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When The Water Ends: Africa's Climate Conflicts by : Yale Environment 360 - 0 views

  • “When the Water Ends,” a 16-minute video produced by Yale Environment 360 in collaboration with MediaStorm, tells the story of this conflict and of the increasingly dire drought conditions facing parts of East Africa. To report this video, Evan Abramson, a 32-year-old photographer and videographer, spent two months in the region early this year, living among the herding communities. He returned with a tale that many climate scientists say will be increasingly common in the 21st century and beyond — how worsening drought in parts of Africa, the Middle East, and elsewhere will pit group against group, nation against nation. As one UN official told Abramson, the clashes between Kenyan and Ethiopian pastoralists represent “some of the world’s first climate-change conflicts.”
  • But the story recounted in “When the Water Ends” is not only about climate change. It’s also about how deforestation and land degradation — due in large part to population pressures — are exacting a toll on impoverished farmers and nomads as the earth grows ever more barren.
  • The video focuses on four groups of pastoralists — the Turkana of Kenya and the Dassanech, Nyangatom, and Mursi of Ethiopia — who are among the more than two dozen tribes whose lives and culture depend on the waters of the Omo River and the body of water into which it flows, Lake Turkana.
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United States Institute of Peace - publications, resources, tools.... - 0 views

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    great resource re conflict and peacebuilding
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We Are Conflicted: It IS About the Technology | maelstrom - 0 views

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    Some very interesting points raised about teaching in this digital age.
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One Day On Earth - The World's Story is Yours to Tell - 0 views

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    "On October 10, 2010 (10.10.10), across the planet, documentary filmmakers, students, and inspired citizens will record the human experience over a 24-hour period and contribute their voice to the largest participatory media event in history. Founded in 2008, ONE DAY ON EARTH is creating an online community, shared archive, and film. Together, we will showcase the amazing diversity, conflict, tragedy, and triumph that occur in one day. We invite you to join our international community of thousands of filmmakers, hundreds of schools, and dozens of non-profits, and contribute to this unique global mosaic. Through the One Day on Earth platform, we will establish a community that not only watches, but participates."
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Games for Change (G4C) -- GLOBAL CONFLICT - 0 views

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    A list of games related to: "Wars and military actions between countries or regions spurred by geographic, religious, ethnic or other differences."
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How to explore war with children? Part 1 | Playing by the book - 0 views

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    A blog post/review of:  "Once Upon a Wartime, an exhibition which opened earlier this month at London's Imperial War Museum, takes five children's novels about war and conflict and uses them as a starting point to explore what war can mean for children."  Carrie's War, War Horse, The Machine Gunners, The Silver Sword, and Little Soldier.  Shows photos of what is in the exhibit.... Useful if you teach any of the books....
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Global Peace Index 2011 « Vision of Humanity - 0 views

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    "The GPI, produced by the Institute for Economics and Peace, is the world's leading measure of global peacefulness. It gauges ongoing domestic and international conflict, safety and security in society, and militarisation in 153 countries by taking into account 23 separate indicators."
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Serious Games - Mike Farley - Teacher Portfolio - 1 views

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    Mike Farley has created a fantastic resource for teachers of social studies here. Under the headings: Energy, Environment, Global Poverty, Global Conflict, Migration & Civic Action, he has provided links to 'serious games', together with downloadable worksheets that aim to help students get the most out of the game.
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    You HAVE to check out this website! It would be great for our G5 unit Through the Eyes of a Child, and Energy, the G3 unit on Migration, G6 on Natural Disasters - and that's just a start...
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Do Violent Games Lead Kids Astray? - IGN - 0 views

