A true digital citizen understands how to ethically use the works of others to build his or her own creative products—music, art, video,...
Bettina Ascaino's insight:
Beth Dichter's insight:
Today we want our students to create, yet we know they do this by remixing and reusing "intellectual property" from others. Do they understand the need to give credit where credit is due. This toolkit provides a wide range of resources to help them make the correct decision (or to help you teach them how to make that decision). Sections include:
* What is Creative Commons? * How to find Creative Commons content? Remember, content may include images, audio, video and YouTube (as examples). This section is quite robust in providing access to many resources, including portal for music, images and video as well as favorite sources for images and sounds.
* What do those Creative Commons License icons mean?
* Creative Commons licenses are for you too! What if your students create content and license it under Creative Commons?
* Public Domain resources
* Fair Use
* And more!
This is a great resource that is probably best for older students but the resources will guide you to locations that you may use with younger students also.
Sophie Wrobel originally shared: Technology: What makes a justifiable use case?
Spritz is a very interesting application. Although I agree that it does have some very useful uses - especially on limited-screen personal mobile devices such as Pebble or other SmartWatches, its application to speed up conventional reading may be less than appropriate, even when effective. And undoubtedly, it is not the only technology that may bring unintentional consequences with it in the process of bringing out some benefit.
How Spritz works Conventional reading: When reading, only around 20% of your time is spent processing content. The remaining 80% is spent physically moving your eyes from word to word...
Spritz does two things differently: it lines up the optimal recognition point of words, and flashes words to the reader according to the rhythm of reading, which includes natural pauses.
Why should there be concern? Chronic health problems are emerging at an unprecedented rate. This is quite likely linked to the emergence of digital technologies and the resulting transformation on our daily habits. For example: too much desk work leads to back problems, chronic pain, and bad typing posture leads to carpal tunnel syndrome. Eye fatigue is a known condition, where eye muscles become strained and certain muscles 'stiffen up', just as you may have one index finger noticably stiffer than the other due to overuse of your touchscreen smartphone. As eyes are one of the most sensitive organs we have, I'm not certain that stiff eyes and tunnel-vision syndrome are worth the tradeoff for faster reading.
My point, though, is not that eye fatigue is going to come onto the list of health issues to watch out for. My point is that novel technology - regardless of the benefits it brings - may likely have some negative side effects, and these side effects are usually not listed in the marketing prospect. And as community, we have an ethical responsibility to think these things through, and lay open the consequences in a transparent manner to allow everyone to make informed decisions on the expected tradeoffs when jumping onto any one bandwagon.
Finally, for the record: I think Spritz is a great application, and I think it is worth taking a look at. Even if it is not the perfect tool for healthily reading large texts, it is great for occasional, urgent reads such as an SMS, a voice-to-text answering machine recording, and triaging mails or messages on your watch or in Glass. It will be exciting to see how their application market unfolds as personal computing devices become smaller and ubiquotous!
Bettina Ascaino's insight:
Via John Kellden ~ Conversation Community on Google+ (always great comments:)
During 2010-12, noted AI researcher and long-time Humanity+ Board member Ben Goertzel conducted a series of textual interviews with researchers in various areas of cutting-edge science — artificial general intelligence, nanotechnology, life extension, neurotechnology, collective intelligence, mind uploading, body modification, neuro-spiritual transformation, and more. These interviews were published online in H+ Magazine, and are here gathered together in a single volume. The resulting series of dialogues treats a variety of social, futurological and scientific topics in a way that is accessible to the educated non-scientist, yet also deep and honest to the subtleties of the topics being discussed.
Between Ape and Artilect is a must-read if you want the real views, opinions, ideas, muses and arguments of the people creating our future.
