In the research project led by Ph.D. candidate Gabriel Culbertson, 48 students were recruited to play two versions of the game. In one group, students were connected via a chat interface with another player who could, if they wanted, offer advice on how to play. The second group played a version of the game in which they were definitely required to collaborate on quests.
The research group found the students in the second so-called “high-interdependence” group spent more time communicating and, as a consequence, learned more words.
The research then expanded to a larger group of 186 Reddit users who were learning Japanese. After reviewing gameplay logs, interviews and Reddit posts, they found that those who spent the most time engaged in the game learned more new words and phrases.
The Cornell research team presented its research results at the Association for Computing Machinery Conference on Human-Computer Interaction in May in San Jose, CA.
Cast for Education is an app that works on Chrome OS, macOS and Windows. The app is launching in a public beta today and is available as a free download. The difference between Cast and other screen sharing solutions is network-independence.
All Xbox One games that you already own, including Xbox 360 games, will work on Project Scorpio. All PlayStation 4 games that you already own will work on PlayStation 4 Neo. Any games released on those new systems will also work on the older versions.
This is a crucial component of the death of normal game-console cycles. It means that console makers like Sony and Microsoft could move to a more smartphone-like model, with upgrades coming out every few years. It means that, instead of a PlayStation 5, Sony puts out several versions of the PlayStation 4 that eventually evolve into the PlayStation 5.
Whatever Nintendo does, we’re already moving toward a new paradigm where the traditional agreement between console makers and buyers is going to change dramatically.
I recent post from LITA listserv is seeking an input on libraries maintaining BYOD-friendly in some corner in the building:
From: Eng-Ziskin, Susanna M Sent: Monday, May 23, 2016 4:05 PM To: ‘email@example.com’ <firstname.lastname@example.org> Subject: Tablet technology & instruction survey
Does your library have an iPad/tablet cart, or a dedicated classroom with mobile devices? Have you been teaching library research sessions using iPads or tablets? We invite you to participate in a study that aims to take a look at how tablets are used in library instruction, and the experiences of those who administer and maintain them. We’re hoping to learn about the experiences of others who also use mobile devices for instruction, as our own have been mixed.
Participation is voluntary and this survey is anonymous. Participants must be at least 18 years of age. If you complete the survey your consent to participate will be assumed. The survey will be available until 7/1/2016.
Managing projects is the most common task instructional designers undertake during their days, followed by technology and pedagogical training. Their biggest obstacle to success on the job is faculty resistance. The most important expertise they possess as a whole is the ability to learn new technologies, followed by project management and learning science or theory. Their favorite tools to work with are Camtasia and Adobe products; their least-favorite are Blackboard and learning management systems in general.
Consider adding more resources in the area of instructional design. If that isn’t possible, at least consider involving instructional designers “early” and “often” during technology transitions.”
“Incentivize” faculty to work with instructional designers “from the get-go” in order to help them learn how to engage with their students and expand class time through the use of online tools.
Technology providers should work closely with instructional designers in the selection of digital tools.
p. 4 Graph: median number of instructional designers by type of institution. According to the graph, SCSU must have between 3 and 16 instructional designers.
p. 10.“While a ‘jack-of-all-trades’ can get by in instructional design, the best instructional designers are ‘aces-of-many-trades’,with authentic experience and training in all aspects of the process.”
p. 12“Management choose[s] tools that are cheap and never ask[s] about integration or accessibility.Then we spend enormous amounts of time trying to get them to work.”