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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.
Haley A

Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless - 0 views

  • After years of research and proselytizing, the proponents of digital game-based learning (DGBL) have been caught unaware. Like the person who is still yelling after the sudden cessation of loud music at a party, DGBL proponents have been shouting to be heard above the prejudice against games. But now, unexpectedly, we have everyone's attention. The combined weight of three factors has resulted in widespread public interest in games as learning tools.
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    "After years of research and proselytizing, the proponents of digital game-based learning (DGBL) have been caught unaware. Like the person who is still yelling after the sudden cessation of loud music at a party, DGBL proponents have been shouting to be heard above the prejudice against games. But now, unexpectedly, we have everyone's attention. The combined weight of three factors has resulted in widespread public interest in games as learning tools."
Francisco G

Smartphones give you wings: pedagogical affordance of mobile Web 2.0 | Australian Polic... - 0 views

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    provides an overview of the potential of the integration of mobile Web 2.0 tools (based around smartphones) to facilitate social constructivist pedagogies and engage students in tertiary education.
Haley A

Computer Games as Educational Tools - The Future of Education - 0 views

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    "The Learning Games Network is a 501(c)3 non-profit organization, whose mission is to develop and facilitate the use of computer games as educational tools."
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
Ashley M

Mobile Education - Emerging Media Initiative - 1 views

  • Touch-screen based mobile devices are increasingly becoming the communication tools of choice. While there is already an abundance of games, entertainment and utility applications on mobile platforms, the widespread use of such devices for educational purposes is still largely unexplored. In this project, Jay Bagga and Vinayak Tanksale, both of computer science, have developed three native and web-based iPhone applications designed to support and enhance the learning process. The first prototype developed by the team is a political science learning tool, created in collaboration with Joseph Losco, chair of Ball State’s Department of Political Science. The application features textbook chapters, interactive quizzes, polling capabilities and access to web-based resources.
hannah h

Blended Reality: Superstructing Reality, Superstructing Selves | Institute For The Future - 0 views

  • We are creating a new kind of reality, one in which physical and digital environments, media, and interactions are woven together throughout our daily lives. In this world, the virtual and the physical are seamlessly integrated. Cyberspace is not a destination; rather, it is a layer tightly integrated into the world around us. Technology enables this transformation but, as is always the case, when we invent new technologies, they in turn re-invent us. In the realm of blended reality, the technologies and tools that we are creating change a fundamental part of our existence: the lenses through which we view and interact with the world. We are literally beginning to see and feel the world through a new set of eyes and ears—things that were previously invisible become visible, and we see the familiar in a new way. Almost ten years ago, we wrote about the sensory transformation we’re about to undergo as technologies move off the desktop and into the physical environment. We also pointed out that sensory transformations inevitably lead to major social and cultural transformations because they shape the nature of what we experience and how we make sense of our surroundings [Cybernomads SR-829]. Blended reality is the manifestation of these changes. It is a type of sensory transformation that will change people’s lives, their senses of selves and others, and their views of the world around them. In this report we analyze key directions of this metamorphosis.
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    "We are creating a new kind of reality, one in which physical and digital environments, media, and interactions are woven together throughout our daily lives. In this world, the virtual and the physical are seamlessly integrated. Cyberspace is not a destination; rather, it is a layer tightly integrated into the world around us. Technology enables this transformation but, as is always the case, when we invent new technologies, they in turn re-invent us. In the realm of blended reality, the technologies and tools that we are creating change a fundamental part of our existence: the lenses through which we view and interact with the world. We are literally beginning to see and feel the world through a new set of eyes and ears-things that were previously invisible become visible, and we see the familiar in a new way. Almost ten years ago, we wrote about the sensory transformation we're about to undergo as technologies move off the desktop and into the physical environment. We also pointed out that sensory transformations inevitably lead to major social and cultural transformations because they shape the nature of what we experience and how we make sense of our surroundings [Cybernomads SR-829]. Blended reality is the manifestation of these changes. It is a type of sensory transformation that will change people's lives, their senses of selves and others, and their views of the world around them. In this report we analyze key directions of this metamorphosis."
Kaleb B

uDraw Studio at Nintendo - 0 views

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    Drawing has never been easier or more fun with the uDraw GameTablet and uDraw Studio! Discover your inner artist with uDraw Studio. Utilizing the uDraw GameTablet, players can finally express their own individual artistic creativity on Wii. Featuring versatile and easy-to-use tools, users can paint, draw, and color anything from simple doodles to intricate masterpieces. uDraw Studio offers the freedom to create spectacular works of art without the hassle of clean-up and comes bundled with the uDraw GameTablet.
Francisco G

