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    • Nearly half a million people are employed in "virtual sweatshops" earning points and goods in online games to sell over the internet, a study has found.
    • gold-farming, where a player attempts acquire gold, equipment or tradable skills, usually by actions like killing monsters, is growing rapidly according to researchers at Manchester University.

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  • Aug 12, 08

    great characters in Korea on e-gaming- describes mayor of Seoul as "gaming evangelist" who sees gaming as a way to project Seoul's "brand image of the future"

    • Chong, meanwhile, became the world's first full-time TV gaming commentator, and later found himself heading the e-Sports unit of the JoongAng Media Network, one of South Korea's biggest media companies, with interests in publishing, TV and the Internet. In this role he now devotes himself to consolidating Seoul's position as the nexus of the gaming world.
    • If he decides that he likes you, your Seoul entrée is assured. He can get you an audience with the mayor (who turns out to be a gaming evangelist, seeing gaming as a way to project Seoul's "brand image of the future").

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  • Aug 07, 08

    On "gold-farming," or the practice of purposely playing an online multiplayer game to earn in-game currency that can be then resold to other players for real money. ex: world of warcraft gold

    • "'Gold Farming': Real-World Production in Developing Countries for the Virtual Economies of Online Games," by Richard Heeks, a professor of "development informatics" at the University of Manchester.
    • gold farming" is the practice of purposely playing an online multiplayer game so as to earn in-game currency that can then be sold to other players for real, non-virtual currency

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  • Aug 07, 08

    Project Tomorrow survey shows kids want more gaming in school- parents and teachers not as supportive- Julie Evans discusses benefits of using games in schools, childrens reactions and progress from it

    • reveals that online or electronic gaming is one of the technologies that students use most frequently—and that educational gaming is one of the emerging technologies that students would most like to see implemented in their schools. Yet, only one in 10 teachers has adopted gaming as an instructional tool.
    • 64 percent of students in grades K-12 say they play online or electronic-based games regularly. On average across all grade levels, students are playing electronic games about 8 to 10 hours a week. More than 50 percent of students in grades 3-12 would like to see more educational gaming in their schools—yet only 19 percent of parents and 15 percent of administrators favor that idea.

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  • Aug 07, 08

    Teachers in Cumberland Indiana are using Wii to teach their elementary students****CHARACTERS

    • Brantley's colleague, kindergarten teacher Mary Ford, has also used the Wii sports games in a joint activity with an older class: Ford and third-grade teacher Laura Smith paired up their students for a game of bowling with a little real-world math practice thrown in.
    • nother Cumberland kindergarten teacher, Lois Haueisen, uses the Wii's Big Brain Academy, which challenges players on logical thinking and math. The game tests players' abilities and speed at solving various problems, involving skills like counting, recognizing patterns, and size comparisons.

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  • Aug 07, 08

    Australian schools using games (new Spore game) to teach children- no real new ideas

    • A study into what makes gaming pleasurable revealed a phenomenon called "flow" - a feedback loop between the level of challenge and the level of skill.
    • The upcoming Spore game, from the creator of The Sims and Sim City Will Wright, is another example of a game that can offer children valuable lessons.

       

      "Spore is interesting because not only does it have those elements, it's a sandbox kind of God game where you have to create assets yourself. So you're experimenting - if I do this what happens, if I do that what happens," she said.

  • Aug 26, 08

    Classroom of the Future grants used in Pennsylvania schools to incorporate internet and technology into daily classroom and homework activities.

    • The Quaker Valley High School
    • all but two Allegheny County school districts receiving Classrooms For the Future grants -- Allegheny Valley did not apply and Duquesne was not eligible -- every district is equipped with technological teaching tools.

