Searching for "Internet"

AI tracks students writings

Schools are using AI to track what students write on their computers

By Simone Stolzoff August 19, 2018
50 million k-12 students in the US
Under the Children’s Internet Protection Act (CIPA), any US school that receives federal funding is required to have an internet-safety policy. As school-issued tablets and Chromebook laptops become more commonplace, schools must install technological guardrails to keep their students safe. For some, this simply means blocking inappropriate websites. Others, however, have turned to software companies like GaggleSecurly, and GoGuardian to surface potentially worrisome communications to school administrators
In an age of mass school-shootings and increased student suicides, SMPs Safety Management Platforms can play a vital role in preventing harm before it happens. Each of these companies has case studies where an intercepted message helped save lives.
Over 50% of teachers say their schools are one-to-one (the industry term for assigning every student a device of their own), according to a 2017 survey from Freckle Education
But even in an age of student suicides and school shootings, when do security precautions start to infringe on students’ freedoms?
When the Gaggle algorithm surfaces a word or phrase that may be of concern—like a mention of drugs or signs of cyberbullying—the “incident” gets sent to human reviewers before being passed on to the school. Using AI, the software is able to process thousands of student tweets, posts, and status updates to look for signs of harm.
SMPs help normalize surveillance from a young age. In the wake of the Cambridge Analytica scandal at Facebook and other recent data breaches from companies like Equifax, we have the opportunity to teach kids the importance of protecting their online data
in an age of increased school violence, bullying, and depression, schools have an obligation to protect their students. But the protection of kids’ personal information is also a matter of their safety

+++++++++
more on cybersecurity in this IMS blog
https://blog.stcloudstate.edu/ims?s=cybersecurity

more on surveillance  in this IMS blog
https://blog.stcloudstate.edu/ims?s=surveillance

more on privacy in this IMS blog
https://blog.stcloudstate.edu/ims?s=privacy

Media Manipulation and Disinformation Online

A Review of ‘Media Manipulation and Disinformation Online’

In Media Manipulation and Disinformation Online, Marwick and Lewis (2017) of the Data & Society Research Institute described the agents of media manipulation, their modus operandi, motivators, and how they’ve taken advantage of the vulnerability of online media. The researchers described the manipulators as right-wing extremists (RWE), also known as alt-right, who run the gamut from sexists (including male sexual conquest communities) to white nationalists to anti-immigration activists and even those who rebuke RWE identification but whose actions confer such classification. These manipulators rally behind a shared belief on online forums, blogs, podcasts, and social media through pranks or ruinous trolling anonymity, usurping participatory culture methods (networking, humor, mentorship) for harassment, and competitive cyber brigades that earn status by escalating bullying such as the sharing of a target’s private information.

Marwick and Lewis reported on how RWE groups have taken advantage of certain media tactics to gain viewers’ attention such as novelty and sensationalism, as well as their interactions with the public via social media, to manipulate it for their agenda. For instance, YouTube provides any individual with a portal and potential revenue to contribute to the media ecosystem. The researchers shared the example of the use of YouTube by conspiracy theorists, which can be used as fodder for extremist networks as conspiracies generally focus on loss of control of important ideals, health, and safety.

One tactic they’re using is to package their hate in a way that appeals to millennials. They use attention hacking to increase their status such as hate speech, which is later recanted as trickster trolling all the while gaining the media’s attention for further propagation

SHARED MODUS OPERANDI

Marwick and Lewis reported the following shared tactics various RWE groups use for online exploits:

  • Ambiguity of persona or ideology,
  • Baiting a single or community target’s emotions,
  • Bots for amplification of propaganda that appears legitimately from a real person,
  • “…Embeddedness in Internet culture… (p. 28),”
  • Exploitation of young male rebelliousness,
  • Hate speech and offensive language (under the guise of First Amendment protections),
  • Irony to cloak ideology and/or skewer intended targets,
  • Memes for stickiness of propaganda,
  • Mentorship in argumentation, marketing strategies, and subversive literature in their communities of interest,
  • Networked and agile groups,
  • “…Permanent warfare… (p.12)” call to action,
  • Pseudo scholarship to deceive readers,
  • “…Quasi moral arguments… (p. 7)”
  • Shocking images for filtering network membership,
  • “Trading stories up the chain… (p. 38)” from low-level news outlets to mainstream, and
  • Trolling others with asocial behavior.

teenagers in Veles, Macedonia who profited around 16K dollars per month via Google’s AdSense from Facebook post engagements

a long history of mistrust with mainstream media

If you’re a college instructor of communications or teach digital literacy as a librarian, see the corresponding syllabus for this article. It provides discussion questions and assignments for teaching students about media manipulation. To teach your students how to combat fake news online, see my post on Navigating Post-Truth Societies: Strategies, Resources, and Technologies.

