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The link above links to a story of a House proposal to eliminate funding for the Enhancing Education Though Technology Initiative. Republican Representative to California Duncan Hunter proposed legislation that would completely eliminated portions of the ESEA or Elementary or Secondary Education Act. Although it is good to cut needless spending, the cut to the EETT could actually jeopardize the American education system because it will severely hinder students who will need the technical knowledge to survive in our global economy. This will prove to be exceptionally problematic when students in low-SES schools currently are not getting the adequate technical training needed to obtain low-level jobs in our country.
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Tuesday, May 17, 2011
Thursday, May 5, 2011
Suggestions for Linking Gaming to Education
http://www.escapistmagazine.com/videos/view/extra-credits/2985-Gamification
http://www.escapistmagazine.com/videos/view/extra-credits/3167-Gamifying-Education
I found two interesting links on Gamification, how it can help students learn, how it can hinder people, and suggestions for how to start gamifying our way to better education by people that are experts in the video game world. The first video talks about what Gamification and its pros and cons. It talks about how we can get integrate elements of our "play lives" and our "work lives." It also talks about how Gamification as a con is starting to seep into society in the form of Monopoly games in McDonald's or leveling up for credit card expenditures.
The second video talks about suggestions for how teachers can start gamifying their classrooms through the use of Alternate Reality Games (ARGs) and Plot Your Route Game (similar to the "Six Degrees of Kevin Bacon" Game). The narrator also talks about the pros and cons of both and assumes that teachers need to keep within a budget and not take up too much time. These game implementations seem very interesting and can help to improve student performance.
http://www.escapistmagazine.com/videos/view/extra-credits/3167-Gamifying-Education
I found two interesting links on Gamification, how it can help students learn, how it can hinder people, and suggestions for how to start gamifying our way to better education by people that are experts in the video game world. The first video talks about what Gamification and its pros and cons. It talks about how we can get integrate elements of our "play lives" and our "work lives." It also talks about how Gamification as a con is starting to seep into society in the form of Monopoly games in McDonald's or leveling up for credit card expenditures.
The second video talks about suggestions for how teachers can start gamifying their classrooms through the use of Alternate Reality Games (ARGs) and Plot Your Route Game (similar to the "Six Degrees of Kevin Bacon" Game). The narrator also talks about the pros and cons of both and assumes that teachers need to keep within a budget and not take up too much time. These game implementations seem very interesting and can help to improve student performance.
Monday, May 2, 2011
Can more access to information through the internet curtail creativity?
http://campustechnology.com/articles/2011/05/02/educational-sites-provide-ample-fodder-for-plagiarism.aspx
There was a study that came out that talked about a possible downside to a wider, faster access to information. This study, done by iParadigms, looked at the root causes for minor and major plagiarism and found that the majority of plagiarism issues do not stem from plagiarism websites or online "instant papers." Rather, most of the information came from sites like Wikipedia. This study could be a more recent version of the reading of last week, which talked about how teachers should begin to really dial in on how to use technology in more advanced and creative ways in order to prep our students for the modern era.
There was a study that came out that talked about a possible downside to a wider, faster access to information. This study, done by iParadigms, looked at the root causes for minor and major plagiarism and found that the majority of plagiarism issues do not stem from plagiarism websites or online "instant papers." Rather, most of the information came from sites like Wikipedia. This study could be a more recent version of the reading of last week, which talked about how teachers should begin to really dial in on how to use technology in more advanced and creative ways in order to prep our students for the modern era.
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