payroll. I've changed "free" to FREE; I intended the quotes to be for emphasis, not skepticism. Socrative is indeed free.
Chris Dede

Education Gaming and Simulation Homepage - 3 views

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    Link to National Research Council workshop on games and simulations in science education, including all the commissioned papers.
David Chen

Research shows avatars can negatively affect users - 1 views

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    Although often seen as an inconsequential feature of digital technologies, one's self-representation, or avatar, in a virtual environment can affect the user's thoughts, according to research by a University of Texas at Austin communication professor.
Maung Nyeu

The race for education tech heats up - Fortune Tech - 1 views

  • Demand for online education is exploding. The global market for online learning at schools and businesses is expected to grow from $32.1 billion in 2010 to approximately $50 billion by 2015, according to research firm Ambient Insight.
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    Industry top firms, including Google, News Corp, Disney, and NBC Universal, are showing interest in online education. "Demand for online education is exploding. The global market for online learning at schools and businesses is expected to grow from $32.1 billion in 2010 to approximately $50 billion by 2015, according to research firm Ambient Insight."
Chris Dede

Time To Dump Seat-Time-Based Credit Hour, Says Research Report -- Campus Technology - 0 views

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    This is discussed in the Productivity section of the NETP
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    Arizona is taking an interesting view on seat-time http://news.yahoo.com/high-school-less-four-years-070000848.html Hundreds of schools in Arizona are being given the chance to opt into an initiative called Move On When Ready where students are allowed to graduate after their sophomore year based on proving academic achievement. Some are arguing that it is the same option as getting a G.E.D. after one turns 16 but I would argue that there is a negative connotation to having a G.E.D. versus a high school diploma and that this program provides a way for students to achieve a diploma without "putting in" four years of high school seat-time.
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