+++++++++
more on fake news in this iMS blog
https://blog.stcloudstate.edu/ims?s=fake+news

remind app

More Popular Than Gmail, Facebook and Instagram: The Education App That Hit #1 on the iOS Chart

Tony Wan     Aug 17, 2018

According to both Apple and App Annie, a website that tracks the popularity of mobile apps by number of new downloads, Remind, a school communications platform, took the #1 spot on the chart of free iOS apps.

Remind’s app allows educators, parents and students to send and receive text and voice messages, as well as share attachments and links to digital educational resources. The company was founded in 2011 with a straightforward value proposition: to provide teachers with a safe and secure way to send homework or study reminders to students and their parents on mobile devices without using personal phone numbers.

Those features may seem simple by today’s standards. But it’s amassed a growing footprint, claiming users in more than 70 percent of U.S. public schools. Grey adds that Remind today has 27 million monthly active users (which breaks down to approximately 2 million teachers, 13 million students and 12 million parents). Across them, Remind says 17 billion messages have been sent since its launch.

Along with simplicity, Remind’s timing may have also helped the product find a receptive market. The company’s launch in 2011 coincided with the start of a period that saw smartphone adoption among U.S. adults steadily grow from 35 percent in 2011 to 77 percent in 2018, according to the Pew Research Center.

At its core, Remind remains very much a school communications tool, says Grey. But his grander vision is to evolve the app into what he calls an “educational platform” that allow users to share content from other providers. For instance, when Remind users compose a message, they can currently connect to their accounts on Google Classroom, Google Drive, Microsoft OneDrive, Quizlet and other tools to directly share documents, Powerpoint slides, flashcard sets and other kinds of files.

+++++++++++++
more on remind in this IMS blog
https://blog.stcloudstate.edu/ims?s=remind

social media adoption education

Arshad, M., & Akram, M. S. (2018). Social Media Adoption by the Academic Community: Theoretical Insights and Empirical Evidence From Developing Countries. The International Review of Research in Open and Distributed Learning, 19(3). Retrieved from http://www.irrodl.org/index.php/irrodl/article/view/3500
Building on the social constructivist paradigm and technology acceptance model, we propose a conceptual model to assess social media adoption in academia by incorporating collaboration, communication, and resource sharing as predictors of social media adoption, whereas perceived ease of use and perceived usefulness act as mediators in this relationship.
According to the latest social media statistics, there are more than 2 billion Facebook users, more than 300 million Twitter users, more than 500 million Google+ users, and more than 400 million LinkedIn users (InternetLiveStats, 2018).
although social media is rapidly penetrating into the society, there is no consensus in the literature on the drivers of social media adoption in an academic context. Moreover, it is not clear how social media can impact academic performance.
Social media platforms have significant capability to support the social constructivist paradigm that promotes collaborative learning (Vygotsky, 1978).
+++++++++++++
technology acceptance model (https://en.wikipedia.org/wiki/Technology_acceptance_model):
  • Perceived usefulness (PU) – This was defined by Fred Davis as “the degree to which a person believes that using a particular system would enhance his or her job performance“.
  • Perceived ease-of-use (PEOU) – Davis defined this as “the degree to which a person believes that using a particular system would be free from effort” (Davis 1989).

Venkatesh, V., Morris, M. G., Davis, G. B., & Davis, F. D. (2003). USER ACCEPTANCE OF INFORMATION TECHNOLOGY: TOWARD A UNIFIED VIEW. MIS Quarterly27(3), 425-478.
http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3daph%26AN%3d10758835%26site%3dehost-live%26scope%3dsite
++++++++++++++

proposing a Social Media Adoption Model (SMAM) for the academic community

Social media platforms provide an easy alternative, to the academic community, as compared to official communications such as email and blackboard. my note: this has been established as long as back as in 2006 – https://www.chronicle.com/article/E-Mail-is-for-Old-People/4169. Around the time, when SCSU announced email as the “formal mode of communication).Thus, it is emerging as a new communication and collaboration tool among the academic community in higher education institutions (Roblyer, McDaniel, Webb, Herman, & Witty, 2010). Social media has greatly changed the communication/feedback environment by introducing technologies that have modified the educational perspective of learning and interacting (Prensky, 2001).

