Another interesting debate on Diane Ravitch’s blog concerning the heated debate about the reliance of US education on testing:
http://dianeravitch.net/2014/07/20/nyc-public-advocate-letitia-james-chastises-commissioner-joun-king/
“Rather than administering field tests, schools should focus on spending more time in the classroom to improve performance and encourage students to reach their potential.”
What is your take on the issue? Are pro-test or anti-test?
Game Design Finds a ‘Sweet Spot’ with Education
http://www.edtechmagazine.com/k12/article/2014/06/game-design-finds-sweet-spot-education
\three areas that generally get neglected in school: architecture, animation and game design.
students create their own games using these concepts. They may choose from several programming platforms, including Beta, Kandu, Flowlab, Unity, Atmosphir, Gamestar Mechanic and Game Maker. Some of these require knowledge of coding; others are almost purely visual.
Game Design Toolkit Available
http://education.mit.edu/blogs/carole/2014/11/05
https://gamestarmechanic.com/
http://gamesandimpact.org/
A brief history of video games (Part I) – Safwat Saleem
http://ed.ted.com/lessons/a-brief-history-of-video-games-part-i-safwat-saleem
How Teachers Can Use Video Games In The Humanities Classroom
http://blogs.kqed.org/mindshift/2014/07/how-teachers-can-use-video-games-in-the-humanities-classroom
What if teachers used video games as texts? Let’s think about how we might teach kids to think critically about the underlying messages in commercial games and how we might leverage video games for their ability to engage students and provoke conversation.
At the moment, there’s far too little critical examination of video games happening in school. We take it for granted that we should teach our students how to read books interpretively, how to analyze movies, and how to read the newspaper critically. But all too often we overlook video games as a meaningless triviality.
The 70 Best Apps For Teachers And Students
http://pinterest.com/pin/29766047512288264/
Why and How Teachers Are Using Twitter
http://www.edudemic.com/teachers-are-using-twitter/
3 ways mobile can grow your business
https://garage.godaddy.com/smallbusiness/market/3-ways-mobile-can-grow-business/?linkId=8783664
1. Go mobile or bust
to grow your business, it’s important that you create a mobile-optimized website.It’s not hard. It’s not expensive. Get it done.
2. Focus on mobile advertising
you’ll need to consider advertising on those popular sites that people are visiting.
3. Accept there will be an app for that, and embrace it
In order to grow, you’re going to equip them [service employees] with tablets that run all sorts of applications they’ll need to use to get their jobs done.
Putting the World In Their Hands: Augmented Reality in the Classroom
The wink of an eye, the simple one-finger tactile swipe down — these are the sights, sounds, and kinesthetic gestures that are changing the context of modern learning.
http://blogs.kqed.org/mindshift/2014/07/putting-the-world-in-their-hands-augmented-reality-in-the-classroom
Wearable technology
http://en.wikipedia.org/wiki/Wearable_technology
http://www.cbsnews.com/pictures/wearable-technology-ces-2014/10/
http://www.wired.com/2013/12/wearable-computers/http://www.forbes.com/sites/connieguglielmo/2014/02/12/the-case-against-wearables/ (Google Glass)
Can Free Play Prevent Depression and Anxiety In Kids?
http://blogs.kqed.org/mindshift/2014/06/can-free-play-prevent-depression-and-anxiety-in-kids/
the decline in play is leading to a rise in depression and acute anxiety among young people.
Gaming Learning Society
https://www.gameslearningsociety.org/
Report from the intersection of Games, Learning, and Society
http://remakelearning.org/blog/2014/06/19/games-learning-society-recap/
Games, Learning and Society conference in Madison, Wisconsin. practical ideas and arguments from GLS to help you get through the roadblocks that stand between you and learning or teaching through games.
Library Quest Wrap-Up and Post-Game Assessment
https://babeltech.wordpress.com/2014/03/25/library-quest-wrap-up-and-post-game-assessment/
If you build it …? One campus’ firsthand account of gamification in the academic library
http://crln.acrl.org/content/74/4/208.full
Straight from CRL News
SCVNGR as a platform was attractive to us for several reasons, including UCSD’s experience. First, it incorporated gaming into students’ experience of the library, which has been widely explored and recommended as a way to engage library patrons.2,3 Second, it would enable us to connect with students early in the year without needing to commit personnel to lengthy tours and other scheduled services during a busy time.
Pls consider former IMS blog entries. Keyword: “game”:
https://blog.stcloudstate.edu/ims/?s=game