MyEdu&PLN
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MyEdu&PLN
Do we think or are we merely seeking pre-biased knowledge
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Rescooped by Jesse Soininen from Digital Delights
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George Siemens: Changing Schools, Changing Knowledge

“ While more and more knowledge is available to us, the amount of time for us to pay attention to it remains the same. What kind of knowledge will be needed in...”
Via Ana Cristina Pratas
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Rescooped by Jesse Soininen from iPads, MakerEd and More in Education
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BaiBoard : A collaborative whiteboard for iPads and Macs - The Whiteboard Blog

BaiBoard : A collaborative whiteboard for iPads and Macs - The Whiteboard Blog | MyEdu&PLN | Scoop.it
"BaiBoard http://bit.ly/1c98yt0 ; is an interesting free app which enables users to collaborate on a shared whiteboard as well as annotate on PDF files across the Internet on iPads and Macs Using the app it is possible to set up a whiteboard and then have other app users connect to the same space. Anything drawn on the page from any of the users connected will be visible to all the other users."
Via John Evans
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Rescooped by Jesse Soininen from Go Mobile
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AdMob Tablet Research: Gaming, Search & Email Top Uses For iPad, Not Entertainment | Mobile Marketing Watch

AdMob Tablet Research: Gaming, Search & Email Top Uses For iPad, Not Entertainment | Mobile Marketing Watch | MyEdu&PLN | Scoop.it
New research out from AdMob looks at tablet device usage, primarily the iPad, in terms of content consumption, where they use them the most and other factors.
The survey included responses from over 1,500 respondents and showed that gaming (84 percent), search (78 percent) and email (74 percent) led the way in terms of how users are spending their time with their tablets, while surprisingly, entertainment consumption (music and video) and reading e-books ranked among the least common activities with only 51 percent and 46 percent respectively.
Interestingly, the survey shows that nearly half (43 percent) of those surveyed now spend more time with their tablet than they do with their desktop or notebook computer, and 77 percent spend less time on their notebooks or desktops than they did before getting a tablet. Even more impressive is that over a third (34 percent) of respondents indicated that they use their tablets more than they use their televisions.
In terms of where people use their tablets most, it seems “at home” was the most common response. In fact, 82 percent of respondents claim they primarily use their tablets at home, while only 11 percent said they use them most often “on the go.” The remaining 7 percent said they use the iPad mostly at work.

Via Marta Pichlak-Miarka
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Rescooped by Jesse Soininen from All Technology Buzz
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Razer’s Project Fiona Reveals Intel i7 Powered, Hardcore Gaming Tablet (video) » Geeky Gadgets

Razer’s Project Fiona Reveals Intel i7 Powered, Hardcore Gaming Tablet (video) » Geeky Gadgets | MyEdu&PLN | Scoop.it
“ The Razer Project Fiona is a 10.1 inch gaming touchscreen tablet sporting a resolution of 1280 x 800, equipped with twin joystick controls, one on either side of the tablet...”
Via Efraim Silver
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What is Gamification, Really?

What is Gamification, Really? | MyEdu&PLN | Scoop.it
Michael Wu, Ph.D. is Lithium's Principal Scientist of Analytics, digging into the complex dynamics of social interaction and group behavior in online communities and social networks.
Via The Digital Rocking Chair
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Rescooped by Jesse Soininen from serious games in higher education
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The 18 Greatest Gaming Scholars of All Time - Online Universities.com

The 18 Greatest Gaming Scholars of All Time - Online Universities.com | MyEdu&PLN | Scoop.it
“ Here are 18 gaming greats whose research has been critical in building and understanding games.”
Via Petros Lameras
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Rescooped by Jesse Soininen from serious games in higher education
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Creating the most ambitious computer game in history

Creating the most ambitious computer game in history | MyEdu&PLN | Scoop.it

Via Petros Lameras
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Rescooped by Jesse Soininen from Virtual Patients, VR, Online Sims and Serious Games for Education and Care
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Games Shine in Education Grants Competition | GamePolitics

Games Shine in Education Grants Competition | GamePolitics | MyEdu&PLN | Scoop.it

Via Alex Wade
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Rescooped by Jesse Soininen from Virtual Patients, VR, Online Sims and Serious Games for Education and Care
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Serious games stigmatized in and out of the industry, says Schell

Serious games stigmatized in and out of the industry, says Schell | MyEdu&PLN | Scoop.it
“Serious Play Conference keynoter Jesse Schell says games that change are the fastest growing part of the industry, but run into perception problems”
Via Alex Wade
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Rescooped by Jesse Soininen from Games, gaming and gamification in Higher Education
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MIT Unleashes New Online Game for Math and Science

MIT Unleashes New Online Game for Math and Science | MyEdu&PLN | Scoop.it
“ A group of researchers in MIT’s Education Arcade are trying to harness the power of MMO games to teach high school students to think like scientists and mathematicians.”
Via Kim Flintoff
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Rescooped by Jesse Soininen from Virtual Patients, VR, Online Sims and Serious Games for Education and Care
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Serious Games And The Future Of Education

Serious Games And The Future Of Education | MyEdu&PLN | Scoop.it
“Are serious games the classroom tool of the future? Is the future already here?”
Via Alex Wade
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Rescooped by Jesse Soininen from Games, gaming and gamification in Higher Education
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Disruptions: Minecraft, an Obsession and an Educational Tool