++++++++++++++
Theory of Reasoned Action : https://en.wikipedia.org/wiki/Theory_of_reasoned_action
++++++++++++++++++++

the Theory of Reasoned Action (Fishbein & Ajzen, 1975) and the Technology Acceptance Model (Davis, 1989) have been used to assess individuals’ acceptance and use of technology. According to the Technology Acceptance Model, perceived usefulness and perceived ease are the main determinants of an individual’s behavioral intentions and actual usage (Davis, 1989).

Perceived usefulness, derived from the Technology Acceptance Model (TAM), is the particular level that an individual perceives that they can improve their job performance or create ease in attaining the targeted goals by using an information system. It is also believed to make an individual free from mental pressure (Davis, 1989).

Perceived ease of use can be defined as the level to which an individual believes that using a specific system will make a task easier (Gruzd, Staves, & Wilk, 2012) and will reduce mental exertion (Davis, 1989). Venkatesh (2000) posits this construct as a vital element in determining a user’s behavior toward technology. Though generally, there is consensus on the positive effect of perceived ease of use and perceived usefulness on users’ attitude towards social media, it is not yet clear which one of these is more relevant in explaining users’ attitude towards social media in the academic community (Lowry, 2002). Perceived ease of use is one of the eminent behavioral beliefs affecting the users’ intention toward technology acceptance (Lu et al., 2005). The literature suggests that perceived ease of use of technology develops a positive attitude toward its usage (Davis, 1989).

Collaborative learning is considered as an essential instructional method as it assists in overcoming the communication gap among the academic community (Bernard, Rubalcava, & St-Pierre, 2000). The academic community utilizes various social media platforms with the intention to socialize and communicate with others and to share common interests (Sánchez et al., 2014; Sobaih et al., 2016). The exchange of information through social media platforms help the academic community to develop an easy and effective communication among classmates and colleagues (Kaplan & Haenlein, 2010). Social media platforms can also help in developing communities of practice that may help improve collaboration and communication among members of the community (Sánchez et al., 2014). Evidence from previous work confirms that social media platforms are beneficial to college and university students for education purposes (Forkosh-Baruch & Hershkovitz, 2012). Due to the intrinsic ease of use and usefulness of social media, academics are regularly using information and communication technologies, especially social media, for collaboration with colleagues in one way or the other (Koh & Lim, 2012; Wang, 2010).

++++++++++++++++
more about social media in education in this IMS blog
https://blog.stcloudstate.edu/ims?s=social+media+education

privacy and cell phones

In Major Privacy Win, Supreme Court Rules Police Need Warrant To Track Your Cellphone

June 22, 201810:41 AM ET

Cellphone providers routinely keep location information for customers to help improve service. And until now, the prevailing legal theory was that if an individual voluntarily shares his information with a third party — for instance, by signing up for cellphone service — police can get that information without a search warrant.

On Friday, the Supreme Court blew a hole in that theory. Writing for the court majority, Chief Justice John Roberts said that cellphone location information is a “near perfect” tool for government surveillance, analogous to an electronic monitoring ankle bracelet.

While Friday’s decision may limit the government’s access to cellphone data, it has no impact on the ability of private companies to amass, use and sell their customers’ information. That is because the Fourth Amendment only limits government conduct, not private conduct. Only Congress, in enacting legislation, can limit how private companies amass and use information.

see also:
https://blog.stcloudstate.edu/ims/2015/12/03/power-privacy-internet/

Aral Balkan: https://blog.stcloudstate.edu/lib290/2018/03/01/duckduckgo-privacy-free-service/
++++++++++++
more on privacy and surveillance in this IMS blog
https://blog.stcloudstate.edu/ims?s=privacy

https://blog.stcloudstate.edu/ims?s=surveillance

 

blockchain fixes

187 Things the Blockchain Is Supposed to Fix

Erin Griffith 

https://www-wired-com.cdn.ampproject.org/c/s/www.wired.com/story/187-things-the-blockchain-is-supposed-to-fix/amp
 
Blockchains, which use advanced cryptography to store information across networks of computers, could eliminate the need for trusted third parties, like banks, in transactions, legal agreements, and other contracts. The most ardent blockchain-heads believe it has the power to reshape the global financial system, and possibly even the internet as we know it.
 
