An Investigation into the Potential of Collaborative Computer Game-Based Learning in Hi... - 0 views
TechnoCat Teens: MIT Clown Gloves and the Future of Gesture Based Computing - 0 views
Education Week: Educators Evaluate Learning Benefits of iPad - 0 views
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a development that astonishes some ed-tech experts since the device is less than 15 months old, and K-12 educators are traditionally slow adopters of new technology.
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ith a battery life of eight to 10 hours and a weight of just over a pound, the iPad offers more portability and less startup time during the full school day than laptops or netbooks, while its screen size facilitates more flexibility using the Web and easier input than smartphones.
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“Is this the best use of our funds, or is it simply a tool to engage and motivate our students?” he asks. “Of course, technology has that capability, but is that always the best angle?”
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this website it basically talking about the ipad being adopted in schools
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"Every day seems to offer another story about a district or school that's buying iPads." This article explains the various uses of iPads in the classroom and how many schools have adopted them. It is important to gesture based computing because it gives yet another example of how gesture technology is invading the classroom.
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iPads in smaller schools instead of colleges and how they can be used in the classroom
learning catalytics - 0 views
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Learning Catalytics supports peer-to-peer instruction, and provides real-time feedback during class.
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Harvard University has developed Learning Catalytics, which support peer-to-peer instruction, and provides feedback to the students during class.
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Talks about learning how to put groups together and almost about cloud computing somewhat. This is about learning analytics too, I guess.
A review of gesture control technologies - 3 views
Why Your Next PC Will Be a Tablet | PCWorld - 1 views
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The primary computer for most users today is not a PC; it's a phone.
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What we used to call a tablet was just a laptop with a screen that swiveled around and folded back, yielding a bulky machine that was uncomfortable to carry as a slate and awkward to use as a laptop. That unsatisfactory hybrid was simply where the state of technology took us in previous efforts to create "tablet" or
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"slate" computers.
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Tablet Computers in Education « Educational Technology Debate - 3 views
Chris Harrison | Armura - 2 views
Student-centred learning: What does it mean for students and lecturers? - 2 views
Education-2020 - The Classroom - 1 views
Youth APPLab | HASTAC - 1 views
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This is a winner in the digital media badges for lifelong learning competition. "In the Youth APPLab, middle and high school students in the District of Columbia design software and mobile apps in an after-school program that supplements their formal learning in computer science. They conceive, develop and co-create their own Android Apps. Ultimately, students and their apps will compete for internships with technology-based startup companies in and around the DC area."
The most powerful technology is often simple and hidden - 0 views
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Learning analytics and personalization only begins with technology for "drill and kill" but certainly that is one place we should always use it, like this student learning spelling words. Article from scholastic about Read 180. "But while this student practiced his words, the most powerful stuff was happening behind the scenes. Out of eyesight. With every keystroke, the technology gathered data on his spelling fluency. It calculated how fast he was at spelling each word. It remembered what he got right and got wrong, and knew exactly how many times it had to re-ask the same word before the student really knew it. Every bit of data it collected would update and add to the student's personal learning profile - a collection of data the teacher could look up at any time to track progress and glean insights on the student's accomplishments and struggles, and that the computer could interpret and display for the student in ways that empowered him and showed him how successful he had been.
2011 Horizon Report | EDUCAUSE - 1 views
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The horizon report is out and will be the subject of our NetGenEd Project this year. Current trends: Time to adoption: One Year or Less * Electronic Books * Mobiles Time to adoption: Two to Three Years * Augmented Reality * Game-based Learning Time to adoption: Four to Five Years * Gesture-based Computing * Learning Analytics
Foldit, crowdsourcing, and labor. - Slate Magazine - 1 views
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I know that some are saying that we can't gamify education. But what happens when problems become a game and we compete to find answers? This article talks about foldit and how crowdsourcing has become a possibility for something that can work when it becomes a game. This is a great read for those exploring how we will use games in education. I would suggest that this is an approach that we could use. ". Foldit, a novel experiment created by a group of scientists and game designers at the University of Washington, had asked the gamers-some still in middle school and few boasting a background in the sciences, much less microbiology-to determine the how proteins would fold in the enzyme. Within hours, thousands of people were both competing against (and collaborating with) one another. After three weeks, they had succeeded where the microbiologists and the computers had failed. "This is the first example I know of game players solving a long-standing scientific problem," David Baker, a Foldit co-creator, wrote at the time."
3Gear Systems - 0 views
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