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    • he future of online learning, Mayadas says, lies in "blended" programs that combine faculty face time with the flexibility of online teaching.
    • By combining face-to-face interaction with new online options in more powerful ways, these programs should offer the best of both worlds—rendering moot today's debate over whether virtual or in-person degrees are best.
  • Aug 12, 08

    Great Newsweek article on rise of Online courses and degrees- in light of money saving (gas prices) as well as how they are being considered in the work world

    • Logging in via their PCs or laptops, professor and students interact and work together as digital avatars—just like they would in programs like Second Life, using voice-over-Internet to talk or ask questions. The class is part of a fast-growing movement to apply state-of-the-art computer-game technology to U.S. college learning. Similar experiments have been conducted at Harvard, Amherst and MIT.
    • This fall, more than 4 million students in the United States will take at least one course online, says Frank Mayadas, an expert on education technology at the Sloan Foundation in New York. America's biggest online school, the University of Phoenix, has grown from 80,000 students in 2000 to 345,000 students today and is on track to reach 500,000 by 2010.

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  • Aug 07, 08

    Schools in Capistrano district, CA- use funds to implement new artificial intelligence writing program that instantly grades students' uploaded writing assignments

    • a new computer-based writing program that will be rolled out at six elementary schools and three middle schools in the Capistrano Unified School District early next year, funded by a $971,614 federal grant to improve technology and electronic learning resources.
    • "Students will create and submit a piece of writing to an artificial intelligence software program, and immediately the system sends back a score and suggestions for improvement," said Susan Holliday, educational technology director for Capistrano Unified. "We're really focusing on students learning and not just on the technology."

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  • Aug 07, 08

    Manatee Buffalo Creek Middle School teaches students as young as 10-11 how to build websites, advanced computer skills etc- increased budget for technology in schools- starting younger than most

    • Educators at Buffalo Creek Middle School are finding that when it comes to teaching advanced computer skills to computer-savvy students, there is no such thing as too young.
    • n the school's Distance Communication class, children as young as 11 learn how to use professional computer animation and 3-D modeling software. They are required to use computer code to build their own Web sites.

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    • nstantly, Matorella can see that all but one child answered correctly - and only she knows who got it wrong. "It's anonymous and they feel free," she said. "They love when I say, 'Get out the remotes.'"
    • Principal William Moore was an early advocate of technology in the classroom, teaching astronomy courses online when he worked as a professor at the New School in Manhattan.

       

      When he came to MS 202 several years ago, he put WiFi Internet access in the school and bought laptops for every floor. But he never imagined the changes he's seeing now. "We're lightyears ahead of what I ever thought I'd have here," Moore said. "It totally transforms the school."

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  • Aug 07, 08

    Highlights schools in New York, CA, that are incorporating iTeach-iLearn initiatives in teaching

    • The Ozone Park middle school is one of 22 across the city participating in a pilot program designed to create and test-drive the 21st century classroom.

       

      About $13.4 million in capital funds, along with federal grants, have been invested into the so-called iTeach-iLearn schools over the past two years.

    • Teachers receive training so they feel comfortable with the new technology,
  • Aug 07, 08

    Chicago Mayor proposes 5 new magnet schools built around technology innovation in education

    • "If we are to produce the kinds students who will keep Chicago a leader in the global economy, we must have a major focus on science and technology," the Mayor said.
    • The five proposed technology academies are all existing kindergarten-through-8th grade schools and would place an emphasis on improving students' math and reading skills through problem-based learning, incorporating technology as a tool.

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  • Sep 22, 08

    PEW study finds 52% teen gamers drawn to games regarding global, social, ethical and moral issues----also gamers NOT loners, most play with friends, etc.

    • a new study has this week praised gaming for encouraging teenage players to become more socially interactive with friends and the community.
    • Notably, the study also found that gamers use educational software to help them learn more about important global issues.

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    • With Free Realms (a game coming out of the San Diego team) SOE is aiming at not only the 9-14 age range, but those kids' parents and family as well. Combat is no longer the primary MMO experience with Free Realms. In fact Smedley was keen to point out that players will have to go and seek out combat much like people do with crafting in other MMOs. The four primary activities in Free Realms are -- in no particular order -- pet raising, combat, housing and mini-games.
    • Another very important aspect of the experience is instant access, which is why the game is completely free to play. The game can be jumped into in about a minute of time,

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