Now, as the technology expands from a fringe hacker toy to legitimate business applications, opportunists have flooded the field. Some of the seekers are mercenaries pitching shady or fraudulent tokens, others are businesses looking to cash in on a hot trend, and still others are true believers in the revolutionary and disruptive powers of distributed networks.
 
Mentions of blockchains and digital currencies on corporate earnings calls doubled in 2017 over the year prior, according to Fortune. Last week at Consensus, the country’s largest blockchain conference, 100 sponsors, including top corporate consulting firms and law firms, hawked their wares.
 
Here is a noncomprehensive list of the ways blockchain promoters say they will change the world. They run the spectrum from industry-specific (a blockchain project designed to increase blockchain adoption) to global ambitions (fixing the global supply chain’s apparent $9 trillion cash flow issue).
 

Things Blockchain Technology Will Fix

  • Bots with nefarious intent
  • Skynet
  • People not taking their medicine
  • Device storage that could be used for bitcoin mining
  • Insurance bureaucracy
  • Electronic health record accessibility
  • Health record storage security
  • Health record portability
  • Marine insurance risk
  • Cancer
  • Earning money on personal data
  • Pensions
  • The burden of car ownership
  • Inability to buy anything with cryptocurrency
  • Better marketplaces for nautical shipping services
  • Better ways to advertise to your friends
  • Better ways to trade forex with your friends
  • Ownership shares in ancient sunken treasures
  • Poverty
  • Complying with Know Your Customer laws
  • Complying with Anti-Money-Laundering laws
  • Complying with securities laws in token sales
  • Censorship
  • A use for QR codes
  • Rewards for buying alcohol by subscription
  • Tracing water supplies
  • Dearth of emergency responders
  • High cost of medical information
  • Improved digital identity authentication
  • Managing real estate workflow
  • International real estate purchases
  • Physical branches for crypto banking
  • Physical branches for crypto exchanges
  • Private equity
  • Venture capital
  • AIDS, also online sales of classic Japanese domestic cars
  • Efficiency and transparency at nonprofits
  • Incorporating local preferences in decentralized banking options
  • Boosting sales for local businesses
  • A digital-only investment bank
  • Containers to transport sensitive pharmaceuticals and food
  • Protecting consumer information on mobile
  • Helping mobile phone users monetize their data
  • Not enough interconnection in the world
  • Complexity and risk in the crypto market
  • Expensive AI research
  • Counterfeit goods
  • Connecting “innovation players” and “knowledge holders”
  • Movie industry’s slow and opaque accounting practices
  • Global supply chain’s $9 trillion cash flow issue
  • Trust in the global supply chain
  • Economic crisis
  • Cash flow problems at small and medium-sized businesses
  • Improving the use of data in the transportation and logistics industries
  • Poverty among African farmers
  • Transparency in the food supply chain
  • Ad fraud
  • Fake news
  • False news
  • Settling payments faster
  • Speeding transactions
  • The unbanked
  • The underbanked
  • The bidding process in art and collectibles markets
  • Assessing the value of collectibles
  • Diamond industry’s high banking and forex fees
  • The illicit diamond trade
  • Availability of digital games
  • Currency for eSports
  • Currency for eSports betting
  • Currency for sports betting
  • Storing scholarly articles
  • Health insurance providers billing processes
  • Currency for healthcare providers
  • Shortage of workers with advanced tech skills
  • Lack of diversity in tech
  • Elder care
  • Rights management for photographers
  • Content rights management
  • Simplifying the logo copyrighting process
  • Ticketing industry’s “prevalent issues”
  • Crowdsourcing for legal dispute resolution
  • Securing financial contracts
  • Paper
  • Automation
  • Control of personal data
  • Control of personal credit data
  • No way to spend crypto
  • Advertising for extended reality environments
  • Human suffering
  • Security for luxury watches
  • Authenticity in cannabis sales
  • Crypto rewards for cannabis-focused social media site
  • Crypto payments for rating cryptoassets
  • Crypto payments for taking surveys, watching videos and clicking links
  • Crypto rewards for video game skills
  • Crypto rewards for time spent playing video games
  • Buying, selling and trading your social media friends
