Skip to main content

Home/ Writing about Literature in the Digital Age/ Group items tagged schools

Rss Feed Group items tagged

Sam McGrath

BoomWriter - Schools - 1 views

  •  
    This is an interesting online tool to help students develop their writing skills and maybe even learn to love it. It makes assignments much more relevant.
Stacie Farmer

Texas School Board Set to Vote Textbook Revisions - NYTimes.com - 0 views

  •  
    "By sheer force of its population size, Texas has long held outsize influence on national textbook publishers, some of whom sent curriculum writers to take notes in the boardroom. That influence has waned somewhat in recent years, with the digital age allowing editors to tailor versions of their textbooks to individual states. " Is the ability to "tailor versions of their textbooks to individual states" going to affect the way students are learning? How effective is this really?
Ashley Nelson

Google Apps: Coming to a Public School Near You - Public School Review - 0 views

  •  
    I thought this was interesting. It talks all about Google Docs and using apps in a classroom setting and how that is changing teaching.
becca_hay

The Effects of Family and Community Violence on Children - Annual Review of Psychology,... - 0 views

  • Children are potentially quite vulnerable to the effects of violence because violence exposure may alter the timing of typical developmental trajectories (Boney-McCoy & Finkelhor 1995). That is, violence initially may result in primary effects, such as anxiety, depression, or PTSD symptoms, which cause secondary reactions by disrupting children’s progression through age-appropriate developmental tasks. For example, exposure to violence in young children can result in regressive symptoms, such as increased bedwetting, decreased verbalization, or separation anxiety (Osofsky 1995). These symptoms secondarily may affect children’s socialization skills or ability to concentrate in school. Moreover, at a time when children may have difficulty with typical developmental tasks, exposure to violence can result in having to acknowledge and cope with adult issues. As Garbarino and colleagues note, “in Western culture, childhood is regarded as a period of special protection and rights” (1992:1). The home and the neighborhood, generally considered the primary safe havens for the child, lose those protective and comforting qualities in the aftermath of family or neighborhood violence
Krista S

6 Maps of Digital Desires: Exploring the Topography of Gender and Play in Online Games - 1 views

  • Women in many MMOs perceive the game culture rather than the game mechanics to be the primary deterrent to poten-­ tial female gamers
  • On average, respondents spend twenty-­two hours each week in an MMO. The median was twenty hours per week—the equivalent of half a workweek. There were no significant gender or age differences in usage patterns; players over the age of forty play on average just as much as players under the age of twenty
  • While about 27 percent of female players were introduced to the game by a romantic partner, only 1 percent of male players were introduced in this way.
  • ...7 more annotations...
  • Overall, about 25 percent of players play an MMO with their romantic partner. Female players are more likely to be playing with a romantic partner than male players (see figure 6.1). About two-­ thirds of female gamers are playing with a romantic partner, while less than one-­fifth of male gamers are
  • Men are allowed relatively free access to online games, but a woman’s presence in an online game is seen as legitimate only if it occurs via a relationship with a man.
  • It isn’t the case that women play only for socializing or that men play only to kill monsters. On the other hand, there are gender differences in these self-­identified motivations. Male players score higher in the Advancement, Mechanics, and Competition motivations, while female players score higher in the Relationship and Customization motivations. There were very small or no gender differences in the other five motivations—Socializing, Teamwork, Discovery, Role-­Playing, and Escapism.
  • In a recent survey, I asked female gamers about what they saw as potential deterrents to female gamers in the MMO they played. Almost every respondent cited the proportions and clothing options of the female avatars as problematic.
  • To a certain extent, this encourages players to think about women as token spectacles rather than actual players.
  • More important, many female players have learned that it is danger-­ ous to reveal your real-­life gender in MMOs because they will be branded as incompetent and constantly propositioned; In other words, they must either accept the male-­subject position silently, or risk constant discrimination and harassment if they reveal that they are female
  • Also, there are very few other places (in physical or virtual worlds) where high-­school students are collaborating with professors, retired war veterans, and stay-­at-­home moms
becca_hay

Single-Sex Public Education - Children and Youth - Schools - Gender - NYTimes.com - 1 views

  •  
    This goes along with the monkey article I just shared! read both, they're so interesting when shown in eachother's light!
Sam McGrath

Jeff Howe Talks About Crowdsourcing and Journalism | Baking on a Budget - 0 views

  •  
    Journalism student paraphrasing an address given to the school by Jeff Howe about journalism and crowdsourcing.
1 - 9 of 9
Showing 20 items per page