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Stephanie Johnson

videogamesandeducation.pdf - 0 views

  • positive connotations
    • Stephanie Johnson
       
      positive connotations toward personal computer platforms may be a product of marketing, as asserted in the MIT study.
  • As with other expressions of mass culture, there appears to be an established historical trend that minimizes its scientific importance
  • One of the foremost objectives of much research was the study of the ìeffectsî of video games (aggressive behavior, addiction, isolation, school performance and the like), based on previous assumptions and research on television. But after two decades, research results on video games are somewhat confusing.
  • ...12 more annotations...
  • is no scientific evidence to support this claim.
  • rnicious influence on
  • Lastly, a certain number of authors refer to the need to include the video game phenomenon in the literature disseminated by the media.
  • Hence, they point out how essential it is to act in school setting: either to counteract the effects of mass media, both cognitive and social; or to seriously affirm the inclusion of the critical study of these media and their procedures into school curricula.
  • From all the aforementioned references, it can be deduced that, for learning, video games are of unquestionable importance,
  • stimulating motivation,
  • very useful in acquiring practical skills,
  • ncreasing perception and stimulation
  • developing skills in problem-solving, strategy assessment, media and tools organization and obtaining intelligent answers.
  • esearch has yet to prove that video games are intellectually harmful
  • on the contrary, many studies defend their great importance in the development of intellectual abilities
  • ncourages the growth of spatial and logical skills, such as visualizing objects and relating them in space, organizing several factors with an end in mind (thinking strategically), and so on.
Maggie Gorman

Khan Academy - 0 views

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    Thousands of videos on math and science. very simple to follow and easy to use.
Stephanie Johnson

Research - Video_Games_in_Education-MIT_Study.pdf - 0 views

  • Pose hypothetical questions to a system
    • Stephanie Johnson
       
      So, if a computer game or "edutainment" product doesn't follow the critera of a-f, is it ineffective and a waste of time? Still no studies show evidence to support the games' effectiveness.
Seth Lunde

How 12 Schools Are Using Khan Academy Right Now - 0 views

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    This article highlights 12 schools that are using Khan Academy's "instructional videos to teach, learn, share, and grow from elementary school to high school."
Katie Brown

Using Technology In 4th Grade Math Lessons - 0 views

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    Integrating technology into a math lesson and learning to explore and develop theories on their own. Class uses the internet and real life activities to learn math. Well done example of engaging students with a real world context and using 21st century tools for research and collaboration.
anonymous

EBSCOhost: Teaching Caregivers to Implement Video Modeling Imitation Training via iPad... - 0 views

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    "iPads and Autism" Ebsco article about iPads and how kids with Autism can use them.
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    This article is a really good one about using iPads with kids with Autism in the classroom!
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