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brooke s

Infobase Publishing - About eBooks - 0 views

  • You are about to “test-drive” Infobase eBooks on the Infobase eBook platform—a powerful tool that allows you quick access to your Infobase eBooks collection! This test-drive features a small sampling of the more than 3,100 titles available from Infobase Publishing, spanning a variety of grade ranges and subjects. All sample titles available on this test-drive are full text and demonstrate the full functionality of the Infobase eBooks platform—browsing, searching, reading, bookmarking, and more. You're in the driver's seat—enjoy the ride!
Julie Lindsay

Playing Tag or Digital Games? Why Not Both? | MindShift - 0 views

  • What’s the difference between a computer simulation and a backyard game of tag? Quite honestly, not much – which is exactly why we, as educational media designers, have failed three decades of curious kids (with some notable exceptions). Interactive quizzes and digital flash cards may make content more exciting than their analog counterparts, but that’s a short-sighted approach that fails to get at the root problem, an extrinsic motivation when kids are already intrinsically motivated to learn. The fundamental problem is not that learning isn’t fun, it’s that we’re answering questions that kids aren’t asking (Who?, What?, When?, Where?) instead of giving them tools to experiment, build on, and share their own ideas. The problem is that we’re trying to replace teachers and parents with software rather than giving them complementary tools to help them become facilitators and coaches instead of test administrators.
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    What's the difference between a computer simulation and a backyard game of tag? Quite honestly, not much - which is exactly why we, as educational media designers, have failed three decades of curious kids (with some notable exceptions). Interactive quizzes and digital flash cards may make content more exciting than their analog counterparts, but that's a short-sighted approach that fails to get at the root problem, an extrinsic motivation when kids are already intrinsically motivated to learn. The fundamental problem is not that learning isn't fun, it's that we're answering questions that kids aren't asking (Who?, What?, When?, Where?) instead of giving them tools to experiment, build on, and share their own ideas. The problem is that we're trying to replace teachers and parents with software rather than giving them complementary tools to help them become facilitators and coaches instead of test administrators.
Claire C.

YouTube - T-mobile G2 4G internet speed test - 0 views

  • So here is a speed test of T-mobiles 4G internet on the new G2. It has a max
wildcat wildcat

Game-Based Learning: What it is, Why it Works, and Where it's Going - 0 views

  • Linked to the general principles of how we learn are more specific principles that describe how we learn in the context of effective game environments. James Paul Gee, author of What Video Games Have to Teach Us about Learning and Literacy , describes 36 learning principles that well-designed games embody. Following are four: Subset Principle: Learning, even at its start, takes place in a (simplified) subset of the real domain. For example, the setting for the loading dock game should represent an actual loading dock, so that players can easily map their in-game behavior to on-the-job performance. However, it must be a simplified version that omits unimportant details, so that players can focus on aspects of the simulation that are relevant to the learning objective—things like crosswalks and pedestrians. Active, Critical Learning Principle: The learning environment must encourage active and critical, not passive, learning. In the loading dock example, this means players do not merely watch correct and incorrect examples of loading dock behavior, followed by a quiz—they actually think, act, experience consequences and pursue goals in a variable game environment. Probing Principle: Learning is a cycle of probing the world (doing something); reflecting on this action and, on this basis, forming a hypothesis; re-probing the world to test the hypothesis; and then accepting or rethinking the hypothesis. For example, an effective loading dock game must present a functional environment in which players may choose from and evaluate many different actions. The goal is to find the right course of action via experimentation—making choices and experiencing the consequences. Practice Principle: Learners get lots of practice in a context where the practice is not boring (i.e. in a virtual world that is compelling to learners on their own terms and where the learners experience ongoing success). For example, to encourage practice—and thus, development of good habits—the loading dock game must gradually increase the difficulty level of the in-game challenges. This keeps players engaged and encourages them to continually hone their skills.
Riley F.

userfly - Web usability testing made easy. - 0 views

shared by Riley F. on 17 Mar 11 - Cached
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    how userfly works video tool that helps website owners monitor and analyze their websites and how people are interacting on the page
Riley F.

Four to Five Years: Learning Analytics « 2011 Horizon Report - 0 views

  • it will enable faculty to more precisely identify student learning needs and tailor instruction appropriately. This has implications not simply for individual student performance, but in how educators perceive teaching, learning, and assessment.
  • Similarly, Userfly, designed for usability testing, provides the ability to record the behavior of visitors to websites, and then play it back for analysis.
  • computer science professor Paul Gestwicki and English professor Brian McNely are co-developing software for enhancing collaborative knowledge work. Using current theories of learning, rhetoric, writing, and human-computer interaction, the pair is designing an interactive visualization system with the goal of providing a richer understanding of collaboration and a framework for more effective evaluation of the collaborative process within writing.
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    how learning analytics will help not only students but also teachers go about their job
d l

http://serc.carleton.edu/introgeo/games - 0 views

shared by d l on 18 Mar 11 - Cached
  • Features of game-based learning (GBL): GBL uses competitive exercises, either pitting the students against each other or getting them to challenge themselves in order to motivate them to learn better. Games often have a fantasy element that engages players in a learning activity through a storyline. In order to create a truly educational game, the instructor needs to make sure that learning the material is essential to scoring and winning.Learn more here. Categories of games that can be adapted for learning include: Video Games (Digital Game-Based Learning) Board and Card Games: with descriptions of geoscience games
  • To integrate learning and game play: Work out how to give students points for accomplishing certain goals in a lesson plan Decide on rewards for the victors Create game pieces Test your game before you run it
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    What is Game Based Learning
kyleo65

games2train.com: Digital Game-Based Learning - 0 views

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    A brief paper that contains a good argument: Read White Paper,Theoretical Underpinnings Most technology-based learning today, despite a variety of multimedia enhancements, is based on a single paradigm: "TELL-TEST". However this approach does not work well for the generations raised on MTV, fast action films, video games and the Internet. In fact, it does not work well for most learners... Plus other simple facts about their website
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    Explains how this is a new way of learning
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