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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.
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  • 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.
Prisma Avery

7 Things You Should Know About Flipped Classrooms - 1 views

  •  
    This PDF gives and describes seven things you should know about "flipped classrooms." The seven things are "what is it," "how does it work," "who's doing it," "why is it significant," "what are the downsides," "where is it going," and "what are the implications for teaching and learning."
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    This is a list of information about flipped classrooms. It includes the negatives, positives, and how flipping classrooms helps students.
Kathryn Shaw

Technology and Education - 1 views

  • Technology can easily be overused within the classroom, and this can cause negative effects on the entire
  • learning experience
  • student texting and internet usage (school-related and trivial) during class
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  • plagiarism
  • overall lack of respect
  • not concerned with details
  • There is a general decline in higher-order thinking skills, and an overall re-wiring of teenage brains
  • deeper intellectual laziness
  • 6100 Teaching Positions are set to be eliminated amid increased tech spending, which is effectively eight percent of all teachers in the city.
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    The problems with technology in education. Includes some of the debate on wether there is a benefit for students future life. Includes some cautions. Searched:"negative effects of technology on education"
Maggie Gorman

Earlychildhood NEWS - Article Reading Center - 0 views

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    GREAT SITE!  Shared pros and cons of early childhood ed and technology and what our goals as teachers should be when implementing these tools in appropriate ways. Search on google: early childhood education+technology
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