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A website providing a rigorous introduction to critical thinking.The purpose of this website is to provide a rigorous source of critical thinking information of value to many different communities. CriticalThinking.NET has been developed by Robert H. Ennis and Sean F. Ennis. Via Andrea Zeitz
Looking at the mobile app habits and preferences of kids ages two to 14, The NPD Group's new study, Kids and Apps: A New Era of Play, has revealed that gaming apps are the most popular and the majority (88%) of apps kids have access to are acquired...
I had planned to put a video together about...
Excerpted from this article by Brian Solis:
"Information overload isn’t a new phenomenon by any means. The sensation of being overwhelmed by information has been linked to every media revolution. With every new innovation and the mass adoption of disruptive technology, the volume of information available to us grows exponentially.
With media now so pervasive and portable, information, of any focus, is available, on demand, and more importantly, resides in our hands to create and consume at will. We are, for better or for worse, always on. And this is both part of the problem and part of the solution for how we evolve as individuals and as an information society.
Social media has gifted us a new democracy. And with it, the ability to connect to people around the world and create, share, and devour knowledge, entrainment, and irrelevant information at will. It’s as intimidating as it is beautiful.
There is a very real human cost of social connectivity. But, the symptoms of information overload are only a reflection of our inability or lack of desire to bring order to our chaos. See, we are the engineers of the media levees that prevent overflow.
The challenge lies not in the realization that we are empowered to curate our social streams and relationships, but in the consciousness of what is and what could be. Meaning, that we must first understand that how we’re connecting, consuming, and creating today is either part of the problem or part of the solution. We, and only we, are in control of information overload and everything begins with acceptance.
Information overload is a real phenomenon, but it is I believe, by design. It either works for us or against us and it is our choice as to which way the stream flows. To be clear, information overload is a symptom of over consumption and the inability to refine online experiences based on interest and importance.
Access to information and people is intoxicating. Creating an online portrait of who we are or who we want others to see is equality alluring. But without direction, governance, and discipline, we are at risk of giving ourselves to the very networks we value rather than managing the platforms to our advantage. Our participation must be inspired by purpose and parameters. No, we are not obligated to connect with everyone who connects with us. We are obligated to maintain balance in who we are, what we value, and equally the value we invest in the communities in which we participate.
Read full interesting article here:
Via Giuseppe Mauriello, k3hamilton, Gust MEES
"The Arrival is the first of three graphic novels, setting the scene for a three-year long transmedia experience. London 1899. Steam billows out from every corner of the city while huge Zeppelin airships float in the sky overhead. Enter the world of Clockwork Watch, a place where Victorian values are coupled with anachronistic technology, not least of which are the clockwork servants - the mechanical slaves that keep this society ticking along - this is the world of Steampunk..." Via siobhan-o-flynn, Karen B Wehner
I had lunch with a friend of mine last week who asked me whether I spend more of my time concentrating on play, or on learning. At first I was shocked. Play is how kids learn is so ingrained in my brain that I forgot not everyone thinks that way.
Rovio saw overall revenues for the year total well over $100m...
Childrens & YA eBook Sales Up 275%...
School libraries today feel increasing pressure to reinvent themselves in the face of increasing financial pressures, new media technologies, and a progressively media-savvy population. Their transformation from information reserve to knowledge center has been fast underway. This paper builds on that evolution to develop an argument for media literacy education as the pedagogical foundation for the learning commons model for school libraries. This would position the school library as a dynamic media literacy learning hub, anchoring entire schools around knowledge, expression, collaboration, and creation in both virtual and physical spaces. Via Karen LaBonte
As families grapple with how to use social media safely, marketers are working to create social networks and interactive applications for kids that parents will approve.
Seattle, Washington-based casual video games developer PopCap Games of Bejeweled fame is expanding its hit digital properties into the merchandising world for the first time with a raft of new licensing deals.
Online gaming provider Spil Games has released its inaugural report on the state of online gaming among US tween girls.
Not brand new, but worth a second - or first - look, as Tina Barseghian explores the low tech road to high tech proficiency in the classroom.
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Michael Andersen: "With the main thread of the story playing out from Lizzie Bennet’s perspective, other characters are turning to social media to fill in the details." Via The Digital Rocking Chair
Webkinz, the virtual world by Toronto-based creator Ganz where children can adopt pets, play games, create rooms, earn points and chat with other members, is now available on Facebook as a new family-friendly, free-to-play social game entitled...
When it comes to apps and education there is still a lot of work to be done to make sure that the way children engage with the digital world...
In efforts to further understand the impact of digital media in kindergarten to grade eight classrooms, The Joan Ganz Cooney Center has released results from its first US national teacher survey on games and teaching called Teacher Attitudes about...
Claire Armitstead: Interactive ebooks that enable us to inhabit characters and rewrite the story are transforming our reading experience...
Today the Joan Ganz Cooney Center at Sesame Workshop is releasing new research from the Games and Learning Publishing Council initiative: a survey of over 500 K-8 teachers documenting their attitudes about using digital games in the classroom, and...
Siobhan O'Flynn: "Have you read The Hunger Games? the full series? been on the Facebook Capitol PN or District pages lately? Dipped into the Twitter feed #LookYourBest? If you have, you may have noticed something really odd"...
DRC: An excellent analysis by Siobhan O'Flynn. Via The Digital Rocking Chair
Humble book loses shelf life...
In a move to expand its programming efforts, online retail giant Amazon.com has announced its content development division, Amazon Studios, is now accepting proposals for original children's and comedy series that could potentially be distributed...
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