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Jonathan Becker

Science through Technologically Enhanced Play - 0 views

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    "The Science through Technology Enhanced Play project (STEP) engages 6-8 year old students in a series of playful inquiry activities situated within a Augmented Reality environment. Tested at two schools and across two very different science topics-states of matter and the complex system of honey bee pollination-we have pioneered a new way for young students to engage in scientific inquiry and modeling in developmentally appropriate ways that breaks the mold of one-student-one computer. The big idea of STEP is to engage young children in an activity they are experts at, socio-dramatic play, in such a way that play becomes a form of scientific modeling and collective inquiry."
Tom Woodward

Learning to Teach: Why Twitter? - 6 views

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    h/t Stan
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    This was a nice post. I can see why this is an important platform you are requesting us to use. I just need a tweet tutorial for the uninitiated. :) Much more play time I suppose. Play. Play. Play.
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    Laura Goglia wrote up a pretty decent intro twitter document but play if always my preferred path. https://www.academia.edu/11977668/A_Little_Bird_Told_Me_Maximizing_Your_Learning_On_Twitter
Yin Wah Kreher

A quest for a different learning model: Playing games in school | The Hechinger Report - 0 views

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    "While technology is still at the core of the model, the kernel in the center of that core is games and "game-like" learning. In the process of finding its feet, Quest ditched the "school for digital kids" tagline and replaced it with "Challenging students to invent their future." A "challenge," in fact, is a key component of any game, one of many game terms that all Quest students master. Game-related activity - such as creating an overarching narrative for a unit of study, inventing a board or other "analog" game or performing a dramatic role-play exercise - is the container for all curricular content, from algebra and sex education to memoir writing and conflict resolution. "
Yin Wah Kreher

Press Play - Press Play - Medium - 1 views

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    the spirit of UNIV 291
Jonathan Becker

Computers Are Learning How To Treat Illnesses By Playing Poker And Atari | FiveThirtyEight - 0 views

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    ""We're not doing research into games. I'm not here doing work that will allow humans to play better checkers," said Schaeffer. "We're interested in finding ways to make computers perform tasks that you normally think humans should be doing." Games are just the test bed."
sanamuah

Playing With My Son - The Message - Medium - 2 views

  • My original plan was to raise him thinking he was living in a computer simulation, but sadly, my wife vetoed it. And any other potentially harmful, but funny, life-altering scenarios.
  • What happens when a 21st-century kid plays through video game history in chronological order?
Tom Woodward

Intoxicating machines - O'Reilly Radar - 2 views

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    ""Mr. Frankel, who started this program, began to suffer from the computer disease that anybody who works with computers now knows about," [Richard] Feynman later explained. "The trouble with computers is you play with them." - George Dyson, describing the beginning of the Manhattan Project's computing effort in Turing's Cathedral. "
Tom Woodward

Deciphering Glyph :: Email Isn't The Thing You're Bad At - 1 views

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    "Today, it's in vogue to talk about how Slack is going to replace email. As someone who has seen this play out a dozen times now, let me give you a little spoiler: Slack is not going to replace email. But Slack isn't the problem here, either. It's just another communication tool. The problem of email overload is both ancient and persistent. If the problem were really with "email", then, presumably, one of the nine million email apps that dot the app-stores like mushrooms sprouting from a globe-spanning mycelium would have just solved it by now, and we could all move on with our lives. Instead, it is permanently in vogue1 to talk about how overloaded we all are. "
Joyce Kincannon

18 Apps Every Creative And Artist Type Should Download Right Now - 2 views

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    "Mobile devices like iPads and Androids have transformed the way we experience boredom. No longer is a wayward commuter forced to play Snake or Tetris, occupying themselves in a hardly satisfying, and utterly pixelated virtual reality. The tablet or smart phone-wielding travelers can now immerse themselves in an entire library of art and culture-related distractions, finding solace in everything from a Vincent van Gogh game to a digital version of the Louvre."
Tom Woodward

On Twitter, Scott Simon's Long Goodbye To His Mother : The Two-Way : NPR - 0 views

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    "And his tweets, some of them uncomfortably raw, struck a nerve. Fellow journalists, technology writers and countless others spent the past several days monitoring Twitter, hoping for the best but preparing for the worst. An online community that is so often dismissed for being quintessentially banal - think of the proverbial tweet of what someone had for breakfast - embraced Scott's grief in a way we rarely see play out in public. "
Yin Wah Kreher

A Learning Journey in Changi | SingTeach | Education Research for Teachers - 0 views

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    Facilitation has its own challenges. One was in facilitating collaborative work among the students. "There're a lot of assumptions made about students, that they're able to interact naturally in a group," Shen observes. "Even though you give them roles, you assume the leader will always know how to play the role of a leader, but not necessarily so." "We had to teach them group work skills too," she adds. "It's learning for both the teachers and the students."
Yin Wah Kreher

