Eclectic Technology
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Eclectic Technology
Tech tools that assist all students to be independent learners & teachers to become better teachers
Curated by Beth Dichter
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Students Get Plenty of Technology Outside of Classrooms. Let’s Leave It There.

Students Get Plenty of Technology Outside of Classrooms. Let’s Leave It There. | Eclectic Technology | Scoop.it
One thousand: That’s approximately the number of instructional hours required of U.S. middle school and high school students each year. Four thousand: That’s approximately the number of hours of digital media content U.S. youths aged 8 to 18 absorb each year. (If you doubt that’s possible, be sure you’re taking...
Beth Dichter's insight:

Annie Paul Murphy writes an intriguing article that looks at what may be happening to students as more and more technology becomes a part of the school day. Check out these two facts.

"One thousand: That’s approximately the number of instructional hours required of U.S. middle school and high school students each year.

Four thousand: That’s approximately the number of hours of digital media content U.S. youths aged 8 to 18 absorb each year." 

Murphy discusses work done by Patricia Greenfield, a developmental psychologist at UCLA. One of her points is that education at school is "formal education" while the time students spend out of school using digital media is "informal education." If this is accurate then would schools be better off having students "read copious amounts of information." 

There is a discussion on how video games build spatial skills and inductive reasoning, and may help "their ability to divide their attention among many things happening at once on the screen" and much more.

This article may make your brain work as you wrap your mind around the information that is shared. If you are looking for an article to discuss with other teachers this might be one to choose. 

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Digital Learning Day: Resource Roundup

Digital Learning Day: Resource Roundup | Eclectic Technology | Scoop.it
The second annual Digital Learning Day is on February 6, 2013. We've compiled some useful resources on digital learning to help you celebrate the day with your class.
Beth Dichter's insight:

Digital Learning Day is happening this week and Edutopia has put together a great list of resources are will be helpful for Digital Literacy Day and beyond. The list is split into topics:

* Integrating Technology into Schools

* Online Learning and Blended Classrooms

* Teaching with New Media Tools

* Video Games in the Classroom

* Working with Digital Learners

* Additional Resources on the Web

You will find links to videos as well as resources from Edutopia and beyond. The resources from Edutopia include brief descriptions. 

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Do Violent Video Games Really Cause Violent Behavior?

Do Violent Video Games Really Cause Violent Behavior? | Eclectic Technology | Scoop.it
What does science say about whether graphic, violent video games are to blame for real-world violent acts?
Beth Dichter's insight:

This post looks at current research on this topic, discussing the state of the research as well as emerging truths. The truths: "at-risk groups are vulnerable to violent stimuli, video game violence is not a significant danger to the general population, fantasy violence is less dangerous, violent games do increase simulation, and content ratings matter."

Each of these is discussed in some detail and resources are provided in the post.

Ice_fly's curator insight, October 30, 2014 12:03 PM

they dont

William Cadwallader's curator insight, October 31, 2014 2:25 PM

I think they do thats why i don't play super violent games

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Do Educational Video Games Actually Work? - Online College Courses

Do Educational Video Games Actually Work? - Online College Courses | Eclectic Technology | Scoop.it
Gaming in the classroom as a teaching tool is gaining popularity; however, some question whether or not it's actually effective.

This infographic looks at some of the information that is known about video games. 

After a quick look at some statistics the infographic looks at benefits and concerns about video games and provides some resources.

Ryan McDonough's curator insight, July 7, 2014 5:55 PM

Covering the pros and cons of gaming, at least in the minds of some educators. I've covered the pros in depth here, so I'll review the concerns here. Some feel like violence in games can be a poor influence on impressionable children. Opponents claim that kids play games at home so why should they play them at school? Difficulty monitoring online activity; funding and resource allocation are also major reasons some are apprehensive over video games in school. Do I personally agree with them? No. But I was also raised in an environment that nurtured my love for gaming. Some of these questions should merit constructive conversations at the next faculty/staff meeting.