Lots people want to get started with game based learning, gamification and serious games in their training. We’ve been curating game related content for over a year and a half while conducting our own research and case studies. Here are 100 articles related to games and learning. Some of them are research-based, while others just offer an interesting perspective to spark discussion. Take what you need and share this with a colleague. Game Based Learning Mobile Games for Adult Learning: What’s the Appeal? 10 Things We Know About Video Games for Learning How Game-Based Learning Can Save the Humanities Game Design: The Key to Education? Game Based Learning – Why Does it Work? Mobile Game Get Water Teaches About Water Scarcity with Good Gameplay and Narrative The Quest for the Holy Grail of Serious Games How to Invest in Game Based Learning Why Games & Learning Why Learning Games Succeed Where Traditional Training Fails Weekend Reads: Taking Games to Work, Governance in the Cloud Motivation and #Games: Motivational Theories for Instructional Games 6 Board Games That Ruined It for Everyone 3 Ways to Use Game Based Learning in Corporate Training One Game Fits All? Three Questions to Ask Before You Create a Learning #Game Learn to Play and Play to Learn: The Secret to Games That Teach – State of Play The game changer: Gaming in healthcare A Primer on Play: How to Use Games for Learning (Free Webinar) Pass it On! Game #gbl How to be a Better Game Designer Traditional eLearning Versus Online Game-based eLearning — The Dialogue Continues 5 stages of Games Based Learning How to Start Designing Game Based Learning (Free Webinar) Addiction vs. Reflection: Unlocking the Potential of Games Pushy business: The world of mobile gaming engagement A Counterpoint to Ruth Clark’s “Why Games Don’t Teach” Mario Kart in the classroom: the rise of games-based learning Are Online Games Going To Be The New Apprenticeship? User Interface Considerations for Learning Games 10 Design Considerations when Developing a Learning Game Game Mechanics and Learning Theory Using Games and Avatars to Change Learner Behavior Designing Learning Games for Multiple Devices Games: More than Just Reward Systems Mediocrity versus Mastery: The Case for Game-Based Learning Video Games in the Brain: Study Shows How Gaming Impacts Brain Function to Inspire Healthy Behavior Games Teach! #Gamification vs. Game Based Learning in Education Brenda Brathwaite: Gaming for understanding TED talk 7 reasons for Games Based Learning Motivation and #Games: Motivational Theories for Instructional Games The 20 Best Blogs About Game-Based Learning ROI of Learning Games: Knowledge Guru and ExactTarget [Infographic] Game-Based vs Traditional Learning – What’s the Difference? 10 reasons game based learning isn’t so hard The Big Five: Five Reasons Why Educational Games Work An In-Depth Look at Game-Based Learning Ruth Clark Claims “Games Don’t Teach” Using Fantasy in Instructional #Games Gaming in the Classroom Is Becoming the Norm Cognitive Flow: The Psychology of Great Game Design Thiagi: Which are more effective – training games or lectures? Creating “Mind-Blowing” Learning Games for Social Impact and Business Results Educator’s Checklist for Game-Based Learning (#GBL) The technique LucasArts used to design its classic adventure games Understanding and applying the in-game compulsion loop Mistakes and (Games Based) Learning 10 Findings About Game-Based Learning (#GBL) Mobile Learning and Games: 3 Ways They Mix Knowledge Guru Sharon Boller On Games, Learning, and MOOCS - Collaborative Learning Game Design Environment Gamification #Gamification in the Realm of Employee Training The #gamification revolution here to stay Why #gamification is serious business Understanding and applying the in-game compulsion loop #Gamification in the Workplace [INFOGRAPHIC] Gamification Myths: The Difference Between Game Design and #Gamification 4 Ways #Gamification Drives Business Results Real games for health and the trouble with #gamification #Gamification may be the next trend in municipal government Demand for #Gamification Skills Are Up 293% From 2011 The justification of workplace #gamification HR #Gamification, Social & Mobile Work for Employees of All Ages #Gamification: How Siemens got 23,000 engineers to learn about its brand #Gamification: The Engagement Success Mantra Motivating Your Reps To Learn Two Types of #Gamification #Gamification works but let’s be reasonable, it’s not “perfect”! #Gamification in the Realm of Employee Training Driving KM behaviors and adoption through #gamification Games Grow Up: Colleges Recognize the Power of #Gamification Game Mechanics and #Gamification How #Gamification Can Impact Employee Engagement [Infographic] Good #Gamification Isn’t Child’s Play Blitz Brainstorming #Gamification Tool Fosters Organizational Creativity and Innovation Gartner #Gamification Report Offers Good and Not-So-Good Points Does #Gamification Have Advantages Over Traditionally Designed Instruction? What’s the Difference Between #Gamification and Serious Games? Why #gamification is serious business Can “Green #Gamification” Save the World? eLearning & #Gamification: The Octalysis Framework How Deloitte Made Learning a Game How to Gamify: 15 ways to introduce gaming concepts into eLearning 3 More Ways #Gamification in Healthcare is Making a Difference #Gamification Isn’t About “Slapping Badges on Everything” 4 #Gamification Tips & Tricks for Improving Audience Engagement Points mean prizes in workplace 19 #Gamification Trend Articles for 2013 The #Gamification of Business
Infographics are popular. They’re a fun way to present and read data, and many people believe that information that is presented visually is often retained better (at least for some learners). Many teachers today are using infographics, both in their classrooms and for their own professional development. There are so many tools out there to …
Tweet Tweet We have heard some interesting rumors about the iPhone 6. It could have a much faster processor and a larger display. But how about a holographic display? Wouldn’t it be nice if the next iPhone had holograms and a more interactive display? SET Solution‘s video shows what a device like that could look …
It’s 1630. Galileo is prepared to argue that the Earth revolves around the sun. For many of his contemporaries, however, the best arguments against him are not the theological ones of the church, but simple common sense. Anyone can simply stand on solid ground and watch the sun revolve over...
