“Use technology to nudge students away from looking for confirmation for what they already know. Instead, challenge them — encourage risk and confusion that can’t be solved with a few clicks. Find learning technologies that identify and push against a student’s cognitive gap, that space between what a student knows and doesn’t know.
messaging one another through a network that doesn’t require cell towers or Wi-Fi nodes. They’re using an app called FireChat that launched in March and is underpinned by mesh networking, which lets phones unite to form a temporary Internet.
My note: seems that civil disobedience provides excellent innovations in using technology; examples are-
Mesh networking is still only an IT term. Internet and dbase search has no returns on mesh networking as a tool for education and/or civil disobedience. Will it be the continuation of moblogging, backchanneling and swarming?
It seems that the perils of social media spill back to previous medias. The migration of TV content from TV to streaming (Neflix, Hulu etc) enables the trend of binge watching, which in addictiveness resembles greatly concerns typical for social media such as : addictiveness, poor concentration (AKA multitasking) etc.
Can the lessons learned by “disconnect,” “contemplative computing” and similar practices in mindfulness be used to deal with binge watching?
Below is selected bibliography. Please feel welcome to add your titles, findings and ideas how to resolve the issue
As with any disruptive technology, MOOCs have been viewed with enthusiasm in many quarters and skepticism in some. However, the underlying facts are inarguable: that the rising cost of education, combined with the transformative potential of online teaching and learning technologies, presents a long-term challenge that no university can afford to ignore.
It’s a debate about a lot of things and it involves a lot of people, but at its heart, #Gamergate is about two key things: ethics in video game journalism, and the role and treatment of women in the video game industry — an industry that has long been dominated by men.
Avoiding making people sick is one of the key struggles in producing VR games. Developers large and small have said games need to be made in new ways to protect players from motion sickness.