"The terrible thing about love is that it takes away your safety net, your balancing pole. Even the tightrope you walk upon will disappear beneath you, yet love expects you to keep walking anyway, arms outstretched, one foot after the other, on nothing more than air."
— Christopher Barzak, from The Love We Share Without Knowing
08 February 2010
07 February 2010
How Social Gaming is Improving Education
In an article by Greg Ferenstein on Mashable.com, we are told that:
Audits of the U.S. educational system have revealed that the highest hurdle to adopting skills-based teaching practices is the lack of an easily implementable curriculum.
Enter social video games as a solution — immersive environments that simulate real-world problems. Today, technologically eager schools are replacing textbook learning with social video games, and improving learning outcomes in the process. Here’s how they’re doing it: How Social Gaming is Improving Education
Especially interesting to me, personally, is the use of the virtual world Second Life as part of the curriculum where hands on training and role play can teach a critical skill set, as in this example Ferenstein mentions:
Loyalist College in Canada recently boasted “massive” test score improvements for its border officer training via simulation in the virtual world of Second Life. “No single technological addition has ever impacted grades at the college in such a positive way,” says Ken Hudson, their Managing Director of Virtual World Design. Indeed, the results speak for themselves. According to the report:
“The amazing results of the training and simulation program have led to significantly improved grades on students’ critical skills tests, taking scores from a 56% success in 2007, to 95% at the end of 2008 after the simulation was instituted.”
Audits of the U.S. educational system have revealed that the highest hurdle to adopting skills-based teaching practices is the lack of an easily implementable curriculum.
Enter social video games as a solution — immersive environments that simulate real-world problems. Today, technologically eager schools are replacing textbook learning with social video games, and improving learning outcomes in the process. Here’s how they’re doing it: How Social Gaming is Improving Education
Especially interesting to me, personally, is the use of the virtual world Second Life as part of the curriculum where hands on training and role play can teach a critical skill set, as in this example Ferenstein mentions:
Loyalist College in Canada recently boasted “massive” test score improvements for its border officer training via simulation in the virtual world of Second Life. “No single technological addition has ever impacted grades at the college in such a positive way,” says Ken Hudson, their Managing Director of Virtual World Design. Indeed, the results speak for themselves. According to the report:
“The amazing results of the training and simulation program have led to significantly improved grades on students’ critical skills tests, taking scores from a 56% success in 2007, to 95% at the end of 2008 after the simulation was instituted.”
In another example, 6th graders learn geography from Google Earth, collaborate through an internal social networking platform, and present ideas through a podcast. Administrators hope that wrestling with the question of “How can a system function within a larger system?” will bolster critical thinking skills. Many experts contend that so-called “Scaffolded Problem-based learning” is known to improve academic skills and enhance motivation. With all these new toys, it’s no surprise that one student admits his least favorite part of the day is “dismissal.”
Having used social networking (Facebook, Twitter, Blogger), 3d technology (Second Life, Google Earth), as well as online texts (Project Gutenberg, NetLibrary, JSTOR and other online databases) and media (YouTube, TeacherTube, Ohiolink Digital Media, Hulu) in my classrooms, my personal take is that anything that enhances the learning experience, keeps the student's attention, and gives students tools they will need in the real world, is a plus! There is no reason to suppose that just because it is fun, technology can't also be eductional. As Ferenstein says:
Social gaming has a come a long way from the days when a dozen students would squint at a 10-inch screen of Oregon Trail. The 2000s seemed to be the decade of case studies: Bold educators willing to experiment with developing technologies. But now, the involvement of major funders, such as the Bill and Melinda Gates Foundation, points to an industry that is on the cusp of freeing education from its 2D textbook prison.
Social gaming has a come a long way from the days when a dozen students would squint at a 10-inch screen of Oregon Trail. The 2000s seemed to be the decade of case studies: Bold educators willing to experiment with developing technologies. But now, the involvement of major funders, such as the Bill and Melinda Gates Foundation, points to an industry that is on the cusp of freeing education from its 2D textbook prison.
Labels:
education,
games,
Mashable,
second life,
social networks
26 January 2010
23 January 2010
Home Renovations or why I have no life anymore
I have been in a very creative mood of late. Did a copper ceiling tile backsplash (ok, faux-copper, really plastic) in the kitchen 2 weekends ago. This weekend the upstairs bathroom was on the list.
Just finished the third base coat of Venetian plaster on the lower half of the bathroom walls. It was a good way to deal with damaged plaster and old brick-scored plaster without having to rip it all out. I have decided I am am liking the blue. I was going to go for a terracotta color at first, but Steve liked the blue green. Now I need to apply the topcoat/sealer, which will deepen the color and bring out green highlights (or so the pictures on the instructions tell me). 

Next it's paint the woodwork, finish stripping the floor, finish up this pine floor (refinish? paint a faux rug? tile?). After that I need to decide what to do about the stupid pipes that run across the floor behind the toilet that are left from the days when this was a multi-apartment house (take 'em out? sink "em into the floor? or paint 'em bright copper, add mechanical bits, and call it steampunk?). Steve sandblasted the heat vent cover at work this week and, lo, it was white brass underneath! I think I am just going to clear coat the hell out of it because I love the weird copper streaks that showed from where the brass is thin. I guess back in 1918 brass-plated copper was the deal.
Of course, the vanity for the sink in here has got to go--I have this old dresser that I want to polyurethane within an inch of its life, then add a glass bowl and faucets to convert it into a sink. But that is a project for another weekend--after painting and floors. And after painting the downstairs powder room. And adding bookshelves to the third floor library. And tearing up the nasty kitchen floor.
Also after grading papers (yes, already, even this early in the semester), and getting my book revamped to send to another press for further rejection, and... and... and... You get the drift.
06 January 2010
The Graveyard Book: be afraid of live people...really!
Stumbled on this today as I was preparing my syllabi for Spring semester. And since I am using The Graveyard Book in my Fiction Appreciation class I thought I would post the clip of Neil Gaiman's interview with Stephen Colbert here for my students and all of you to enjoy.
And if you haven't read Neil's books . . . what the hell is wrong with you?
| The Colbert Report | Mon - Thurs 11:30pm / 10:30c | |||
| Neil Gaiman | ||||
| http://www.colbertnation.com/ | ||||
| ||||
And if you haven't read Neil's books . . . what the hell is wrong with you?
Labels:
book,
ghosts,
humor,
literature,
Neil Gaiman,
Stephen Colbert,
vampires
26 December 2009
Me in front of another one of those highly decorated flood irrigation valve thingies
Uploaded by www.cellspin.net
Subscribe to:
Posts (Atom)