A new study from the IEC (International Electrotechnical Commission) and the Fraunhofer Institute for Systems and Innovation Research ISI has found that nanotechnology will bring significant benefits to the energy sector, especially to energy storage and solar energy. Improved materials efficiency and reduced manufacturing costs are just two of the real economic benefits that nanotechnology already brings these fields and that’s only the beginning. Battery storage capacity could be extended, solar cells could be produced cheaper, and the lifetime of solar cells or batteries for electric cars could be increased, all thanks to continued development of nanotechnology.
Confronting conflicts and coping with them is part of social life. Indeed, conflicts seem to arise in almost every context and developmental stage of human life, from scuffles in schoolyards, to bullying in the workplace and to international warfare. While the question of whether conflicts are inevitable or not is disputed, there is widespread agreement that the current prevalence and lack of resolution to conflicts is incurring substantial cost to society at large. The personal and collective gains that follow conflict resolution have motivated scholars in the fields of law, education, organisational management, psychology and social science, among others, to advocate the use of pro-social mechanisms for resolution. Interventions that may impart individuals with experience in resolving conflicts will be of clear benefit to society.
"Teachers and students are invited to be part of the development of Cyber STEM Academy
"The first prototype of Cyber STEM Academy is available online. This prototype has been created with activities for grades 5 and 6. A cyber school can be created for you with laboratories to support (1) Scientific / engineering process, (2) Heat transfer and measuring, (3) Robotics and elementary programming, and (4) Oceanography. Your personal cyber school also has a gymnasium and auditorium to experiment with physical sciences and acoustics.
"There is no obligation at all to have your own cyber school. You will only be contacted once in order to send you a username and password. Immersive 3D would like to make the development of Cyber STEM Academy open to the input and suggestions of the teaching community. We welcome your suggestions as we continue to develop this unique learning environment for teachers and students. Click on the Cyber STEM Academy"
It takes a "snapshot" of a webpage that will always be online even if the original page disappears. This can be useful if you want to take a "snapshot" a page which could change soon: price list, job offer, real estate listing, drunk blog post, ...
It saves a text and a graphical copy of the page for better accuracy.
It also shortens URLs much like tinyurl, goo.gl and bit.ly do.
Ready to erase your tracks and disappear online, once and for all? This infographic from Who Is Hosting This reveals the nine steps you need to take to remove your personal information collected all over the web.
Key evidence suggests that as hospital systems in the US reach a crisis point – involving the transition to value-based purchasing and tying Medicare and Medicaid dollars to performance – quality of care must improve. In many ways hospital employees have become the most important piece of the puzzle to improve efficiency, lower costs and improve outcomes. Disengaged employees in the US who turnover, for example, are estimated to cost as much as $11 billion annually due to lost productivity and poor results. As hospital leadership faces a new domain of uncertainty and demands, and must use innovative technologies to better understand and improve engagement and performance of employees, two gamers think they have the answer: real-time evaluation, fun gaming interaction and a culture of positive reinforcement. The team at AMPT Health is gambling that their new SaaS solution will revolutionize performance evaluation.