  • Crypto rewards for social media sharing
  • Free mobile data for watching ads
  • Crypto rewards for watching entertainment content
  • Gold-backed cryptocurrency
  • Crypto-backed gold
  • Metals-backed cryptocurrency
  • Precious metals-based cryptocurrency
  • “Tokenizing” real world items
  • Nashville apartment buildings
  • Monaco real estate
  • Financial infrastructure for trading within video games
  • Checking ID for purchases like alcohol
  • “Uber for alcohol” on blockchain
  • Inefficiencies in cargo delivery
  • Branded tokens for merchants to reward customers
  • Fraud and corruption among non-profits
  • Better transparency at non-profits
  • Better transparency around impact investing
  • Bitcoin mining uses too much energy
  • Home appliances mining for bitcoin while not in use
  • Bitcoin mining using hydropower
  • Large corporations’ carbon footprints
  • “Decarbonizing” electricity grids
  • Climate change
  • Trust in governments
  • Trust in corporations
  • Trust in social networks
  • Trust in media
  • Universal billing system for travel industry
  • Decentralized Uber and Lyft
  • Online gambling not fair
  • Online gambling sites take commission
  • Helping retailers hurt by Amazon
  • Online retail fraud
  • Paying for things with your face
  • Streamlining interactions among shoppers, retailers and brands
  • Linking content across computers, tablets and phones
  • Ranking apps by their value
  • Aligning creativity and recognition for content creators
  • Improving payments for artists on Spotify and Pandora
  • Online piracy
  • Improving the technology of the Russian gas industry
  • A blockchain equivalent of Amazon, Groupon and Craigslist
  • Too many non-value-added costs
  • Unregulated prison economies
  • Standardizing the value of advertisements
  • Advertising not transparent enough
  • Old real estate practices
  • Free public information from silos
  • Speeding the rendering of animated movies
  • Selling items for crypto instead of regular money
  • Borders
  • Man-in-the-middle hacks
  • Security sacrifices that come with innovation
  • Scams, fraud and counterfeits
  • Tools to build decentralized apps
  • Blockchain infrastructure
  • Removing barriers separating blockchains
  • Safety in buying and selling blockchain tokens
  • Improving privacy in online file storage
  • ICO projects could benefit from the “wisdom of the crowd”
  • Improving privacy of blockchain
  • Decentralized database for decentralized technologies
  • Improving trust and confidence in blockchain system
  • More cohesive user experiences across blockchain and the cloud
  • Democratizing gold trading
  • Giving investors more control of their assets
  • Simplifying the cryptocurrency transaction process
  • Trading indexes as tokens
  • Improving crypto safekeeping solutions
  • Simplifying ICO investment, trading and cryptocurrency
  • Improving institutional-grade crypto asset management
  • “Painstakingly slow” manual crypto wallet process
  • More open global markets
  • Easier way to invest in real estate
  • Easier way to invest in Swiss real estate
  • Easier way to combine smart contracts with crowdfunded home loans
  • Easier way to borrow against crypto holdings
  • Faster porn industry payment options
  • Lower porn industry payment fees
  • Identifying and verifying users in online dating
  • Improving traditional banking services for crypto world
  • Cryptocurrency based on Game Theory, IBM’s Watson, and other theories
  • Better social network + blockchain + AI + human touch
  • Improving content streaming on the blockchain
  • Supply chain transparency
  • Increasing public sector trust of cryptocurrencies
  • Education around blockchain technology
  • Blockchain not mainstream enough
 
++++++++++++++++++++++++++
more on blockchain in this IMS blog
https://blog.stcloudstate.edu/ims?s=blockchain

Library Virtual Reality Lab

https://wmich.edu/library/services/vr

https://wmich.edu/vr/learning#tutorials

https://wmich.edu/vr

Our library is gearing up to create a virtual reality demonstration station using either VTC Hive or Oculus Rift. We want to make sure that we at least a small suite of educational VR products.
If your library runs a VR workstation, could you share one or two educational titles that you’re especially happy with? We are planning on getting Mission:ISS, a simulation of the International Space Station.
Thanks!
========================================
Daniel Cornwall
OWL Program Manager / Internet and Technology Consultant
Alaska State Library

We’ve got “Mission: ISS” as well.  We’re happy with all of our educational titles so far and are looking to expand.


