Author Archive

CollabLab: Learning via Skype

October 24th, 2012 1 Comment
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by Jeremy Yanofsky

There’s no question that one of the biggest shifts in how we think about education today is toward collaborative learning.  Here on the GameDesk blog, we’ll be taking a closer look at the latest and greatest new tools and approaches being developed to support the ideals associated with trend.

This week, we’re starting things off easy with an app that by now is virtually a household name: Skype.

Thanks to the fact that it’s cross-platform, Skype is a shoe-in for ushering in the flexible and cost-effective BYOD (bring-your-own-device) culture to provide a means to connect with one another no matter what piece of hardware you have, know and love.  Those already familiar with Skype may think of it as video conferencing from The Jetsons or Star Trek coming true, but there is far more that can be done with than simply chatting with a friend or colleague from afar.  Skype can be used to bring entire classrooms together, to engage in roleplay, and even to explore applications of augmented reality!

Of course, there is no contest that one of the best uses of Skype is to connect directly with professionals in fields that young men and women are eager to explore. This facilitates learning straight from the source and can help translate one’s passions into reality.  A classic example of this kind of collaborative learning takes place in the video below, which features a sports and marketing class from Tippecanoe Valley High School in Akron, Indiana, nabbing Gabe Newell for an exclusive peek behind the curtain at his game company Valve:

Have ideas for how Skype can be used to promote collaborate learning?
Sound off in the Comments below!

The Profound Importance Of Play

October 19th, 2012 No Comments
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Dr. Stuart Brown is a psychiatrist, medical doctor, and author who has found his niche in the research of play. In his recent TED talk at Art Center in Pasadena, Brown posited some interesting and compelling theories about the need for play in our everyday lives.

Today, we think of play as something that children do, for exercise, to blow off steam, or to learn good social skills. And while access to both the resources and time to play are certainly important in developing children, the need for play extends far beyond the childhood years. Using examples from nature, Brown shows the power of a simple playful stance to transcend power structures and firmly held ideas. Across species, we can see that the act of play can improve lives and experiences.

As an example, Brown brings to his presentation the story of a polar bear and a husky that meet in the wild and are captured in a series of photos. Rather than this encounter ending in a violent confrontation, the husky adopts a playful stance and the polar bear effortlessly interprets this signal. Both animals let down their guards and engage in what Brown later refers to as “Rough & Tumble” play during which both are uninjured.

But peacemaking is far from the only product of a playful demeanor. Biologically speaking, from the time our mothers play with us as infants, imaging technologies show that an act of play lights up the brain in ways that most other activities do not. Play improves memory development and fosters important curiosity. Brown even suggests that physical interaction with objects (known as “Object Play”) is one of the most effective ways for students of any age, including highly skilled engineers at places like CalTech and the Jet Propulsion Laboratory, to develop problem-solving skills. Brown suggests that play is not something that is just “good for us,” but that it is a biological necessity for the proper functioning of our brains, just like sleep and dreams.

In the classroom and the education field, the benefits of play can have a far-reaching impact. Play allows us, no matter what our age, to let down our guards in the same way that the polar bear and husky did. While this can allow us to interact with others on a more relaxed and equal playing field, it also allows us to let down those guards that keep us from forming new ideas. The safe, fun environment of play can actually lead to innovation. At GameDesk, this is precisely why we want to bring new technologies into classrooms so that teachers can incorporate the idea of play, which can take a great many forms, into their teaching. By allowing students the time and space to play, we believe that both students and teachers can benefit from the release of play.

Trends in Educational Apps: How is Quality Reviewed?

October 17th, 2012 No Comments
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By Cathy Tran

 

As the market for educational apps grows, the market for developing a method to shuffle through these products is expanding, as well.

On Monday,  YogiPlay’s “Parent Center” app was released on iOS to help parents navigate reviews of engagement and educational quality on more than 700 apps, as well as recommendations of new apps.

TechCrunch reports that YogiPlay’s engagement ratings account for user interactions, user experience, intrinsically motivated engagement, extrinsically motivated engagement and socially motivated engagement. Educational quality is indicated by whether the learning is deep, authentic, personalized and differentiated.

 

Common Sense Media, a nonprofit that helps families navigate media for children, is beta testing a rating system on learning within apps. What sets them apart is that in addition to subject areas, the ratings also indicate if the apps touch on other general skills, including critical thinking, creativity, initiative, empathy, teamwork and physical health.

Children Technology Review has been on the ratings and reviews scene since 1993, and is especially transparent, as their rating form is shared online. Educational value is defined partly by feedback and challenge, and entertainment factors in meaningful graphics and randomness. Also incorporated in the ratings are ease of use and design features. For instance, the child should feel in control and experience success within the first few seconds.