Pandawami29's curator insight, October 31, 2014 11:49 AM

This little chart shows us the pros and cons of using video games for educational purposes. Also the background is from the mario games.

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Video games help autistic students in classrooms

Video games help autistic students in classrooms | Eclectic Technology | Scoop.it
Researchers are studying if off-the-shelf video games can spark a breakthrough in treating autism.

"In real life, 9-year-old Michael has autism, as do his two classmates. All three have long struggled with the mental, physical and social rigors of school. All three now get help most days from video-game avatars — simplified digital versions of themselves doing things most autistic children don't generally do."

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10 Surprising Ways to Spot a Great Video Game | Common Sense Media

10 Surprising Ways to Spot a Great Video Game | Common Sense Media | Eclectic Technology | Scoop.it

"What your kids look for in a snack might be different than what you look for as a parent. While they focus on taste, you focus on nutrition. Same goes for games. Glitzy, big-name games can be enticing, just like junk food. Some are flashy and addictive but do little to feed kids' curiosity or help them develop.

But truly great video games can help your kids grow in ways you never thought possible -- just like delicious, healthful food. So how can you avoid the sugar-cereal equivalents in the game world? Read these 10 tips to find out."

The first tip, draw your kids in, is followed by a brief explanation and two video games that would tend to draw your kids in. In this case the games are for ages 10+ and 12+, but other tips have suggestions for younger and/or older kids.

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Games Help Kids Turn Failure into Learning

Games Help Kids Turn Failure into Learning | Eclectic Technology | Scoop.it

Failure is hot. The Harvard Business Review devoted an entire issue to the power of failure last year. Noted economist Tim Harford wrote a fabulous book about it – "Adapt: Why Success Always Comes from Failure." And tens of millions of children (and adults) happily subject themselves to it everyday. They play video games.

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Free Technology for Teachers: Video Games in Teaching - Lessons Learned

Free Technology for Teachers: Video Games in Teaching - Lessons Learned | Eclectic Technology | Scoop.it

So what tips might help you learn how to use video games in your teaching? 

* Know where to look

* Know the value and drawback of games

* You don't have to jump in with both feet

* Kids love trangressive play

* Use a belt-and-suspenders approach to assessment

* Work closely with your tech support person

Check out this post for an in-depth look at these tips.

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Can Playing Video Games Give Girls an Edge In Math?

Can Playing Video Games Give Girls an Edge In Math? | Eclectic Technology | Scoop.it
Playing an action video game “can virtually eliminate” the gender difference in a basic capacity researchers call spatial attention, while at the same time reducing the gender difference in the ability to mentally rotate objects, a higher-level...
Beth Dichter's insight:

If you have wondered why spatial skills matter this post states "The ability to mentally manipulate shapes and otherwise understand how the three-dimensional world works turns out to be an important predictor of creative and scholarly achievements, according to research published this month in the journal Psychological Science."

Why is this important? It turns out that spatial skills at the age of 13 turn out to predict "the likelihood that the individual would develop new knowledge and produce innovation in science, technology, engineering and mathematics, the domains collectively known as STEM."

For more information on this as well as links to additional resources check out this post.

mtmeme's curator insight, July 28, 2013 11:17 AM

Spatial skill practice in a game environment - wonder if it would also be beneficial in rehab for stroke or neurological disorders.  

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Games for Science | The Scientist Magazine®

Games for Science | The Scientist Magazine® | Eclectic Technology | Scoop.it
Scientists are using video games to tap the collective intelligence of people around the world, while doctors and educators are turning to games to treat and teach.
Beth Dichter's insight:

This is an in-depth article that looks at gaming from three perspectives. One part covers playing games in the realm of science, and discusses how using the cloud to solve problems has gained credence (specifically discussing Foldit).

