77 Matching Annotations
  1. Oct 2018
    1. but that doesn’t mean they understand how it relates to the other activities. Take the time to explain why you’ve chosen the game

      Full realization and understanding of where a piece of material fits in can help allow the user to get the bigger picture

    2. games are tools to make your work more efficient and effective.

      Games are tools to make the educational experience more efficient and effective. These tools are just that, and cant be seen as a substitute for an instructor

    3. In addition, most game developers recognize that professional development is one of the biggest obstacles to adoption, so they often provide video tutorials and other materials for teachers on their websites.

      Support is widespread, the ed-tech world is expanding and learning resources are available

    4. some of the best independent options remain buried at the bottom of pages and pages of search results

      Big names and branding may not provide the best educational resources

    5. Imagine ways to let these games supplement and enhance your well-worn curriculum.

      Technology in education, even down to simple games, can foster and encourage good learning habits

    6. They give each other tips and advice, they share tricks. They teach each other to understand the games’ systems

      Digital games foster cooperation and problem solving on a different level, encouraging collaboration and group learning

    7. Though I’m not a fan of violent video games, studies have shown that there are even positive benefits from playing these types of games.

      Acknowledgement that even though the bias is unfavorable, the facts need to be presented.

    8. kids who play multi-player games online are more likely to have a positive attitude toward people from another country: 62 percent of online gamers hold a favorable view of people from different cultures compared to 50 percent of non-gamers. Unlike school, where the diversity of the institution is rarely reflected by individuals’ peer groups, interactive online gaming correlates with a more diverse group of friends.

      The use of online gaming as a network is exposing youth to new cultures and peoples than before, fostering acceptance and understanding from a younger age

    9. enables educators and parents alike to explore the use of games in learning contexts that matter to them and the young people in their lives

      The enablement of direct parties of influence to adopt and implement these systems could dictate a shift in educational tradition over the coming years

  2. Sep 2018
    1. fuck up, fuck up, fuck up

      Louis' schooling experience sounds like he was faced with a lot of negativity and discouragement. This kind of suppression isn't good for the individual or the institution.

    2. Enrichment Expenditures On Children, 1972-2006

      This is insane! From 1973-2005, the prices of everyday things inflated drastically! The lower quintile has seen almost no deviation!

    3. Taken together, the educational and demographic indicators point to growing popu-lations of non-dominant youth who are being shut out of educational pathways to opportunity.

      We should all be caught up before we can try to move forward

    4. “I design websites once or twice a month for clients and then I play online all day. And it drives people crazy. It really does... But I don’t think it’s that envious. I’m sure it is a really cool job, but I’m just a nerd. It’s not like I’m a rock star or anything.”

      The same people who tell artists to "get a real job" are the same people who get driven crazy when an artist proves successful.

    5. “I just got obsessed with it. It took me three or four days to go through all of their comics. And I just absolutely loved it.”

      Immediate recognition of passion

    6. A college degree has become a requirement for most good jobs, but is no longer a guarantee of acquiring one.

      This is, sadly, a seemingly true fact of today's world. The need for a college degree is immensely polarizing and divinating from an "equal opportunity" society.

    7. effective learning is lifelong and integrated into the real world of work, civic engagement, and social participation.

      Learning comes from a variety of sources, it isn't just isolated to formal educational institutions.

    8. our educational system may be doing more to perpetuate and even to increase inequality than to expand economic opportunity.

      Everyone should be caught up before we can move forward.

    9. Production-centeredDigital tools provide opportunities for producing and creating a wide variety of media, knowledge, and cultural content in experimental and active ways.Shared purposeSocial media and web-based communities provide unprecedented opportunities for cross-generational and cross-cultural learning and connection to unfold and thrive around common goals and interests.Openly networkedOnline platforms and digital tools can make learning resources abundant, accessible, and visible across all learner settings.

      These experiences seem to stem from the advent of web networking and interconnected learning

    10. Learners flourish and realize their potential when they can connect their interests and social engagement to academic studies, civic engagement, and career opportunity.

      Learners are able to pull on their learning when it involves personal interests / passions.

    11. While this sort of adventuring is not feasible for Clarissa, her characters can live out these fantasies

      Clarissa is able to use her interests to explore a life that isn't feasible, and received support and success for pursuing that passion.

    12. “able to fully develop intricate personalities and plots that in computer games, sports and academics CASE STUDY 1CLARISSA: CONNECTING INTERESTS WITH ACADEMIC SUCCESSBy C.J. Pascoeare simply not possible.”

      In this environment, Clarissa is able to fully pursue a passion and interact with other members that share a similar interest. She was able to develop her skills and apply her interests.

    13. This gap contributes to widespread alienation from educa-tional institutions, particularly among non-dominant youth.

      Alienation from educational institutions due to the inability to interconnect is unacceptable. If this gap continues to grow, the focus needs to shift to the insurance of equal opportunity education over the desire of technological advancement. Everyone needs to be caught up before we can move forward.

    14. Young people today have the world at their fingertips in ways that were unimaginable just a generation ago.

      Web2.0 has allowed networks of people to gather on scales that were not possible before, creating an immense amount of easily accessible information that previous generations couldn't imagine.

