"When two people are trying to make a deal -- whether they’re competing or cooperating -- what’s really going on inside their brains? Behavioral economist Colin Camerer shows research that reveals just how little we’re able to predict what others are thinking. And he presents an unexpected study that shows chimpanzees might just be better at it than we are. (Filmed at TEDxCalTech.)
Colin Camerer is a leading behavioral economist who studies the psychological and neural bases of choice and strategic decision-making".
How can we live with greater presence, meaning, and mindfulness in the technology age?
Wisdom 2.0 addresses the great challenge of our age: to not only live connected to one another through technology, but to do so in ways that are beneficial to our own well-being, effective in our work, and useful to the world.
Games for the Greater Good Games can be powerful tools for social change. The best games excel at motivating players to work together towards a larger cause (e.g. working with your guild to slay a dragon in World of Warcraft), compelling players to take repeated action over a long period of time (e.g. maintaining your crops in Farmville), and getting players to feel like they’re part of something larger than themselves (e.g. saving the universe in Mass Effect 3). Charity organizations want the same qualities from their supports. They want people to form a community around their causes, to stick with them over a long period of time, and to believe that they can change the world. Game It Forward is focused on harnessing those powers toward achieving real-world, meaningful goals (instead of virtual ones).
How It Works Someone plays one of Game It Forward’s games. That person has an awesome time. They watch ads and, if they like, buy power-ups and other in-game items. The money generated from those ads and purchases is split between Game It Forward and the charity of the player’s choice. It’s that simple: Game It Forward converts play into charitable donations!
Popular professors are starting their own institutions on the side, and it's not as hard as you might think.
A new kind of university has begun to emerge: Call it Star Scholar U.
Professors with large followings and technical prowess are breaking off to start their own online institutions, delivering courses with little or no backing from traditional campuses.
Founding a university may sound dramatic, but in an era of easy-to-use online tools it can be done as a side project—akin to blogging or writing a textbook. Soon there could be hundreds of Star Scholar U's.
Two recent examples are Marginal Revolution University, started by two economics professors at George Mason University, and Rheingold U, run by the author and Internet pioneer Howard Rheingold.
"On April 11, 2012 Howard Rheingold joined Mamie Rheingold in a conversation about his latest book, Net Smart: How to Thrive Online.
Like it or not, knowing how to make use of online tools without being overloaded with too much information is an essential ingredient to personal success in the twenty-first century. But how can we use digital media so that they make us empowered participants rather than passive receivers, grounded, well-rounded people rather than multitasking basket cases? In Net Smart, cyberculture expert Howard Rheingold shows us how to use social media intelligently, humanely, and, above all, mindfully."
Common Sense Media is dedicated to improving the lives of kids and families by providing the trustworthy information, education, and independent voice they need to thrive in a world of media and technology.
We exist because our nation's children spend more time with media and digital activities than they do with their families or in school, which profoundly impacts their social, emotional, and physical development . As a non-partisan, not-for-profit organization, we provide trustworthy information and tools, as well as an independent forum, so that families can have a choice and a voice about the media they consume.
Boyd is the country’s go-to expert on teenagers, social media, and the web. In 2010, Fortune named her one of the “smartest people in tech.” Companies such as Yahoo! and Google have sought her advice. She IMs with Facebook founder Mark Zuckerberg. In addition to her job as a senior researcher at Microsoft Research, she’s an assistant professor at New York University and a fellow at the Berkman Center for Internet and Society at Harvard. At a time when many of us feel overwhelmed by the onslaught of information and terrified by what our children might encounter on the Internet, she has emerged as a source of calming wisdom and insight, a guru for our tech-crazed times, a prophet of the Internet age. And here is what she wants to tell parents: relax. The Internet is not nearly the revolutionary technology we believe it to be. Yes, it is changing teenagers’ lives, but not as much as we fear. The Internet can’t change what it’s fundamentally like to be a teenager navigating a course between childhood and adulthood. Kids are still going to be kids, with all the joys, setbacks, growing pains, social awkwardness, and triumphs that accompany adolescence. “What I want to do is help parents see the world from their child’s perspective,” she says. “I’m like, ‘Calm down, because I’m trying to help you understand your kids.’”
