Smart Media
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Smart Media
Market trends, politics, technologies, media, and innovations at the crossroads of 21st-century entertainment and education.
Curated by Karen B Wehner
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Awesome as always: Mary Meeker’s annual Internet Trends report - this year, it's all about mobile and "'reimagining everything."'

Awesome as always: Mary Meeker’s annual Internet Trends report - this year, it's all about mobile and "'reimagining everything."' | Smart Media | Scoop.it
Mary Meeker, a partner at Kleiner Perkins Caufield Byers, has released her latest compilation of eye-popping data concerning trends on the web and in mobile.
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Skywriter inks deal with new kids restaurant tablet

Skywriter inks deal with new kids restaurant tablet | Smart Media | Scoop.it
Canada's Skywriter Media and Entertainment has signed a non-exclusive deal with Las Vegas-based kids and family-focused restaurant marketing company Family Hospitality Group to provide kids content for its SPUDnik 1 tablet and kids entertainment...
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Really nice treatment here: Everything You Wanted to Know (and More) About Critical Thinking

Really nice treatment here: Everything You Wanted to Know (and More) About Critical Thinking | Smart Media | Scoop.it

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
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Tuba Angay-Crowder's comment, May 26, 2012 10:19 AM
i love it! thank you so much. I will use it in my class.. this summer, I am teaching "Freakonomics" to them, and it is perfect time to introduce the site..
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Kids prefer free gaming apps to other mobile content

Kids prefer free gaming apps to other mobile content | Smart Media | Scoop.it
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...
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The Fallacy of Information Overload | Brian Solis

The Fallacy of Information Overload | Brian Solis | Smart Media | Scoop.it

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.


As Clay Shirky once observed, “There’s no such thing as information overload — only filter failure.”
My take? “Information overload is a symptom of our desire to not focus on what’s important.” It’s a choice.


Perhaps said another way, information overload is a symptom of our inability to focus on what’s truly important or relevant to who we are as individuals, professionals, and as human beings..."

 

Read full interesting article here:
http://www.briansolis.com/2012/05/the-fallacy-of-information-overload/

 


Via Giuseppe Mauriello, k3hamilton, Gust MEES
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Katie Muirhead's curator insight, August 19, 2014 12:05 PM

This article is very important as it brings up a more fundamental question when examining the information overload we experience in the digital age. It questions whether this overload is a result of lack of curation, or whether it is in fact a choice and as a society we are actively changing the way we seek to experience media.

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The Arrival | Clockwork Watch

The Arrival | Clockwork Watch | Smart Media | Scoop.it

"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..."


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Brief but highly effective takedown of the false learn/play dichotomy: Let’s Just Play

Brief but highly effective takedown of the false learn/play dichotomy: Let’s Just Play | Smart Media | Scoop.it
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.
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Angry Birds licensing generated 30% of Rovio's revenues in 2011 | GamesIndustry International

Angry Birds licensing generated 30% of Rovio's revenues in 2011 | GamesIndustry International | Smart Media | Scoop.it
Rovio saw overall revenues for the year total well over $100m...
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Media Literacy and Learning Commons in the Digital Age: Toward a Knowledge Model for Successful Integration into the 21st Century School Library | The Journal of Research on Libraries and Young Adults

Media Literacy and Learning Commons in the Digital Age: Toward a Knowledge Model for Successful Integration into the 21st Century School Library | The Journal of Research on Libraries and Young Adults | Smart Media | Scoop.it

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.


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Tweens' Secret Lives Online: Digital Literacy, Social Media, and Safety Online.

Tweens' Secret Lives Online: Digital Literacy, Social Media, and Safety Online. | Smart Media | Scoop.it
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.
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Gaming-inspired merchandising continues to pick up steam: PopCap Games enters the merchandising market

Gaming-inspired merchandising continues to pick up steam: PopCap Games enters the merchandising market | Smart Media | Scoop.it
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.
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She Tried To Make Good Video Games For Girls, Whatever That Meant

She Tried To Make Good Video Games For Girls, Whatever That Meant | Smart Media | Scoop.it

Great article on the failure of Brenda Laurel's efforts with Purple Moon:  "The need for her type of work, which aimed to create a more inclusive games industry, as well as a desire to make a difference in the world, is still sorely needed. Most games still cater to a primarily to boys and men. The markets in which female gamers are the most present in—casual games, educational games, social games—and the types of games that emphasize 'what girls like' are highly denigrated by the hardcore crowd. That needs to change."

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Henry Jenkins: frictions emerge over trans-media and money-making

Henry Jenkins: frictions emerge over trans-media and money-making | Smart Media | Scoop.it
American media scholar and pop culture expert Henry Jenkins, currently on a lecture tour of Europe, said that all content is heading in the direction of trans-media, shifting from its original state to new platforms.

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Bernie Su and Hank Green vlogging Pride and Prejudice. What's not to love?: The Lizzie Bennet Diaries on YouTube

Bernie Su and Hank Green vlogging Pride and Prejudice. What's not to love?: The Lizzie Bennet Diaries on YouTube | Smart Media | Scoop.it

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."


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Webkinz heads to Facebook

Webkinz heads to Facebook | Smart Media | Scoop.it
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...
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Apps for Education: A Great Initative

Apps for Education: A Great Initative | Smart Media | Scoop.it
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...
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New survey examines how teachers use digital games

New survey examines how teachers use digital games | Smart Media | Scoop.it
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...
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Digital Citizenship Poster for Middle and High School Classrooms | Common Sense Media

Digital Citizenship Poster for Middle and High School Classrooms | Common Sense Media | Smart Media | Scoop.it
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A Day in the Life of a Connected Educator – Using social media in 21st century classrooms | Powerful Learning Practice

A Day in the Life of a Connected Educator – Using social media in 21st century classrooms | Powerful Learning Practice | Smart Media | Scoop.it
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From Pottermore to Frankenstein, a new kind of monster is being created

From Pottermore to Frankenstein, a new kind of monster is being created | Smart Media | Scoop.it
Claire Armitstead: Interactive ebooks that enable us to inhabit characters and rewrite the story are transforming our reading experience...
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Teaching with Digital Games in the Classroom

Teaching with Digital Games in the Classroom | Smart Media | Scoop.it
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...
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Why The Hunger Games is not Harry Potter, & Why We Should Care

Why The Hunger Games is not Harry Potter, & Why We Should Care | Smart Media | Scoop.it

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.


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The digital age is transforming the way students learn, offering new means of self-expression.

The digital age is transforming the way students learn, offering new means of self-expression. | Smart Media | Scoop.it
Humble book loses shelf life...
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