The second portion discusses learning with games. In this section the author notes that "games help students engage in scientific concepts through immersive experiential learning, which often commands greater focus and provides greater rewards for success. For example, Steinkuehler’s research showed that students identified as troubled or struggling readers demonstrated dramatically improved reading skills while playing games, able to comprehend higher reading levels." It also makes note of a game that is being designed by MIT for release in later 2013 called Radix Endeavor (a mulit-player game for STEM learning in high school).

The third section discusses "a spoonful of learning" as in how games are now used in medicine. It turns out that games are used in medicine in a variety of areas from helping "stroke victims regain balance" to building universally acceptable maps—using audio and other sensory cues, like the sounds of running water near rivers" to games to help with weight control (not only good for overweight children but also for individuals on the autism spectrum). 

There is a wealth of information in this piece and it is worth reading.

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31 Surprising (& Controversial) Research Findings About How Students Learn

31 Surprising (& Controversial) Research Findings About How Students Learn | Eclectic Technology | Scoop.it

This post begins "Have you checked your assumptions about student learning at the door?" It then provides 31 research findings that may make you pause and reconsider some of your beliefs. 

* Are there any benefits to "playing scary and violent video games"?

* Can video games impact "disruptive behaviors and enhance positive development in ADHD children"?

* Is it best to teach very young children how to play with a toy or should we allow them to explore on their own?

An additional 28 findings) are provided in this post. 

John McDermott Neill's curator insight, December 16, 2012 4:01 AM

Some interesting and surprising findings to make us think about our own preconceptions.

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50 Awesome Videos about Using Gaming in the Classroom

50 Awesome Videos about Using Gaming in the Classroom | Eclectic Technology | Scoop.it

Have you asked yourself what the experts, teachers and students are saying about using gaming in your classroom? Here are 50 videos that look at gaming in education. When you look at gaming in education you look at "board games, video games, even active outdoor games...all have an important place in education." To learn more check out the list (with short descriptions) and choose which ones will help you learn more.

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Tech 2 Learn: Success Stories of Technology Integration in the Classroom

Tech 2 Learn: Success Stories of Technology Integration in the Classroom | Eclectic Technology | Scoop.it

"Our new video series goes inside the classrooms of educators who use technology tools in their lessons every day. Learn from their challenges, celebrate their successes, and share their resources in every episode."

Current episodes include:

* Free or Low-Cost Technology Tools

* Video Games and Programming in the Classroom

* Storytelling with Digital Video Production (video coming in July; resources posted)

Along with a video there are resource links to additional materials.

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Can we use video games to treat depression?

"Ever wonder if gaming can be used as a therapy for young people with depression?
Find out how University of Auckland researcher, Dr Sally Merry, and her team of researchers and games developers have created a video game to treat youth depression. Sally hopes the therapy will reach out to depressed youth, 75% of whom would normally receive no treatment."

The British Medical Journal has just published an article about this at 

http://www.bmj.com/content/344/bmj.e2598.

To get information about the software Sparx, go to http://www.sparx.org.nz.

Manpreet Singh's curator insight, March 20, 2016 9:52 PM

Depression is a common thing to happen and you don't even know you have depression until you don't know what the symptoms are. This trailer of depression is for young adults and adults who go through depression and they produced a video game to treat people who go through depression. It involves critical thinking and helps you to overcome depression by playing the game regularly and you will know that this video game is helping you to overcome depression in different situations.

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The Neurology of Gaming | Online Universities

The Neurology of Gaming | Online Universities | Eclectic Technology | Scoop.it
Video games can be used to educate through repetition and feedback, but they can also have some less-than-positive side effects. Learn about how video games can improve the educational experience as well as hinder it.
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How Computer Games Help Children Learn | MindShift

How Computer Games Help Children Learn | MindShift | Eclectic Technology | Scoop.it

Epistemic games are computer games that are essentially about learning to think in innovative ways. They’re designed to be pedagogical tools for the digital age where the player learns to think like professionals by playing a simulated game of such professions as management, engineering, journalism or urban planning.

Saptarsi Basu's curator insight, October 24, 2014 11:37 AM

Play computer games and learn from it too...