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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.'"
Ellen Loudermilk

The 5 Keys to Educational Technology -- THE Journal - 3 views

  • Implementation is essential, especially when one understands that educational technology is about affecting particular outcomes.
  • Certainly, these objects have demonstrable value; however, techniques and processes in teaching and learning are at least equally important
  • use of appropriate tools
  • ...4 more annotations...
  • human capabilities are not wholly adequate to the demands of the modern teaching and learning enterprise, and this is where technology as facilitator has a role
  • Demonstrations, illustrations, instruction across learning styles
  • If no improvements are made with the adoption of new technology, then there is no point to utilizing any technology except for the most basic required to obtain that unchanging level of learning
  • need to assess our outcomes, make incremental changes in our methodologies to address shortcomings, then assess again
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    The author's top 5 keys to successful education technology... do you agree? Is it missing anything?
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    One of the more powerful messages I have learned in Stone's class is when you are designing an educational intervention you have to know WHEN to ask the question: what technology, if any, will improve our educational problem? Before you ask this question, the problem should be clearly identified, and the steps to assess if the problem is improving should be laid out. When you have this information, you can then tailor the technology to specifically meet the needs of your current problem. In this way, technology is sort of the means (not the ends!) towards improving education. So, in addition to the author's 5 key factors for educational technology, I would like to add: Is the technology a good fit for addressing our clearly defined educational problem?
Cameron Paterson

Is it Live or is it Internet? Experimental Estimates of the Effects of Online Instruction on Student Learning - 2 views

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    This paper presents the first experimental evidence on the effects of live versus internet media of instruction. Students in a large introductory microeconomics course at a major research university were randomly assigned to live lectures versus watching these same lectures in an internet setting, where all other factors (e.g., instruction, supplemental materials) were the same. Counter to the conclusions drawn by a recent U.S. Department of Education meta-analysis of non-experimental analyses of internet instruction in higher education, we find modest evidence that live-only instruction dominates internet instruction. These results are particularly strong for Hispanic students, male students, and lower-achieving students. We also provide suggestions for future experimentation in other settings.
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    The authors are very misleading in their claim that this study is the first on live versus internet. There is a huge literature on this topic stretching back decades. The claims about the generalizability of the study are also very suspect.
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    Chris, I think the authors are claiming it is the first experimental trial where participants were randomly assigned to a treatment or control condition. They contrast their study with the DOE meta-analysis, which I don't think includes experimental studies--at least as experiments are defined within econometrics. My problem with the study is that they are aren't really comparing live vs. internet so much as live vs. recorded video. They are very careful to not take advantage of any of the potential affordances of internet mediated instruction, except broadcasting a lecture, to preserve the "purity" of their experiment. Of course, that's not a terribly interesting experiment. The more interesting experiments, which they deride as "not apples-to-apples," is to compare a traditional lecture format with an online course that takes full advantage of the affordances of the internet. These studies would confound the carefully balanced design of an apples-to-apples comparison, but no serious education technologist thinks we should just record all the lectures and post them...
Chris Dede

National STEM Video Game Challenge - 4 views

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    Big money for games that help young children learn STEM
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    Maybe you or someone could comment on what this has in common with the Tesla project (or what is different). Would love to hear more. As a future middle school teacher, this inspires me. The contest geared toward middle school age validates my conviction that middle schoolers can and should be learning technology ... yes, even in BPS there's got to be a way.
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    TESLA is studying both how we can make math education more effective and what types of motivational inductions appeal to various types of students in grades 5-9. The emphasis in engagement is on building intrinsic motivation and self-efficacy in math, rather than using external motivation to "sugar-coat" math as yucky, but necessary. The intrinsic/extrinsic distinction is often ignored by game designers,and as a result kids who are momentarily engaged in STEM can actually be demotivated longer term. TESLA is trying to established a more nuanced view of how to build this type of game.
Natalie Hebshie

Part I: Answers to Questions About Video Games and Learning - NYTimes.com - 5 views

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    Definitely want to read some of the books mentioned in this Q&A.
Margaret O'Connell

Hackerspaces - breeding grounds for disruption? - 1 views

  • One of the most important things about hackerspaces, and an area that differentiates it from other areas in the tech industry, is that most of the ideas and projects aren’t designed for any type of financial return. And unlike academic research labs, hackerspaces are usually very hands-on and focused on practical implementation. In Tokyo Hackerspace, we have a lot of projects or project ideas that revolve around environmental or humanitarian applications of technology as well as art. These types of projects would rarely see the light of day in corporate scenarios (without government subisidies) but are often
  • types of projects that, when further refined, may turn into something that is financially viable or lay the groundwork for something much bigger. 
Mydhili Bayyapunedi

