Over the last four years, more than 10,000 children on five continents have participated in the project. We have demonstrated learning gains in science, language arts, and social studies, and students have completed literally thousands of Quests, some of which were assigned by teachers and many of which were chosen by students to complete in their free time.
Quest Atlantis is an international learning and teaching project that uses a 3D multi-user environment to immerse children, ages 9-15, in educational tasks from the Center for Research on Learning & Technology at Indiana University.
QA combines strategies used in the commercial gaming environment with lessons from educational research on learning and motivation. It allows users to travel to virtual places to perform educational activities (known as Quests), talk with other users and mentors, and build virtual personae.
For too long librarians have been seen as "copyright cops," impeding the use of copyrighted materials by students and staff. This presentation suggests we redefine our roles, helping those we serve take maximum advantage of fair use provisions, finding authorities with a "user-centric" view of copyright enforcement, and teaching others to consider not just the legal, but moral side of intellectual property acquisition, use and re-use.
Screenjelly records your screen activity with your voice so you can spread it as a video via Twitter or email. Use it to quickly share cool apps or software tips, report a bug, or just show stuff you like.
To help spark ideas and stimulate discussion following the release of the President's cyberspace policy review, last Friday we teamed up with the Center for a New American Security to bring together a panel of experts representing government, military, and industry for a Google D.C. Talk, "Developing a National Cybersecurity Strategy."