What’s fun about these rating projects is seeing what emerges within each framework as being important in children apps and how learning and engagement are defined. It’s a difficult task. With regard to the aforementioned criteria certain questions come to mind. How does one rate “deep learning” by looking at how an app is designed? When children are engaged with apps, is that engagement with the learning content or an unrelated feature? Knowing that an app allows for critical thinking is a start, but how do we know if it actually fosters real comprehension? I would love to see these issues tackled in review databases.

LIFE IS WHAT WE MAKE OF IT: 4 MAKER MOVEMENT INITIATIVES

October 15th, 2012 1 Comment
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by Mallory Nagy

 

The makers of tomorrow get the hands-on experience testing an iPhone robot that specializes in facial expression mirroring at Maker Faire 2012. (photo via PC Mag).

Long before 3D printers, the inventors of the world set out with the simple goal to create, to make something out seemingly nothing. Innovator extradoinare Leonardo da Vinci once said, “It had long since come to my attention that people of accomplishment rarely sat back and let things happen to them. They went out and happened to things.”

The Maker Movement is by driven by a shared passion for using technology to actively create. Highlighting the idea that everyone is a maker, these four initiatives help make “making” accessible to all.

 

1. Cognizant “Making the Future”: With the motto “Today’s inspiration is tomorrow innovation,” Cognizant provides an array of resources to aspiring makers through the Making the Future program. Launched just last year at New York’s World Maker Faire, this campaign has already made an impact amongst makers through funding after school and summer school programs. Fighting declining interest in STEM related fields, Making The Future helps undergraduates pursuing these science, technology, engineering, and mathematics degrees by awarding $5000 scholarships. Visitors to the New York Science Hall can even stop by the Cognizant Maker Space for some hands-on fun. This campaign continues to grow to match the unparalleled spirit of innovation spreading through youth with 2013 plans, including doubling the number of school programs and awarding scholarships to a greater number of recipients.

2. HacKIDemia: A blend of hacking, kids, and academia in both name and purpose, HacKIDemia is a global initiative committed to providing resources to expand the Maker Movement. Started as a two-year experiment at the University of Washington, this program aims to help consumers become creators. HacKIDemia stresses the importance of encouraging those in nontechnical fields to embrace makerism. From recycled plastic projects in Bucharest to the creation of a permanent invention lab in Nigeria, communities of innovation are started by HacKIDemia, and sustained by the creativity of the citizens within.

3. Techbridge: According to research conducted by the Center for the Study of the Workplace, only 11% of today’s engineers are women. Fortunately Techbridge is working to change that. With a doctorate in special education from the University of California Berkeley and a passion for inspiring the next generation of women, Linda Kekelis helps girls blossom in STEM fields with the Techbridge program. This Oakland based, female-focused initiative provides resources specifically targeted at the underrepresented demographic. Inspiring over 5,000 girls spanning between the grades 5-12, Techbridge provides girls with invaluable knowledge and role models.  Mentors, who hail from prestigious companies such as Google, Pixar Animation Studios, and LeapFrog, are able to provide career advice to the girls, helping position them as the leaders of tomorrow.

4.  Ace Monster Toys Hacker Scouts: Kids can “be prepared” for some exciting technological tinkering with the Hacker Scouts program presented by Ace Monster Toys. The makers of tomorrow, children ages 8-14, gather together to form a community of innovators every 1st and 3rd Sunday of the month. Launched in September, Oakland youngsters have already had the chance to create self-sustaining biospheres and hydraulic judo bots. Open Lab is a free opportunity to try one’s hand at making, with the option of participating in guided projects or creating one’s own. Hacker Scouts is completely interactive, and encourages parents to get involved in their children’s creativity. Hacker Scouts was created by Chris and Samantha Cook, the proud parents of a Maker family.

 

As makerism gains momentum, the power of creativity can be fully tapped into. This power can be seen in GameDesk programs such as Dream Lab, which brings teachers and students together to dream up creative curriculum that fuses, technology, play and making. With new initiatives now bridging the gap between novice and professionals, everyone has the potential to be a maker. And, it is through the merger of technology and education that we come to understand life is what we make of it.

 

Top EduTweets Of The Week 10/12

October 12th, 2012 No Comments
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There is a plethora of information about edtech, elearning, gaming end education, and STEM swarming the interwebs. From examining the ways cellphones are transforming education to the power of open source studying tools that allow students to access learning opportunities anytime and anywhere, the possibilities are endless. Because there’s so much valuable information penetrating the social web, GameDesk is making it a point to round up our top “EduTweets” of the week.

In addition to finding valuable tweets and stories about apps and digital curriculum, we’ll be scouring the Twitterverse for inspirational insights shared by some of our favorite warriors, leading the way in revolutionizing the classroom.

Knowledge can only get someone so far. A socially and emotionally supportive environment both in and out of school acts as a foundation for to support learning, and to provide knowledge with a comfortable and safe place to be used for personal growth and community transformation. Without social and cultural systems of support, learning is difficult if not impossible. GameDesk wants kids to not only learn but learn well.

Check out our top EduTweets of the week here!