Posted by Plamen Miltenoff on 31st August 2014
Archive for the 'digital identity' Category
Posted by Plamen Miltenoff on 20th June 2014
Venmo Is The ‘Killer App’ That The Mobile Payments Industry Has Been Waiting For
Venmo, owned by eBay’s PayPal unit, already channels as much volume in total dollar value of transactions as Starbucks’ successful mobile payment app, according to BI Intelligence’s estimates.
Venmo allows users to easily send money back-and-forth to one another for expenses like rent, restaurant and bar checks, and event tickets. Venmo is free to use and appears to be gaining the most traction with U.S. smartphone users in their late teens and twenties. It’s very popular on college campuses.
Posted by Plamen Miltenoff on 20th April 2014
The Minecraft Experience Panel Presentation Games for Change NYC April 24th 2014
Last year at G4C Nick Fortugno threw some controversy into the conversation about Minecraft by suggesting Minecraft was not a game but a toy. The proposed panel extends that conversation by asking what is the Minecraft experience, can it be defined or categorised and what as game designers and exponents can we take from understanding its zeitgeist and the impact it has had on the serious gaming landscape?
In 2012/23 at both GLS and G4C many presenters made jokes about including the obligatory Minecraft slide and for very good reasons. Minecraft is arguably a game of immense impact. It has been embraced as part of learning programs focussing on seemingly disparate areas from digital citizenship, history, coding and the maker movement. It is probably the first game brought into the classroom by teachers to leverage the out of school groundswell of existing player excitement. It’s impact is multi generational and perhaps more global than any game before it. The fan base and user community/ies are strong and well supported and exemplar of the potential Jim Gee describes for Big G game. This panel proposes to leverage that Big G space in the lead up to Games for Change 2014 and to honor the voices of its players.
Minecraft has been variously described as a game, toy sandpit, learning space, creative environment, virtual world, and game-infused service. But what really are the affordances of this blocky 16 bit program and how can we even begin to define its value to learning? Enter the Minecraft Experience, a global crowdsourced program managed by Bron Stuckey of The Massively Minecraft Project. People engaging in Minecraft activities about the globe are being invited to describe Minecraft in all its contexts and adaptations. The categories for these experiences will emerge from the crowd sourced content as members contribute thoughts, media, resources and questions to build the __Minecraft Experience__ evidence base.
This panel of notable speakers has been drawn together to answer provocative questions about Minecraft’s success and define its relationship to and impact on learning. The panelists have been chosen to represent play in many contexts formal education, informal learning, self-organised learning, schools and non-school contexts. They include game designers, educators, researchers, learners and parents who have each had a personal and professional experience of this and many other games.
Panelists take a position on the Minecraft experience and use the resources provided by members of the project to inform, support and evidence their case.
How are players, educators and researchers invited to contribute?
- project wiki to prod, poke, stimulate and support crowd sourced content and dialog
- live youth speakers on the panel
- social media and wiki activity in lead-up using selected #minecraftproject
- video inclusions of educators, parents, kids/youth arguments, evidence and questions
- promotion of youth media pieces from existing YouTube etc to support and stimulate various provocative dialogs
- livestream of the panel to global contributors with live feedback and questions.
Who could benefit from joining this project and attending the G4C 2014 panel session?
- Educators seeking to understand Minecraft’s value to learning
- Programs seeking to adapt Minecraft as part of a program of impact or change.
- Game designers seeking to build in its wake
- Anyone wanting to consider issues of fidelity, adaptation, constructionism, popular culture, and impact in gaming.
Posted by Plamen Miltenoff on 28th December 2013
Do Digital Natives Really Exist?
it’s an accurate depiction of the current generation of students? No one is born with knowledge. Everything is learned through environment and practice, so maybe it’s time to reexamine long held assumptions about students’ relationships to technology.
Posted by Plamen Miltenoff on 3rd December 2013
for the entire list of books, EBooks, and DVDs acquired in November 2013, please use this Google Doc list:
Stryker, Cole. Hacking the Future: Privacy, Identity, and Anonymity On the Web. New York: Overlook Duckworth, 2012.
|Stryker, Cole||Hacking The Future||TK5105.875.I57 S7793 2012||Main|
Posted by Plamen Miltenoff on 20th November 2013
Free Pinterest-Style Education Service Hosts Common Core Teaching Aids
Read more at http://thejournal.com/articles/2013/11/13/free-pinterest-style-education-service-hosts-common-core-teaching-aids.aspx?admgarea=Features1#47RHZap101LWFKq5.99
In my opinion, this is very much the same like TeacherTube (http://www.teachertube.com/) as YouTube alternative. It is worth considering, but…
Posted in digital identity, digital storytelling, distance learning, distributive learning, hybrid learning, information technology, instructional technology, pinterest, social media, Uncategorized, YouTube | No Comments »
Posted by Plamen Miltenoff on 23rd October 2013
Are We Puppets in a Wired World?
Posted in Blog, collaboration and creativity, copyright, Cybersecurity, digital citizenship, digital identity, Digital literacy, Digital rights management (DRM), Digital rights management (DRM), digital storytelling, information technology, issues, media management, mobile apps, mobile devices, mobile learning, privacy, social media, technology, technology literacy | No Comments »
Posted by Plamen Miltenoff on 3rd October 2013
Ramspott’s blog entry best written for my personal taste, but here is a long list of additional and similar opinions:
Bramman, R. (n.d.). Digital Identity Essentials: Understanding Online Etiquette and the Rules Social Media Engagement. Research Personal Branding. Retrieved October 3, 2013, from http://www.reachpersonalbranding.com/digital-identity-essentials-understanding-online-etiquette-and-the-rules-social-media-engagement/
Teach Digital Citizenship with … Minecraft
In the summer, there was an article about physics professor using Minecraft, but that’s not new because an MIT physics professor was using rap in the down of podcasting to teach physics and then another one later on was using Second Life. All of them gone by now…
From: Ewing, M Keith
Sent: Monday, September 30, 2013 4:43 PM
Subject: Eric Stoller on Digital Identity
A couple of interesting links to comments by Eric Stoller on “digital identity” – which he defines as “made up of their online interactions and exchanges.”
Character Clearinghouse – Interview with Eric Stoller, 2013 Jon C. Dalton Institute on College Student Values, Keynote Speaker
Digital Identity Keynote at Curry College (full video is about 63 minutes; includes transcript of the Twitter stream about his talk)
Eric might make a good speaker to students (and faculty) …
my (Plamen) note: Keith’s email and his suggestions for readings, e.g.
connects with “contemplative computing” and Turkle’s disconnect, so I am entering as tags