Best wishes,
Scooter

Scott Russell, Director of IT Services
University Libraries, Western Michigan University

scott.russell@wmich.edu

EU Code of Conduct Snapchat

https://www.neweurope.eu/article/snapchat-joins-eu-code-conduct-hate-speech

The EU’s code of conduct on countering illegal online hate speech was first presented in 2016 and initially had four major internet platforms that participated – Facebook, Microsoft, Twitter, and YouTube. Snapchat is the seventh major IT platform to join the EU’s non-binding ethics regulations to fight illegal online hate speech.

++++++++++++
more on Snapchat in this IMS blog
https://blog.stcloudstate.edu/ims?s=snapchat

Fortnite Craze

https://www.npr.org/2018/05/05/608164530/the-fortnite-craze-might-be-here-to-stay

In April, a PLAYlive Nation lounge in Tracy, Calif., hosted its first Fortnite tournament and sold out. Hundreds of players bought tickets to play against one another and win prizes.

Joost van Dreunen, the CEO of Superdata Research, a video game analytics firm, says most shooter games are serious and simulate violence. Fortnite, he says, is more like a friendly game of tag.

His company estimates the game has made about $223 million across all platforms in March alone. In lifetime sales, it had made about $614 million. The game is free to play, but Epic Games, the company that owns Fortnite, makes money through microtransactions. Players can spend real money to make cosmetic changes to their characters in the game. They can buy things like skins, which are like costumes, for their characters or emotes, which are celebratory dance moves their characters can do after winning or killing another player in the game.

Ninja, the gamer name taken by 26-year-old Tyler Blevins, is now a legend in the Fortnite world. He is a master at the game and rocketed into popularity after playing in an online battle with rap artists Drake and Travis Scott on March 14. That battle has been watched more than 9 million times.

++++++++++++++++++++

Educators Battle ‘Fortnite’ for Students’ Attention

https://www.edweek.org/ew/articles/2018/05/03/educators-battle-fortnite-for-students-attention.html

Many educators want to ban the game from their classrooms, but some are taking the opposite approach, attempting to weave students’ interest in Fortnite into class discussions and assignments.

Nick Fisher, a science teacher at Fort Zumwalt North High School in O’Fallon, Mo., said his students like to take screenshots of gameplay and send them to friends over Snapchat. Teenagers want to broadcast their victories, and because the game is on their phones, it’s easy to post updates to social media, making Fortnite “the perfect concoction of addiction,” said Fisher.

North High blocks all social media and gaming sites on its WiFi, said Fisher, but students tell him how they circumvent the restriction: They use virtual private networks, or VPNs, to establish independent internet connections. (Dozens of YouTube videos provide step-by-step tutorials for students looking to get around school WiFi controls.)

“Kids can’t multitask,” she said. “Even having a digital device within sight can cognitively distract the student enough that they can’t focus on the academics.”

Schools and teachers should be guiding parents when it comes to appropriate limits around screen time, said Kolb. Most parents will appreciate research-based recommendations, such as turning off all screens a set amount of time before bed, she said.

Games like Fortnite can even have social benefits, said John Velez, an assistant professor of journalism and electronic media at Texas Tech University. Velez, who studies the positive effects of video games, has found that playing violent games cooperatively with helpful teammates promotes pro-social behavior.

Chris Aviles, the coordinator of innovation, technology, and 21st century skills for the Fair Haven Public Schools in New Jersey, wrote “A Teacher’s Guide to Surviving Fortnite,” an exploration of ways the game can be used for instructional purposes. The guide, posted to his blog Teched Up Teacher, suggests how to integrate the game into writing prompts, math lessons on probability, and physics.

Aviles doesn’t advocate playing the game at school. There isn’t any educational value in letting students engage in virtual combat during a lesson, he said. Instead, teachers can build a lesson around one aspect of the game, such as having students calculate the best angle of approach as they jump from the “Battle Bus,” the floating bus that drops players onto the map at the beginning of each match.

++++++++++++++++++

Instagram, Snapchat, Fortnite: The distractions are endless. Here’s how to help kids cope.

