Archive of ‘learning’ category

U.S. Education and Standarized Testing

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

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

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.

Words of wisdom from the corporate world:

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.

Our future students: Augmented Reality in the Classroom (+ info about wearable tech)

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)

Gaming and Education: Resources

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.

keywords: gamification + library in Twitter:
Readers Save Legacy Library Content by Crowdsourcing Metadata Games
http://www.gamification.co/2014/05/12/readers-save-legacy-content-by-crowdsourcing-metadata-games/What is Gamification and Why Use It in Teaching?
http://ii.library.jhu.edu/2014/05/13/what-is-gamification-and-why-use-it-in-teaching/What Does the Next-Generation School Library Look Like?
http://blogs.kqed.org/mindshift/2014/06/what-does-the-next-generation-school-library-look-like/
The library now also has reading lounge areas with comfortable modular seating, as well as tables with chairs and stools that students are free to move around; two music studios; a HackerSpace (with high-tech equipment such as a microscope, 3D printer, gaming hardware and software, and a green screen for filming) and a Maker Space that also houses a 3D printer and serves as a “hands-on” craft room where old technology can be disassembled and re-configured with other materials. In short, the Monticello Library Media Center has become a “Learning Commons.”

following now @valibrarian because of MineCraft http://t.co/RnwW7ahOK2
Minecraft and the library: http://blogs.curtin.edu.au/gamification/news/minecraft-and-the-library/

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

 

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