"It pains me when I hear about school districts that are attempting to implement and impose social media policies that focus more on the "behavior" of educators as opposed to student learning. Last week I was fortunate to weigh in on one such district's journey in this area and share my thoughts on where the emphasis should be. The video clip of the interview can be found below. "
Mobile devices are coming to school.The Learning First Alliance (where I am deputy director) and Grunwald Associates, with support from AT&T, recently released Living and Learning with Mobile Devices, which examines parents' attitudes towards mobile devices as learning tools.
This survey, completed by parents of children age 3 to 18, found that 51 percent of high school students carry a smartphone with them to school every day -- so do 28 percent of middle school students and 8 percent of elementary school students.
Many in the education community recognize the transformative power of these types of devices, which have the potential to increase student engagement, allow educators to more easily personalize learning experiences, and provide students quick access to an enormous amount of information.
But are schools using mobile devices for learning?
In many cases, no. While 17 percent of parents say that their child's school requires use of a portable or mobile device, in many cases it is a school-provided portable computer. And 72 percent of parents report that their child's school does not allow use of family-owned mobile devices.
There are a number of legitimate concerns related to the use of mobile technology, particularly student/family-owned devices, in school. Two often cited are issues of equity and the potential for distraction. But given the ubiquity of mobile technology in daily life, the fact that kids are often told to power down at school reflects a disconnect that raises the issue of whether we are appropriately and adequately preparing students for life in the digital age.
"Mashable defines gamification as "applying game thinking or even game mechanics into a non-game context. " Game mechanics in the "real world"include earning badges, completing missions and leveling up. Non-game companies, like Amazon, Deloitte and Salesforce.com, gamify to increase customer engagement. Gamification puts the customer on a journey motivated by intrinsic, or personally meaningful, rewards. An example is earning a "mayorship" badge on the mobile application Foursquare by "checking in" regularly to the same location.
"Gamification in the classroom has many benefits, too. After all, engaging a student intrinsically in the learning process, rather than with extrinsic motivators like grades, is the goal of every teacher. Awarding badges for academic accomplishments is a method to gamify the education. Global Kids, Inc. notes that badges "support learners to give language to and value what they are learning, by offering names for their new competencies and providing a venue that recognizes their importance."
"As a teacher, I assumed that game design had more to do with coding than the study of human behavior. To truly understand gamification, I realized that I needed to understand the process of game design. In gaming terms, I decided to go on a quest."
"The infographic below features some of the risks of posting on social networks. It also provides some interesting data on the kind of content people share on these sites. Check it out below and share it with your colleagues and students."
Superintendents and educational technology directors discussed how to ensure that technology is integrated into the curriculum during a Dec. 7 webinar sponsored by the Consortium for School Networking.
5 Finger Social Media Learning We all know how important Social Media is and we all know that it HAS to be a part of your blog or business marketing game plan. What I want to talk about is people trying to over complicate social media.
"For their paper, “Mirrored Morality: An Exploration of Moral Choice in Video Games,” Dr. Weaver and his fellow researcher Nicky Lewis had 75 gamers (40 men, 35 women, ages 18 to 24) play Fallout 3, a game that starts with relatively little game play and multiple character-building decisions. These gamers also took the Moral Foundations Questionnaire (you can take the self-scorable test, here) to evaluate their psychological foundations of morality, such as whether they value loyalty to a group or whether they respect authority. From this, Weaver determined that players used their own moral foundation to make their choices in-game. The key finding was players largely made moral decisions just as they would in real life, that is, they were doing the right thing. Even when given the opportunity to be violent, they were choosing non-violent "acts.http://www.forbes.com/sites/carolpinchefsky/2012/11/28/you-and-your-videogame-avatar-are-more-moral-than-you-realize/
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