OneNote OneNote is the obvious choice for anyone who is using a Microsoft Surface or other Windows-based tablet. It is also available to use on iPads and on Android tablets. The option to have handwriting converted to text is an outstanding feature.
If you’re a G Suite for Education user, Google Keep. It doesn’t have the handwriting-to-text function that OneNote offers.
Zoho Notebook Zoho Notebook doesn’t have the name recognition of OneNote or Keep. Zoho Notebook has the most intuitive design or organization options of the three digital notebooks featured here.
The downside to Zoho Notebook is that the handwriting option only appears on the Android and iOS platforms. If the handwriting option worked in the Chrome or Edge web browsers,
Gamification can be approached in at least two ways. First, as a general process in which games and playful experiences are understood as essential components of society and culture.
Sebastian Deterding, Rilla
Khaled, Lennart Nacke and Dan Dixon have proposed a tentative history of
the term: “ ‘gamification’ as a term originated in the digital media industry.
The first documented use dates back to 2008, but gamification only entered
widespread adoption in the second half of 2010”
Jane McGonigal’s work, expounded in her contribution at the TED
Talk series in 2010, is also concerned with “selling” gamification to corporations.
In her book Reality is Broken. p.9 In her understanding, gamification is a concept that describes a new age where gamers can collectively use their problem-solving skills not only
to solve puzzles within a digital game but also to approach social and political
issues in the real world. Gaming, according to McGonigal’s vision,
could and should play a redeeming role. Game designers could become the
new social entrepreneurs, and citizens become gamers. From this perspective,
gamification thus becomes a technique for enabling greatly ambitious
p. 10 Consumer loyalty, issues related to finance and governance, workers’ productivity, training and development – these are only some of the areas that are allegedly being positively revolu tionised by the emergence of gamification
As outlined by Ian Bogost in several contexts (2011a, 2011b), gamificatio has little to do with the design of games (or an allegedly salvific process), and much more with the exploitation of consumers. It frustrates the practice of game design and reduces playing to a stimulus-response experience
p. 11 Niklas Schrape proposes looking, through Foucault, at how gamification might work as a method to regulate individuals and their social lives. It also works as a pleasant regulator of behaviour because it offers positive feedback (rewards, leaderboards, etc.) rather than
negative penalties (fines, prison, etc.).
Ruffino looks at the work of Tim Ingold and his reading of Bergson and Heidegger and argues that participation, dwelling and co-existence could be seen as alternative ways of thinking about engagement: less as a transitive process that goes from games to their players and more as an in transitive status that needs to be narrated in order to be of any value
Foursquare alters the experience of moving about on the streets of a city and establishes a form of communication based on bodily proximity
p. 12 Joost Raessens examines how gamification could be seen in the context of a more general “ludic turn”, which affects society and culture at many different levels. This century, Raessens notes, has seen several different kinds of “turns”: We have seen the linguistic turn, the digital, followed by the material one and many others. To what extent could we say that we are now experiencing a playful turnp.
Counter-gamification is not a precise practice; it is not defined in guidebooks, workshops, or tutorials. It is instead a form of appropriation of playful elements by artists in order to promote radical and oppositional values.
p. 15 Fizek’s proposal is to expand the concept of play and fun and to introduce new forms of engagement in the practice of gamification
If the endgame approach were applied to gamification, Nicholson argues, we could see very different ways of designing and playing. The author explores these alternative modes of gamifying things through a text that offers both a theoretical understanding of gamification and exceptionally useful suggestions for designers.
p. 16 an eudaimonic view of gamification could bring a “good” way of living and
playing, one where joy and satisfaction are at the centre of a responsible practice. Gamification, according to Deterding, could become the name of a play practice that truly helps human beings in fulfilling their own lives and those of others
The Oculus Quest is mainly being marketed as an all-in-one VR gaming system, but I see much potential for classroom lessons.
The Oculus Go delivered a VR view, but the Oculus Quest provides us with interactions.
One major difference between the Quest and the Go is the lack of motion sickness with the new device.
The 6 degrees of freedom (6DoF) provides mobility for the student to walk forward, backward, left, right, jump up and squat down. In other words, they can move around just like they would in real life.
The affordable starting price of $399 for 64 GB is comparable to other classroom devices, such as Chromebooks, laptops and iPads.
between the Quest and the Go is the high cost of the apps. By contrast, the majority of my Oculus Go apps were free.
In fall 2007, Larry Berger, CEO of Wireless Generation (now Amplify) was invited to submit a paper to an “Entrepreneurship in Education”
As education entrepreneurs know, growth in K-12 comes hard. Sometimes very hard. We were living Marc Andreessen’s startup mantra: “You only ever experience two emotions: euphoria and terror.”
The edtech boom of the past two decades promised efficacy and new instructional models. Many teachers instead experience it as “clutter.” But poorly integrated standards, curriculum, assessment, and intervention materials have always been a problem.
When it comes to instruction, the work consists of four segments: core curriculum, supplemental (intervention, test prep, little books) curriculum, assessment, and technology (hardware, infrastructure and connectivity). Each of these workstreams are run by separate teams, using independent funding streams, only rarely coordinating. Schools rely—as they always have—on the hero in the classroom, who has to somehow synthesize everything for a roomful of children, every single day.
Twelve Years Later: How the K-12 Industry and Investment Landscape Has Shifted (Part 2)
Twelve years ago, Amplify CEO Larry Berger and I wrote about the “pareto distribution” of companies in the K-12 sector.
