As expected, "SNL" dove right into the Petraeus scandal with its cold open on Saturday. But instead of spoofing Petraeus himself, the sketch focused on Paula Broadstone, imagining what an honest reading of her book "All In" would have been like.
Soup for thought
Feminism is not a 4 letter-word
Curated by malek
In a study entitled “Placebo effects in cognitive training” published on Monday in the journal Proceedings of the National Academy of Sciences, researchers found that participants who engaged in brain-training games for a single, one hour session showed improvements in IQ by up to ten points, but only if they believed the games would benefit them.
The group of cognitive scientists from George Mason University, Virginia, set up the experiment in a particular way to determine whether or not the placebo effect was involved.
50 participants were recruited, after two different posters asking people to sign up to a study were plastered around campus: one labelled “brain training & cognitive enhancement” and the other “email today & participate in a study”. The rewards for the former promised boosts in intelligence, while rewards for the latter granted study credits. Unknown to participants, however, was that both tests were the same, meaning any resulting changes to IQ were as a result of what participants were telling themselves about the tests.
The tests centred around the engagement of working memory and other factors to impact fluid intelligence – a type of intelligence which revolves around the application of logic and reason, independent of acquired knowledge. Those who chose to sign up to the “brain training & cognitive enhancement” study, aka the placebo study, were the ones to show remarkable gains in IQ after completing a post-brain games IQ test; gains of five to ten IQ points being made. Those who signed up for the control showed no signs of improvement.
Speaking to the Huffington Post, researcher and co-author of the study Cyrus Foroughi said: “Placebos are very pervasive and they have to be controlled for in a tremendous number of fields. This field is no different. So we put together the study to actually test whether expectation for a positive effect can lead to a positive outcome.”
Engaging students has become increasingly difficult as technology has continued to shape our culture. Overheads, DVDs, and lecturing just don’t cut it. This is a generation of students growing up with YouTube, Vimeo, and Khan Academy to name a few. So many creative, eye grabbing, funny videos to choose from, and all of them are available on a device that fits in their pocket.
Creating great interactive learning experiences requires a few core building blocks: relevant content, pull versus push, and real-world decisions. With those building blocks you’re able to structure effective learning scenarios that are meaningful to the learner and helps meet the objectives of the course.
One of those building blocks in creating relevant content or content that is placed in a meaningful context. Essentially, you want to recreate the types of scenarios that are similar to the ones the learner has in real life. This allows them to see the content in a meaningful context.
Learning something new is always an exciting endeavour to commence. The problem is that most of us get wrapped up in busy distractions throughout the day so that we can never find the time to learn the new skill we want.
Instead of using our time to sit through long lectures and lengthy video courses, we can take advantage of all the amazing websites that can help us learn a new skill in 30 minutes or less.
We’ve collected the best sites that teach a diversified list of topics and have decided to share them with you here today. Enjoy!
"ONE: Students are on their phones ALL the time. Students are not on their textbook all the time. Think about that. And I’m not saying we should only do what students want to do. One of my favorite quotes is “the object of education isn’t to make students comfortable, it’s to make them successful.” But I do think leverage and engagement are useful."
|Scooped by malek|
Why are teens flocking to applications that allow messages to disappear after a set time or that allow them to send content anonymously?
Augmented reality could open up huge potential for education outside of the classroom and enable students to learn and interact with whatever is in their immediate physical environment at any particular time. It could also transform publishing and the way we interact with books and images by enabling us to transform them into interactive multimedia.
"For a period of time, SD card data recovery has been a tough problem to deal with, but now, it is no longer difficult."
SD Card is short for Security Digital Card, also known as Security Digital Memory Card. It is actually a new generation of memory device based on the semiconductor flash memory device. SD card has been widely using in a variety of portable devices, including digital cameras, personal digital assistants (PDA) and multimedia players.
In 1999, Panasonic put forward the concept of SD card, and Toshiba and SanDisk completed the substantive development. In 2000, these three companies finished the establishment of SD Association (Secure Digital Association, briefly called SDA), and it attracted a large number of companies to participate in this organization: IBM, Microsoft, Motorola, NEC, Samsung, and so on.
|Rescooped by malek from Ingénierie TICE - FOAD & Conception Pédagogique Multimédia|