Hybrid Pedagogy is an academic and networked journal on teaching and technology that combines the strands of critical and digital pedagogy to arrive at the best social and civil uses of technology and digital media in the classroom.
Kids can and should use the right kinds of video games to learn.
Erika Harrison's insight:
"Educators should take note and realize how they can leverage Minecraft. Some ideas include: letting kids share what they are building in the game and having them describe how they are interacting with their peers; setting up Minecraft hackathons where students who know how to mod can teach others how to do so; and devoting some class or after-school time to allowing kids to work on Minecraft-based assignments. It has been noted that Minecraft offers a way to bridge gaps between different kinds of learners, including autistic students.
Parents: you might be sick of your kids asking to play Minecraft, but consider what the game is teaching them. Talk to them about what they are building and what they are learning. Encourage their cooperation with friends".
Perhaps learning, with its long-term gains and diffuse experiences does not lend itself well to an economic model. Instead of focusing on test scores at the elementary and secondary levels, why not take a longer-term view? Why public education? What are our true goals for teaching and learning? When pressed, most politicians will state that the long-term goals of education are to develop a citizenry that maximizes contributions to society and economy; yet, our standard test measures typically seem unrelated to the higher-order qualities that lead to such engaged citizens.
Libraries are generally where you go to check out books; not where you go if you want to write one. This is an old assumption that Librii...
Erika Harrison's insight:
"Librii is the brainchild of architect David Dewane, and aims to bring to Africa the kind of open information exchange and collaboration space that is easily found in highly-wired regions of the world. In Africa, only 3% of the population has access to broadband internet — but Librii isn’t just a place where people can go to connect to the internet and access online books and resources. Built by local workers and staffed by librarians, Librii will also focus on knowledge creation, compiling the ideas, insights and designs of the local community. It will even generate revenue for the community".
We bring together game design, rigorous research & interdisciplinary partnerships to create, study and promote game-based materials, strategies and systems as critical tools for personal and social development.
Jane McGonigal and her twin sister, Kelly McGonigal talk about how they each have used the experience of suffering to explore the human experience through Gaming and Wisdom research, respectively. Through Gaming and the Science of Psychology, they each focus on teaching compassion andcreating meaningful lives, in part by embracing the suffering of self and others.
There is an app for everything these days. From health apps to travel apps, iTunes market is teeming with all kinds of apps. It only takes one click in a search engine to find what you want but as we always say not every app can do what its developers preach , you need to have a critical eye to evaluate the apps that will work for you. As teachers and educators, we are in a constant search for apps to use with our students and this is why we need to make sure we have recourse to checklists such as this one whenever we are to recommend apps. Educational Technology and Mobile Learning has even made it way easier for teachers to pick the apps they want from some pre-made lists of apps organized according to each subject area. You can check them HERE.
In today's post , we are providing you with a list of great games designed to improve your students critical thinking and creative powers.Check them out below and don't forget to check the list we have posted before on iPad Apps to Develop Kids Critical Thinking.
Note from Beth: By the time you read this post, I'll be in the air enroute to Rwanda for a training project. As a parent of wired kids, I think teaching digital literacy is very important for parents to do.
"...Common Sense Media, an independent nonprofit — that’s dedicated to preparing kids to make the most of the incredible opportunities this networked culture provides us, while overcoming its potential pitfalls.
It’s all about teaching digital literacy and citizenship: the knowledge and skills necessary to think critically, behave safely, and interact responsibly in a digital world. At Common Sense, we believe these skills are as essential to thriving in the 21st century as reading and writing".
The game, called “Reality, ” was described in a publication for alternate reality gamers as “transforming USC Film Students’ Freshman Year Into an Addictive Game.” I spoke with Fullerton’s advisee, Jeff Watson, a Ph.D. student who put together a team with game and experience designer Simon Wiscombe.