 May 14 at 9:00 AM
In January, two of Apple’s shareholder groups asked the company to look at the addictive effects of iPhones on children. Google’s recent developer conference highlighted tools to help users better control smartphone usage.
2015 survey of more than 1,800 teachers and 400 principals in Alberta, B.C., found that nearly three-fourths of teachers frequently or very frequently observed students multitasking with technology, and 67 percent of teachers believed that the number of students negatively distracted by digital technologies in the classroom was growing.
2017 study published in the journal Social Psychological and Personality Science tracked college students’ progress on their goals over the course of a semester and found that successful goal attainment was less about self-control and more about blocking and eliminating potential distractions.
The best approach is to use empathy, compassion and collaboration to help the young people in your life find ways to manage their digital workflow.
Encourage visualization for inspiration and motivation. The first step is getting students to buy in and to want to make behavioral changes.
Focus on compartmentalization. A 2009 study from Stanford researchers found that people who juggled several streams of electronic information were not able to pay attention, remember key information or switch tasks as effectively as those who completed one task at a time.
Using the Pomodoro technique of spending 25 minutes focused on one task followed by a five-minute break can be an easy way to have students begin to shift from a multitasking to a monotasking mind-set.
Make focus fun. There are now numerous ways to use technology to help us be more productive with technology, and it doesn’t have to be arduous. Students in my office use apps such as Forest or Flipd to motivate them to stay off their phones during class or when doing homework. Forest has a simple interface that will build a digital tree for users who stay off their phones. Flipd allows users to hide certain apps, allot time off their phone based on their schedule and, for a premium, track their progress over time.
Provide structured support as needed. A middle school student with whom I worked recently was relieved when his mother used the Mac OS app SelfControl to block YouTube and ESPN while he was doing his homework (Cold Turkey is a similar PC-based app).
Allow opportunities for regrouping. Even the best plans can go awry (for adults and kids alike). It’s important to focus on progress rather than perfection. Create time daily or weekly for students to think about what went well in terms of managing distractions and improving productivity, and what they would like to do better. Ask open-ended questions without judgment or expectation

+++++++++++++++++++
more on gaming in this IMS blog
https://blog.stcloudstate.edu/ims?s=gaming

+++++++++++++++
more on social media addiction in this IMS blog
https://blog.stcloudstate.edu/ims/2018/05/08/social-media-addiction/

switching OS

Are you considering switching an operating system (OS)?
Do you have an old computer (hardware), but you don’t want to through it out yet (environment)?
These and other questions discussed as comments to the following article:

https://www.theguardian.com/technology/askjack/2018/apr/26/what-can-i-do-with-my-windows-vista-pc-cant-afford-to-upgrade-it-firefox

I can’t afford to upgrade my Vista PC. What can I do?

Firefox is about to stop supporting Windows Vista and websites are not working. Is there a cheap or preferably free solution?

selected comments under the article (practical, funny, for pundits and novices):

Ujjwal Dey Fedora is nice but it’s for more experienced users. Setting it up for everyday use is no rocket science, but still requires a bit of work with bash or whatever shell Fedora provides these days. For easy migration Mint is the best IMO.

Fraser McCabe Maybe Linux Mint or Manjaro.
If you want to test them first, you can create a bootable USB thumb drive first
Ubuntu is ideal for older machines. I run Kali and Lubuntu on an old P4 for basic pen tests and VM. I use Tor and Private VPN. No probs. Slow compared to modern systems. Yet functional. I have a lot of old Machines that I collect for Free to network and simulate environments to penetrate with virtual emulators. Works perfectly fine.
The article doesn’t mention the excellent Microsoft Office alternative – Libre Office.
It’s completely free, comes ready-installed with Ubuntu Linux, and in most cases can read and write to Microsoft Office format documents.
(there’s also a version of Libre Office that runs on Windows – again, an excellent free alternative)
Easiest way is to install a pirate version of Win 7 for free, then you buy a Win 7 activation key on Ebay for like $5. Where there’s a will, there’s a way 👌👌
Buy a second hand laptop from somewhere like CeX for about £60 with Windows 7 or 10 installed, assuming you can afford that.
Stop using Firefox. Switch to Chrome or Internet Explorer.
I’ve been “off the line” for years now. My advice: read a bloody book!
Blame Brexit

1 14 15 16 17 18 36