Google Goggles: The Future of Mobile Learning? « Designing Impact - 0 views

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    The author makes a case for mobile learning for professionals with the Android App - Google Goggles... are there other uses that people see of the app in the k-12 sector?
Garron Hillaire

American classrooms are outdated. Slate seeks your great ideas for how to modernize them. - By Linda Perlstein - Slate Magazine - 3 views

  • American classrooms are outdated. Slate seeks your great ideas for how to modernize them.
  • Slate is seeking your best ideas for transforming the American school
  • You can submit your design between now and Friday, Oct. 29
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    Slate has asked for people to submit ideas on what the 21st century 5th grade classroom should look like. It will be interesting to see what suggestions show up on this website.
Garron Hillaire

Will Wright Takes the Sims to Current TV with Bar Karma | Magazine | Wired.com - 1 views

  • Earlier this month, Current TV announced its new tv series, Bar Karma, scheduled to debut in the first quarter of 2011. Created by game designer Will Wright, known for his popular video games including The Sims and SimCity,  Bar Karma’s production model promises to provide a high level of audience involvement with the show
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    Interactive tv Perhaps educators could have an impact if they coordinated?
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    This is a really interesting and cool idea. I know that Disney's intense storyboarding model in its 'golden age' relied on months and sometimes years of collaborative, co-creation of a story between 10s-100s of people. And their decline in quality is often attributed to adopting a one-author/screenwriter process (The book: The Illusion of Life, Disney Animation; by Frank Thomas and Ollie Johnston talks about the company's process with lots of beautiful illustrations, how-to advice, and historical narratives..). What will happen when the general public, with potentially 1000s to millions of viewers put their minds together to evolve the best story?
Garron Hillaire

Education Technology News: M State Utilizes EON Reality Software - 0 views

  • M State will be using EON Reality, Inc., software to commence its instructional program with a three dimensional interactive content.
  • EON Reality, Inc., provides interactive three dimensional software
  • It is critical in instructional content development to have the Subject Matter Experts (SMEs) design the instructional component alongside a 3D developer who can then create and integrate the interactive digital content within a wide range of learning applications
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    Online college M State is offering 3D interactive instructional content
Garron Hillaire

Kno Tablet to Debut at $599 - NYTimes.com - 2 views

  • We already knew that the Kno, a tablet computer designed for college students, would be bigger and heavier than Apple’s iPad. It will also be pricier.
  • “When you do the math, it actually pays for itself and still saves $1,300 in digital textbook costs,” he said.
  • To be sure, the Kno is not just a fancy e-reader. It is also a platform that will allow students to take notes, manage projects and organize their college lives.
Ashley Lee

Virginia Tech Department of Music L2Ork » What is L2ork? - Linux Laptop Orchestra - 0 views

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    Virginia Tech's L2Ork, the world's first Linux-based laptop orchestra. With its affordable design and support from the Linux community, L2Ork hopes to bring laptop orchestras to K-12 education and beyond.
Chris Dede

Education Week: New Initiatives Signal Shift in U.S. Ed-Tech Leadership - 1 views

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    Lots of pomp and circumstance about new initiatives -- but how much funding and political clout is really behind them.
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    Are you speaking of Digital Promise? It reminds me of whatworks.ed.gov but it looks like it might be designed better. I don't believe whatworks.ed.gov ever got much traction.
pradeepg

Online Event Registration - 2011 Media Literacy Conference - EZregister.com - 0 views

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    Relevant and looks very interesting. Especially the sessions on game design: one of them is a TIE alum Cheers Pradeep
Kasthuri Gopalaratnam

Improving No Child Left Behind - NYTimes.com - 1 views

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    This caught my attention - "systems must be designed not just to show how much children have improved, but also to provide guidance so that ineffective teachers get better."
Kinga Petrovai

STEM Innovation Challenge - 1 views

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    This sounds like an interesting competition for students to be involved in. I think this would serve as a great tool that teachers can design their lessons around in order to make the learning relevant
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    very interesting Kinga. To throw in another STEM-related competition, the National STEM Video Game Challenge is about to begin its second year. Open to middle school, high school, and college/graduate students, the contest challenges students to create innovative video games that promote STEM learning while being accessible to underserved populations: main website: http://www.stemchallenge.org
Uche Amaechi

Apple - iPad 2 - All-new design. Video calls. HD video. And more. - 2 views

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    Tablets' potential for learning, as seen by apple. Thoughts?
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    I personally see a lot of potential for the use of tablets in education, but I find it interesting that Apple is heavily promoting the ipad for educational uses on its web site, but doesn't offer the educational discount for the iPad.
Chris McEnroe