    15. lower barriers to access for knowledge and information

      The barrier to access information is growing thinner, allowing more people to create, remix, and take part in their digital culture.

    16. Clarissa made great strides in her writing, engaging with it in ways that felt more authentic, and more motivat-ing than her writing classes at school

      Clarissas learning was interest driven, and she made fantastic improvement because the passion for learning was there.

    17. she jumped at the chance to connect with others who shared her interest

      Web2.0 and modern social networking allowed Clarissa to not just find a group of like minded individuals, but to function as a member of this online ecosystem.

    18. the most resilient, adaptive, and effective learning involves individual interest as well as social support to overcome adversity and provide recognition.

      Learning that is positively encouraged and supported from a multitude of sources seems like it'd have a significantly higher chance of success.

    1. This decision required students to consciously distance themselves from personal opinions during various stages of the design process

      This is an incredibly difficulty, but important, facet of the design industry. Learning and executing this level of control and understanding is incredible.

    2. learning content associated with multiple perspectives informed students’ opinions as they proceeded through the design process

      By actively taking place in the process within an interdisciplinary/intercultural group, the students were able to both better understand the issue as a whole as well as better formulate their own opinions and provide personal contribution to the process.

    3. one student leveraged his media design as an opportunity to demonstrate a personal capacity to form critical opinions in response to others:

      This kind of in depth thinking and problem solving is what will last a lifetime

    4. Second, aligning media design with local issues opened opportunities for students to share their voices and participate in public discourse

      New media literacies have opened new opportunities for students to openly interact and participate in everyday situations and discussions.

    5. It also provided an opportunity for them to reflect on and share their own perspectives on the protests.

      Students are given a chance to express and employ personal opinions and perspectives on a real world situations.

    6. Playing Dow Day introduced students to the functionality of ARIS and AR design, including increasing their familiarity with features such as quests, characters, and items.

      This learning and familiarization by example could link to a form of indirect remixing down the line?

    7. it helped them generate new questions and encouraged them to experience the protests from multiple perspectives, both of which later informed their discussions, insights, and decisions as media designers.

      Real world examples and situations allowed this group of students dig into a deeper problem and see the solutions from a broader perspective.

    8. To meet this goal students visited the state capitol as citizen ethnog-raphers. In this role they were trained to conduct interviews with protesters, gather video and photographic documentation, and employ other field research methods

      Students gained research skills and knowledge by actively conducting the research themselves instead of just reading up on the processes and then, subsequently, googling the information. This active engagement serves as a fantastic learning opportunity.

    9. discussions that emerged during this inquiry stage were quite dynamic, in part because students were eager to share their own perspectives and experience

      Various backgrounds and mentalities can open new windows and create more potential solutions than a closed-minded, static group.

    10. most students were quite familiar with the protests and a few had participated in them with friends and family. A few students, however, knew very little about the political issues or related civic activities.

      This group of students comes from a variety of political background and knowledge, potentially allowing the team to see more solutions from different angels.

    11. students’ interest in studying a series of protests

      Project originates from the drive and interest of the students, not from an outside "educator." Pull-mentality

    12. Students discussed and voted on core design decisions, reported on their progress, and made plans for next steps.

      Discussion and voting on core design decisions

    13. users to reflect on their own perspective about whether the path should be developed

      Allowing users to reflect on their own perspective is a fantastic way to get both honest public opinion as well as ideas for design obliteration

    14. Workshop goals included introducing basic design processes, learning the features of different mobile game and story platforms (e.g., Scvngr, MITAR, ARIS), and exploring how these tools might be used to engage others in thinking about the contested issues and places under investi-gation

      Digital media is being introduced and used to conveniently give practical and interesting lessons to those who need them.

    15. FSFQMBZJOH<QMBDF‰CBTFE>HBNFTBOEEFTJHOJOHTPNFHBNFTUPP"OE*UIJOLUIBUJGPUIFSLJETHPUUPFYQFSJFODFUIBU JUXPVMEIFMQUIFNMFBSOBMJUUMFCJUCFUUFSCFDBVTFXFMFBSOXIJMFXFBSFCVJMEJOHUIFHBNFT4PXFBSFQVUUJOHJUUPHFUIFSBOEMFBSOJOHBUUIFTBNFUJNF*OTUFBEPGKVTUSFBEJOHJUPSKVTUMPPLJOHJUVQw

      Learning can come from many places and in many ways, it's not just withing formal education that people learn. In this example, the learning came from the building off a game instead of just reading about it or looking it up.

    1. I t i s becoming increasingly evident that differences in the types of participation youth engage in will further contribute to inequities along gender, SES, or cultural dimensions.

      Youth is a time of growth and discovery, where the choices made can shape your interests and personality for the rest of your life. Early engagement is vital.

    2. A l t h o u g h t h e s e c u l t u r e s o f p a r t i c i p a t i o n a r e b e c o m i n g m o r e c o m m o n , t h e y a r e not equally accessed. Recent research has shown that despite the emerging cultural image of the average youth as constantly connected and technologically savvy, those who can actually create digital media or interactive environments are in the minority

      It's interesting to see that in an age of technological progression and innovation, the minority is focused on creation and media.