Disruptions: Minecraft, an Obsession and an Educational Tool | MyEdu&PLN | Scoop.it
“ Teachers and parents are using Minecraft, a video game popular with children, to help teach science, history, languages and ethics.”
Via Kim Flintoff
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Rescooped by Jesse Soininen from Games, gaming and gamification in Higher Education
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How 10 Colleges Are Using Game-Based Learning Right Now - Edudemic

How 10 Colleges Are Using Game-Based Learning Right Now - Edudemic | MyEdu&PLN | Scoop.it
“ One of the hottest trends in education evolution is the introduction of games into the classroom. Gamification of just about anything has been tried by teachers around the globe.”
Via Jacqui Kelly
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Rescooped by Jesse Soininen from Raspberry Pi
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A New WiFi Board Appears: Introducing the WildFire

A New WiFi Board Appears: Introducing the WildFire | MyEdu&PLN | Scoop.it
“ Meet WildFire, an Arduino-compatible board for serious network and Internet-connected applications by our friends at Wicked Device, now available in the Maker Shed.”
Via F. Thunus
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Rescooped by Jesse Soininen from Tools for Teachers & Learners
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Muvizu | Animation software

Muvizu | Animation software | MyEdu&PLN | Scoop.it
Muvizu has everything you need to tell an animated story from drag and drop customizable characters and pre-built sets, to libraries of animations and automatic lip-synching.
Via Nik Peachey
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Rescooped by Jesse Soininen from iPads, MakerEd and More in Education
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TechCrunch | Yes, It’s True: Kids Are Tablet Fiends. And Gaming Apps Are The Winners

TechCrunch | Yes, It’s True: Kids Are Tablet Fiends. And Gaming Apps Are The Winners | MyEdu&PLN | Scoop.it
“ If you own a tablet and have children, chances are that this will not come as news to you. For those who don't but work in mobile, it's something worth remembering when you're concocting up your next big product: Kids are crazy about tablets.”
Via John Evans
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Gaming tops tablet activity, says Google study - Digitaltrends.com

Gaming tops tablet activity, says Google study - Digitaltrends.com | MyEdu&PLN | Scoop.it
Gaming tops tablet activity, says Google studyDigitaltrends.comA Google AdMob study of tablet usage has found that playing games is more popular than any other activity.
Via Alun Hill
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Rescooped by Jesse Soininen from Digital Delights - Avatars, Virtual Worlds, Gamification
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The Pedagogies in Game Based Learning: A Case Study of Teacher Attitudes & Perceptions

The Pedagogies in Game Based Learning: A Case Study of Teacher Attitudes & Perceptions | MyEdu&PLN | Scoop.it
“ As some of you may know I'm studying a Masters in Technology in Learning and have been focusing on Serious Games. I wanted to share my project with the community!”
Via Ana Cristina Pratas
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Rescooped by Jesse Soininen from Better teaching, more learning
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8 Research Findings Supporting the Benefits of Gamification in Education

8 Research Findings Supporting the Benefits of Gamification in Education | MyEdu&PLN | Scoop.it
There are myriad ways in which gamification can play a positive role in the educational setting.
Via EDTECH@UTRGV, Gianfranco D'Aversa
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Rescooped by Jesse Soininen from Digital Delights - Avatars, Virtual Worlds, Gamification
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Game-Based Learning | OER Commons Enhanced Learning With Game Play

Game-Based Learning | OER Commons  Enhanced Learning With Game Play | MyEdu&PLN | Scoop.it

Via Ana Cristina Pratas
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Rescooped by Jesse Soininen from Virtual Patients, VR, Online Sims and Serious Games for Education and Care
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"You might be a serious games researcher if...."

"You might be a serious games researcher if...." | MyEdu&PLN | Scoop.it
“I thought I'd post something fun about how to figure out if you are a serious games researcher. Here goes... You might be a serious games researcher if... 1. You want to crawl under a rock when peo...”
Via Nigel Wynne
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Rescooped by Jesse Soininen from Games, gaming and gamification in Higher Education
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Why Should You Try Game-Based Learning? - Edudemic

Why Should You Try Game-Based Learning? - Edudemic | MyEdu&PLN | Scoop.it
“ This visual takes a look at how game-based learning activities are designed, why they work, and how well they work in classrooms. Keep reading to learn more.”
Via Jacqui Kelly
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Rescooped by Jesse Soininen from Virtual Patients, VR, Online Sims and Serious Games for Education and Care
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Why did virtual reality go wrong?

Why did virtual reality go wrong? | MyEdu&PLN | Scoop.it
“As the Oculus Rift headset nears release, virtual reality pioneers reflect on why the technology failed to catch on in the 1990s.”
Via Alex Wade
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Rescooped by Jesse Soininen from serious games in higher education
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Manifesto: The 21st Century Will Be Defined By Games

Manifesto: The 21st Century Will Be Defined By Games | MyEdu&PLN | Scoop.it
“ Previous centuries have been defined by novels and cinema. In a bold manifesto we're proud to debut here on Kotaku, game designer Eric Zimmerman states that this century will be defined by games.”
Via Petros Lameras
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Rescooped by Jesse Soininen from Games, gaming and gamification in Higher Education
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» The Challenges of Accurate Reporting on Video Game Research - World of Psychology

» The Challenges of Accurate Reporting on Video Game Research - World of Psychology | MyEdu&PLN | Scoop.it
“ Recently, a group of approximately 230 media scholars, psychologists and criminologists sent an open letter to the American psychological community asking them”
Via Kim Flintoff
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