Smartphones Don't Make Us Dumb - NYTimes.com - 0 views

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    Over the last decade, neuroscientists distinguished two systems of attention and associated thought. One is directed outward, as when you scroll through your email or play Candy Crush. The other is directed inward, as when you daydream, plan what you'll do tomorrow, or reflect on the past. Clearly, most digital activities call for outwardly directed attention. These two modes of attention work like a toggle switch; when one is on, the other is off. In fact, when attention is outwardly directed, the inwardly directed attention system is somewhat suppressed. Given the amount of time people spend with digital devices, that sounds ominous. Will we actually lose our ability to daydream? Let's hope not.
Tom Woodward

2015 week 7 in review | D'Arcy Norman dot net - 1 views

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    "Audrey Watters: It's gonna take more than a 'genius hour'. I've tried to do something somewhat like this - it's essential for my team to have time to explore, create, play, discover, etc., and they can't do that if they're expected to be "on task" 100% of the time. A big part of our role in the Technology Integration Group is to go deliberately off script, off-piste, and do things that we think are worth trying. Even if (especially if?) it's not an Official Project. But, it's hard to sustain when Real Projects and Deadlines loom and suck up all of the available time. So we have cycles. There are weeks where we're all "on task", and weeks where we're exploring new stuff. "
Tom Woodward

Cognitive Benefits of Playing Video Games | Psychology Today - 1 views

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    Maybe something to work into the Spaces site . . .
Tom Woodward

Seeking Genius in Negative Space - 7 Days of Genius - Medium - 1 views

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    "Be deeply curious about the world around you. Become aware of your thoughts and learn to think about thinking. Practicing metacognition will help develop a sense for the tricks your mind plays, and how to overcome them. With this awareness, learn to overcome automatic processing. When confronted with something new or unfamiliar, withhold judgment; if you see something you don't understand in the negative space, go with it and see where it leads. Remember that impossible geometry exists, and your mind is constantly trying to force you to see things that you already know how to see. It's learning to see the unseen that makes this practice valuable! Be aware of the limitations of the labels that have been applied to the world. Keep in mind how small the grid of words is compared to the wordless plane. Opportunity exists where words don't exist, yet. Learn to sit with Keats in uncertainties, mysteries, and doubts without grasping for conventional explanations. Allow time to visit the fantastic and the unconventional, and become aware of the moments when you're avoiding staying in these contexts. Meditation can be essential here."
Enoch Hale

The Games Art Historians Play: Online Game-based Learning in Art History and Museum Con... - 0 views

  • I recently posted a query on the CAAH listserv (Consortium of Art and Architectural Historians)
Tom Woodward

How Early Academic Training Retards Intellectual Development | Psychology Today - 0 views

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    "Intellectual skills, in contrast, have to do with a person's ways of reasoning, hypothesizing, exploring, understanding, and, in general, making sense of the world.  Every child is, by nature, an intellectual being--a curious, sense-making person, who is continuously seeking to understand his or her physical and social environments.  Each child is born with such skills and develops them further, in his or her own ways, through observing, exploring, playing, and questioning.  Attempts to teach intellectual skills directly inevitably fail, because each child must develop them in his or her own way, through his or her own self-initiated activities.  But adults can influence that development through the environments they provide.  "
Tom Woodward

Two Games That Undermine The Concept of Games :: Games :: Features :: Paste - 1 views

  • In my first play-through of Stanley, I gave the game the benefit of the doubt and did absolutely everything it told me to do; the game’s voiced-over narration explains which path to take, and I did what I was told. The result is a boring, cliché videogame narrative that takes only a few minutes to complete: the protagonist, Stanley, has been mind-controlled by a mysterious machine, and when he discovers this, he turns the machine off and escapes to the real world. The game ends with Stanley outside, finally “free” of having been told what to do … the irony being that I, the player, have done exactly what I was told to do by the narrator in order to achieve this result.
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    "The way to "beat" this set of endless staircases is to turn around. Turning around will not take you back down the hallway that you used to get to the stairs; it will take you to a new room entirely. In most videogame-and in, y'know, actual rooms in real life-turning around will take you back to the place you just were. In Antichamber, going backwards often results in discovering a totally new area. "
sanamuah

'No Pineapple Left Behind' and the politics of American education - 2 views

  • In Pineapple, you play the role of a principal in charge of a school and your ultimate goal is to earn as much funding as possible. To do that, you need to ensure it produces the highest standardized test scores throughout a dozen different scenarios. By dehumanizing kids and turning them into pineapples (read: statistics) that makes it easier because "pineapples," as they exist here, excel at testing and nothing else.
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