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Katie Day

Learn. Genetics: Cell Size and Scale - 1 views

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    Visual interactive display of the size and scale of cells -- with the starting point the "large" coffee bean (12 x 8 mm).....\nOne page of a broader educational website from the Univ of Utah, Genetic Science Learning Center -- other pages are definitely middle/secondary school (if not univ) level...\n<
Keri-Lee Beasley

Instructional Coaching Scale - Woodruff - 0 views

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    Instructional Coaching Scale
Katie Day

Say Goodbye to Creativity Awards - Werner Reinartz and Peter Saffert - Harvard Business... - 0 views

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    measuring creativity.... "A metric that we have applied is originally based on the famous Torrance Tests of Creative Thinking (TTCT). We compared 437 ad campaigns from 90 leading brands in 10 different FMCG categories in Germany. Using an advertising creativity scale developed from communications researchers at Indiana University in 2007 we evaluated and indexed each campaign's creativity levels. Specifically, we measured five dimensions of advertising creativity: (1) originality (was the ad original, rare, surprising, unique?); (2) flexibility (does the ad link the product to different ideas, concepts, or subjects?); (3) elaboration (does the ad contain intricate or numerous details?); (4) synthesis (does the ad blend normally unrelated objects or ideas?); and (5) artistic value (does the ad excel visually, verbally, or graphically?). "
Katie Day

Design that Matters - 0 views

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    "Design that Matters (DtM), a 501c3 nonprofit based in Cambridge, Massachusetts, creates new products that allow social enterprises in developing countries to offer improved services and scale more quickly. DtM has built a collaborative design process through which hundreds of volunteers in academia and industry donate their skills and expertise to the creation of breakthrough products for communities in need. Our goal is to deliver a better quality of service, and a better quality of life, to millions of beneficiaries through products designed for our clients."
Katie Day

Highrise - 0 views

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    "HIGHRISE is a multi-year, multi-media, collaborative documentary project about the human experience in global vertical suburbs. Under the direction of documentary-maker Katerina Cizek, the HIGHRISE team will be making lots of things. Web-documentaries, live presentations, installations, mobile projects and yes, documentary films. We will use the acclaimed interventionist and participatory approaches of the award-winning National Film Board of Canada's Filmmaker-in-Residence (FIR) project. Our scale will be global, but rooted firmly in the FIR philosophy - putting people, process, creativity, collaboration, and innovation first."
Katie Day

Scale of Universe - Interactive Scale of the Universe Tool - 1 views

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    Amazing interactive that shows the size of everything in the universe....
Katie Day

Inside Out - TED Jr Prize winner - 0 views

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    Watch the video.... Amazing photography project.... "INSIDE OUT is a large-scale participatory art project that transforms messages of personal identity into pieces of artistic work. Upload a portrait. Receive a poster. Paste it for the world to see."
Sean McHugh

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?&nbsp;'What I feel are much more worthwhile and ultimately rewarding pursuits.’&nbsp;
  • 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.
  • ...6 more annotations...
  • 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."
Katie Day

Seed: Design and the Elastic Mind -- by Paola Antonelli, MOMA, April 2, 2008 - 0 views

  • Design and the Elastic Mind In the emerging dialogue between design and science, scale and pace play fundamental roles. By MoMA curator Paola Antonelli.
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    "...importance of "critical design," or "design for debate," which he defines as a way of using design as a medium to challenge narrow assumptions, preconceptions, and givens about the role products play in everyday life"
Katie Day

Fighting Bullying With Babies - NYTimes.com - 0 views

  • It seems that it’s not only possible to make people kinder, it’s possible to do it systematically at scale – at least with school children. That’s what one organization based in Toronto called Roots of Empathy has done. Around babies, tough kids smile, disruptive kids focus, shy kids open up. Roots of Empathy was founded in 1996 by Mary Gordon, an educator who had built Canada’s largest network of school-based parenting and family-literacy centers after having worked with neglectful and abusive parents. Gordon had found many of them to be lacking in empathy for their children. They hadn’t developed the skill because they hadn’t experienced or witnessed it sufficiently themselves. She envisioned Roots as a seriously proactive parent education program – one that would begin when the mothers- and fathers-to-be were in kindergarten.
  • Here’s how it works: Roots arranges monthly class visits by a mother and her baby (who must be between two and four months old at the beginning of the school year). Each month, for nine months, a trained instructor guides a classroom using a standard curriculum that involves three 40-minute visits – a pre-visit, a baby visit, and a post-visit. The program runs from kindergarten to seventh grade. During the baby visits, the children sit around the baby and mother (sometimes it’s a father) on a green blanket (which represents new life and nature) and they try to understand the baby’s feelings. The instructor helps by labeling them. “It’s a launch pad for them to understand their own feelings and the feelings of others,” explains Gordon. “It carries over to the rest of class.”
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    how bringing babies into schools can help students develop empathy... and lessen bullying and aggression.... 
Jeffrey Plaman

New Culture of Learning notes diagram (PNG Image, 3600x1019 pixels) - Scaled (35%) - 1 views

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    A beautiful synopsis of the book.
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