Horizon Report Wiki - 2011 Mobiles - 0 views

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    Mobiles embody the convergence of several technologies that lend themselves to educational use, including electronic book readers, location-based services, annotation tools, applications for creation and composition, and social networking tools.
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    Talks about how mobile devices are making education better.
laken lewis

Gartner Outlines 10 Mobile Technologies to Watch in 2010 and 2011 - 0 views

  • Widgets are installable Web applications that use technologies such as JavaScript and HTML. Many handsets support widgets running on their home screens, where they are easily visible and accessible. Despite the lack of standards, widgets provide a convenient way to deliver simple, connected applications, especially those involving real-time data updates (such as weather forecasts, e-mail notifications, marketing, blogs and information feeds). Because widgets exploit well-understood tools and technologies, they have lower entry barriers than complex native applications, and thus can be a good first step to assess the demand for an application on a specific platform before undertaking expensive native development.
  • App stores will be the primary (and, in some cases, the only) way to distribute applications to smartphones and other mobile devices. App stores also provide a range of business support functions, such as payment processing, that assist smaller organizations. Gartner believes that app stores will play many roles in an organization's B2C and B2E strategies. They will be a distribution channel for mobile applications and a commercial channel to sell applications and content (especially in international markets), and they will provide new options for application sourcing. Many applications will exploit ecosystem cloud services.
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    mobile widgets-
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    app stores- the applications to smart phones and other mobile devices
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!
Ashley M

Global mobile statistics 2011: all quality mobile marketing research, mobile ... - 0 views

  • Beware of media hype and mobile myth
  • – put your mobile strategy on a sound footing with the latest research from credible independent experts
  • . Global mobile subscribers, handset sales, mobile Web usage, mobile apps, mobile ad spend, top mobile operators and mobile financial services.
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  • In the past two years, we have gone from a smattering of mobile statistics to an abundance of useful information. But there's still a long way to go, there are still huge gaps in our knowledge, some countries enjoy a proliferation of data sources, while others have little or none; and the quality of statistics varies incredibly. As telecoms regulators and industry associations start to collect and share meaningful data, things will only get better
Brody C

Game based learning - Wikipedia, the free encyclopedia - 0 views

  • Games often have a fantasy element that engages players in a learning activity through narrative or storylines. Educational video games can be motivating to children and allow them to develop an awareness to consequentiality.[1] Children are allowed to express themselves as individuals while learning and engaging in social issues. Today's games are more social, with most teens playing games with others at least some of the time and can incorporate many aspects of civic and political life.[2] Students that participate in educational video games can offer deeper, more meaningful insights in all academic areas. The success of game-based learning strategies owes to active participation and interaction being at the center of the experience, and signals that current educational methods are not engaging students enough. Experience with and affinity for games as learning tools is an increasingly universal characteristic among those entering higher education and the workforce
  • is a branch of serious games that deals with applications that have defined learning outcomes. Generally they are designed in order to balance the subject matter with the gameplay and the ability of the player to retain and apply said subject matter to the real world.
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    Describes what Gamed Based Learning is.
Brody C

Serious Games Initiative - 0 views

  • The goal of the initiative is to help usher in a new series of policy education, exploration, and management tools utilizing state of the art computer game designs, technologies, and development skills.
Ashley M

Teens and Mobile Phones | Pew Research Center's Internet & American Life Project - 0 views

  • Daily text messaging among American teens has shot up in the past 18 months, from 38% of teens texting friends daily in February of 2008 to 54% of teens texting daily in September 2009.
  • Text messaging has become the primary way that teens reach their friends, surpassing face-to-face contact, email, instant messaging and voice calling as the go-to daily communication tool for this age group.
Toni H.

Augmented Reality Past, Present and Future: How It Impacts Our Lives - 0 views

  • In this near-future scenario, just one of many possible applications for the technology, the concept of augmented reality makes air travel more bearable. More than just a series of visual cues, the technology can even combine auditory sensors and other stimuli to make high-tech data part of your everyday life. Like robotics, there’s a visceral and physical representation of the underlying artificial intelligence involved. And with real-world implications that range from expediting everyday business travel to fueling potential military research, facilitating heightened responses in emergency scenarios and powering the world’s most immersive video games, augmented reality will forever change how we think about data and how we process information.“Augmented reality will ultimately become a part of everyday life,” explains Sam Bergen, an associate art director for digital innovation at the ad agency Ogilvy and Mather. “Kids will use it in school as a learning tool – imagine Google Earth with AR- or AR-enabled text books. Shoppers will use it to see what products will look like in their home. Consumers will use it to visually determine how to set up a computer. Architects and city planners will even use it to see how new construction will look, feel, and affect the area they are developing.”
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    how it will affect our lives
John Langley

Augmented Reality Development Lab - 1 views

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    Business that promotes and sells AR tools for education. Great examples of use & demos!
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