  • dialogue is far removed, however, from the intensely heated conflict that exists at the smaller, more personal scale. On the one hand you have the millions of Americans who play games, whether on a console or a smartphone, and have been raised in a time where such things are ubiquitous. On the other is a (generally older) population whose exposure to games has been limited to the most visible examples of the medium, including billion-dollar series like Call of Duty and notorious time sinks like FarmVille that paint a limited portrait of gaming's full range.
  • "You’re not wrong to be concerned about the time your son spends playing video games," wrote Moody. "But let me ask you this: If there were no video games here, wouldn’t there be some other stimulus that could threaten his time by diverting his attention away from, wait, what did you call it? 'What I feel are much more worthwhile and ultimately rewarding pursuits.’ 
  • fears about video games are understandable. Like anything else, they can become the focal point of unhealthy behavior all too easily, a point Moody is quick to emphasize. As Moody says again and again, though, that’s hardly the fault of video games.
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  • Video games actually encourage problem solving and memory skills in young people. "[Children] have to discover the rules of the game and how to think strategically,"
  • Even video games that can horrify with their grisly depictions of violence have benefits that individuals like ADCP are unaware of due to an unwillingness to engage the material.
  • some studies are finding that video games can help improve people’s quality of life for longer.
  • their results point to the need for more study. They don’t know for sure if it’s the games that improves mental health in seniors, or simply the mental activity they stimulate.
  • Video games are just tools, outlets for people to express themselves in as vast a variety of ways as anything else. They are still relatively new creations, and the unknown can frighten anyone, hence the uproar that’s followed games for years. The same uproar and indignation that followed rock and roll in the '50s and novels in the 19th century.
  • This is why the Violent Content Research Act of 2013 is ultimately a good thing. It will lead to, ideally, a deeper understanding of how we interact with games. For parents, children, players, academics, and everyone else with a vested interest in a gaming future, the most important thing is to maintain perspective.
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    "Video games are just tools, outlets for people to express themselves in as vast a variety of ways as anything else. They are still relatively new creations, and the unknown can frighten anyone, hence the uproar that's followed games for years. The same uproar and indignation that followed rock and roll in the '50s and novels in the 19th century. This is why the Violent Content Research Act of 2013 is ultimately a good thing. It will lead to, ideally, a deeper understanding of how we interact with games. For parents, children, players, academics, and everyone else with a vested interest in a gaming future, the most important thing is to maintain perspective."
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PeaceMaker Home :: PeaceMaker - Play the News. Solve the Puzzle. - 1 views

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    This is a game that explores the Isreal/Palistein conflict.
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STEM Education Has Little to Do With Flowers - NYTimes.com - Natalie Angier - 0 views

  • “A program officer from a foundation recently asked me, ‘Is the work you’re doing STEM education or science education?’ ” said Elizabeth Stage, the director of the Lawrence Hall of Science at the University of California, Berkeley. “I drew him a Venn diagram, showing him what’s central about science and how that overlaps with technology, engineering and math.” Dr. Stage, a mathematician by training, thinks it’s a “false distinction” to “silo out” the different disciplines, and would much prefer to focus on what the fields have in common, like problem-solving, arguing from evidence and reconciling conflicting views. “That’s what we should have in the bulls’-eye of our target,” she said.
  • Yet others don’t frame the word “science” so narrowly, as the province of the given rather than of the forged. Science has always encompassed the applied and the basic, and the impulses to explore and to invent have always been linked. Galileo built a telescope and then trained it on the sky. Advances in technology illuminate realms beyond our born senses, and those insights in turn yield better scientific toys. Engineers use math and physics and the scientific mind-set in everything they design; and those who don’t, please let us know, so we can fly someone else’s airplane and not cross your bridge when we come to it. Whatever happened to the need for interdisciplinary thinking? Why promote a brand that codifies atomization? Besides, acronyms encourage rampant me-tooism. Mr. Dyak said that some have lobbied for the addition of medicine to the scholastic program, complete with a second M. “It’s called STEM squared,” he said. Even the arts are hankering for an orthographic position, he added. STEAM education: great books, labs and motherboards, and free rug cleaning, too.
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    "For readers who heretofore have been spared exposure to this little concatenation of capital letters, or who have, quite understandably, misconstrued its meaning, STEM stands for Science, Technology, Engineering and Mathematics, supposedly the major food groups of a comprehensive science education."
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Games for Change (G4C) -- ENVIRONMENT - 0 views

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    A list of games related to: "Issues relating to human activities and the natural environment including resource use, pollution, climate change, energy use, ecology, nature conservation and sustainable development."
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Digital media can enhance family life, says LSE study - 1 views

  • engaging in digital media activities together such as watching films, playing video games and keeping in touch via calls and messaging apps brings families together rather than dividing them
  • rather than displacing established ways of interacting, playing and communicating – digital media sit alongside them
  • the report’s authors highlighted parents’ concerns about “screen time”, which is a source of conflict in homes, though sleep and behaviour cause more disagreement. They also flag up a lack of support for parents who may face particular challenges regarding their child or family’s digital media use. Whereas on other issues they might turn to their own parents for advice, the digital generation gap means they are unlikely to be able to help
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  • traditional, shared activities persist in families, alongside newer digital activities
  • Rather than worrying about the overall amount of screen time children get, it might be better to support parents, many of whom are digital natives themselves, in deciding whether, when and why particular digital activities help or harm their child, and what to do about it
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