The “oligopoly” was the natural outcome of a highly decentralized system and fragmented demand. To serve 15,000-plus districts and more than 100,000 school buildings, a company needed huge sales and service teams; to afford them, the company needed a bookbag full of products across content areas, grade ranges, and use cases. The structure of demand created the “Big Three”—McGraw-Hill, Houghton Mifflin Harcourt and Pearson.
Meanwhile, the number of small players—further right on the pareto distribution—has grown dramatically. Online distribution and freemium business models have enabled companies like Flocabulary, Newsela, Nearpod, and others
few alternative models to consider:
companies like Remind, ClassDojo, and Edmodo, who all adopted a “West Coast” approach: collect active users now, with plans to monetize later.
The second includes the “platform” players—Schoology, itslearning, Canvas, and other LMS-like platforms. They have set out to do something differently, only possible by means of technology—to be the search, storage and distribution platform for instructional content. Google Classroom has instead emerged as the de facto standard platform, fueled by the runaway adoption of Chromebooks.
The third includes “policy responsive” players—companies like Panorama, Ellevation or Wireless Generation. hese companies help school systems meet a new policy requirement—social-emotional learning, English Language Learning, and reading assessment, respectively.
But we’re not “decluttering” our classrooms or in our schools. What would it take for the private and public sectors to work shoulder-to-shoulder?
a catch-22: so long as buying is fragmented, it’s hard to justify the integrated product investment; so long as products are fragmented, it’s hard for a district to create an integrated instructional model.
Figure 29: Are your research publications and/or products freely available online through your institution’s repository, a disciplinary repository (such as arXiv, SSRN, etc.), or available elsewhere online (such as your personal webpage)? For each type(s) of scholarly work(s) listed below, please select all hosting sources that apply. Of the respondents that make each of the following types of publications and/or products freely available online, the percent who indicated their research is hosted in each of the following.
Which of the following statements best describes your role in deciding what textbooks and other course materials will be used in the courses you teach? Percent of respondents who selected each item.
Like the circle-bound symmetry of Leonardo Da Vinci’s Vitruvian Man, the meat and bones of the human race are the same in 2018 as they were in 1490. And yet, we are different.
Michael Patrick Lynch, writer and professor of philosophy at the University of Connecticut. “The digital revolution is more like the revolution brought on by the written word. Just as the written word allowed us to time-travel — to record our thoughts for others, including ourselves, to read in the future — so the internet has allowed for a kind of tele-transportation , breaking down barriers of space and physical limitation and connecting us across the globe in ways we now take for granted, as we do the written word.”
In the book Self-Tracking, authors Gina Neff, a sociology professor at Oxford University, and Dawn Nafus, a research scientist at Intel, describe this phenomenon as a shuffling between physical signs and observed recordings: “The data becomes a ‘prosthetic of feeling,’Advocates of this “prosthetic of feeling” argue that self-tracking can train people to recognize their own body signals, tuning the senses to allow for a greater grasp of biological rhythms.but what if the body-as-data is exploited by the state, or by an insurance company that can predict when you’ll get diabetes, or a data analytics firm that can use it to help sway elections? The Chinese government is going so far as to plan a social credit score for its citizens by 2020, giving each of the country’s 1.3 billion residents a reputation number based on economic and social status. What is particularly subtle about all this is that, like a scientific épistémè, our way of thinking is perhaps unconsciously guided by the configurations of knowledge these new technologies allow. We don’t question it.
Facebook goads us to remember past moments on a daily basis, the stacked boxes of tape in Beckett’s play replaced with stacks of servers in remote data centers in northern Sweden.“There is reasonable evidence that [the internet] has reduced our internal memory ability,” says Phil Reed, a professor of psychology at Swansea University.
Moderate tech use correlated with positive mental health, according to a paper published in Psychological Science by Andrew Przybylski of Oxford and Netta Weinstein at Cardiff University, who surveyed 120,000 British 15-year-olds.Again, the crucial question is one of control. If our way of thinking is changed by our intimacy with these technologies, then is this process being directed by individuals, or the ledgers of private companies, or governments keen on surveilling their citizens? If we conceive of these systems as extensions of our own brains, what happens if they collapse?
Brain-machine interfaces (BMI) are coming in leaps and bounds, with companies like Neuralink and CTRL-Labs in the United States exploring both surgical and noninvasive processes that allow computers to be controlled directly by signals from the brain. It’s a field that involves fundamentally changing the relationship between our minds, bodies, and machines.Kevin Warwick, emeritus professor at Coventry University and a pioneer in implant technology
In a recent article for The Verge titled “The Trauma Floor: The secret lives of Facebook moderators in America,” a dozen current and former employees of one of the company’s contractors, Cognizant, talked to Newton about the mental health costs of spending hour after hour monitoring graphic content.
Perhaps the most surprising find from his investigation, the reporter said, was how the majority of the employees he talked to started to believe some of the conspiracy theories they reviewed.
Whether the NYC police angle is true or not (it’s being hotly disputed), Facebook and Google are thinking along lines that follow the whims of the Chinese Government.
SenseTime and Megvii won’t just be worth $5 Billion, they will be worth many times that in the future. This is because a facial recognition data-harvesting of everything is the future of consumerism and capitalism, and in some places, the central tenet of social order (think Asia).
China has already ‘won’ the trade-war, because its winning the race to innovation. America doesn’t regulate Amazon, Microsoft, Google or Facebook properly, that stunts innovation and ethics in technology where the West is now forced to copy China just to keep up.
Norman Stone’s sparkling new book, Hungary: A Short History, is a warning against ignoring history. It presents a country that never quite “caught up” with the West, and therefore never “settled down” to a calm post-nationalist existence. The modernising influence of industrialisation has always been subsumed in the problem of borders, religions, languages, and nationalities.