More Schools Embrace the iPad as a Learning Tool - NYTimes.com - 2 views

    • Chris McEnroe
       
      "It's not about a cool application," Dr. Brenner said. "We are talking about changing the way we do business in the classroom." This is a useful sound bite but this article is a quagmire of the issues facing education. Advocates who would rather spend the money on teachers are speaking into the wind politically but they are also not speaking to the point being raised by the event the ipad purchase or the opportunity to advance learning. Good teaching rests on good, personalized relationships as well excellent management. ipads help with both but the danger in not articulating that more clearly is the fear that ipads (or some such thing) will replace teachers. There are those who love the idea of ipads not as an enhancement to learning but as a way to drive up teacher production. That idea and the fear of it distracts from matter of using technolofy to enhance learning.
    • Stephen Bresnick
       
      Really well said, Chris. I was reading the article and couldn't help but chuckle at the quote, "this is this could very well be the biggest thing to hit school technology since the overhead projector," said by the teacher Mr. Wolfe. The quote communicated volumes about Mr. Wolfe's underlying assumption that good teaching rests on good gadgetry, as if the overhead projector was once a panacea for all that ailed education in the 1970s, but that now there is a new panacea, the iPad. I have heard an interesting criticism of use of the iPad in the classroom that I would like to share. Namely, that it is a device designed almost exclusively for the consumption of media, but that it provides little if any opportunity for collaboration. Yes, there are a ton of cool apps in the App Store and the number will continue to grow, and yes, some of them will be pretty darn neat. But without the ability for students to collaborate and create, there is little evidence that this is, in itself, a transformative educational technology, just a faster and more colorful way for students to do the same things they have been doing. I get a bit uncomfortable when I see teachers get really excited about the tools of technology and all of their cool capabilities without thinking about which problems these technologies might be able to solve. So many people are fixated on technology as an end, as if dropping this new gadget in the classroom will, by itself, solve all problems. iPads are really great, but this might just be a case of the tail wagging the dog.
Bharat Battu

India's $35 tablet is here, for real. Called Aakash, costs $60 -- Engadget - 3 views

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    Tying into discussions this week about bringing access to mobile devices to all via non-prohibitive costs, while still reaching a set of bare-minmum technical specs for actual use: India's "$35 tablet" has been a pipedream in the tech blog-o-sphere for awhile now, but it's finally available (though for a price of roughly $60). Still though, as an actual Android color touch tablet, with WiFi and cellular data capability - I'm curious to see how it's received and if it's adopted in any sort of large scale
  • ...1 more comment...
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    http://www.google.com/hostednews/ap/article/ALeqM5jkCXZtzqXX87-pXex2nn23lWFwkw?docId=87163f29232f400d87ba906dc3a93405 A much better article that isn't so 'tech' oriented. Goes into the origin and philosophy of the $35 tablet, and future prospects
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    I had heard months ago that India was creating this, but was not going to offer it commercially - rather, just for its own country. Just like the Little Professor (Prof Dede) calculator, when tablets get this affordable, educational systems can afford classroom sets of them and then use them regularly. But to Prof Dede's point - can they do everything that more expensive tablets can do? Or better yet - do they HAVE to?
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    I think this is what they're aiming to do - all classrooms/students across the country having this particular tablet. They won't be able to do everything today's expensive tablets can do, but I think they'll still be able too to do plenty. This $35 tablet's specs are comparable to the mobile devices we had here in the US in 2008/2009. Even back then, we were able to web browse, check email, use social networking (sharing pics and video too), watching streaming online video, and play basic 2D games. But even beyond those basic features, I think this tablet will be able to do more than we expect from something at this price point and basic hardware, for 2 reasons: 1. Wide-spread adoption of a single hardware. If this thing truly does become THE tablet for India's students, it will have such a massive userbase that software developers and designers who create educational software will have to cater to it. They will have to study this tablet and learn the ins-and-outs of its hardware in order to deliver content for it. "Underpowered" hardware is able to deliver experiences well beyond what would normally be expected from it when developers are able to optimize heavily for that particular set of components. This is why software for Apple's iPhone and iPad, and games for video game consoles (xbox, PS3, wii) are so polished. For the consoles especially, all the users have the same exact hardware, with the same features and components. Developers are able to create software that is very specialized for that hardware- opposed to spending their resources and time making sure the software works on a wide variety of hardware (like in the PC world). With this development style in mind, and with a fixed hardware model remaining widely used in the market for many years- the resultant software is very polished and goes beyond what users expect from it. This is why today's game consoles, which have been around since 2005/6, produce visuals that are still really impressive and sta
Uche Amaechi

Steve Jobs, Apple, and the Failure of Education Technology | Hack Education - 2 views

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    Let's not forget the hand that Professional Development offerings, or lack there of, around Ed Tech played in this "failure," too. Just because we put a Smart or Promethean board in every school doesn't mean that it won't get written on with a dry erase marker or used only as an LCD projector instead of as the interactive device that it was designed to be...teacher training is essential in the success of ed tech integration.
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