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The Ups and Downs of Game-Based Learning | MindShift
Games have shown great promise for learning, but it’s not always easy to figure out the logistics of how to use them in class. Every student and teacher’s experience is unique and it takes time to calibrate and tinker to get the best out of the experience.
What’s more, using games might lead to something neither students or teacher anticipated — more work.
A number of environmental factors can affect the incidence of hip dysplasia in dogs – NVH
Hip dysplasia (HD) in dogs is affected to a larger degree than previously believed by the environment in which puppies grow up.
It is particularly during the period from birth to three months that various environmental factors appear to influence the development of this disease. During the puppy stage, preventive measures can therefore be recommended with a view to giving dogs disposed to the condition a better quality of life.
New Survey: Half of Teachers Use Digital Games in Class | MindShift
No longer relegated to experimental programs, digital games are becoming much more commonly used in classrooms across the country, according to a survey by the Joan Ganz Cooney Center released today.
Half of the 505 K-8 teachers surveyed said they use digital games with their students two or more days a week, and 18 percent use them daily.
There will be further, more in-depth coverage of this report in the coming weeks, but in the meantime, some more statistics from the study:
Nearly 70 percent said that “lower-performing students engage more with subject content with use of digital games.”
Three-fifths reported “increased attention to specific tasks and improved collaborations among all students.”
Sixty percent said using digital games “helps personalize instruction and better assess student knowledge and learning.”
Though most use Apple or PC computers, 25 percent said their students use iPads or tablet computers, and less than 10 percent use other mobile devices or video game consoles.
62% said games make it easier to level lessons and effectively teach the range of learners in their class.
Can You Make Yourself Smarter? – NYTimes.com
What is surprising is what else it improved. In a 2008 study, Susanne Jaeggi and Martin Buschkuehl, now of the University of Maryland, found that young adults who practiced a stripped-down, less cartoonish version of the game also showed improvement in a fundamental cognitive ability known as “fluid” intelligence: the capacity to solve novel problems, to learn, to reason, to see connections and to get to the bottom of things. The implication was that playing the game literally makes people smarter.
Dual NBack Application
Brenda Brathwaite: Gaming for understanding | Video on TED.com
It’s never easy to get across the magnitude of complex tragedies — so when Brenda Brathwite’s daughter came home from school asking about slavery, she did what she does for a living — she designed a game. At TEDxPhoenix she describes the surprising effectiveness of this game, and others, in helping the player really understand the story.
Brenda Brathwaite designs games that turn some of history’s most tragic lessons into interactive, emotional experiences.
Kathryn Schulz: On being wrong | Video on TED.com
Most of us will do anything to avoid being wrong. But what if we’re wrong about that? “Wrongologist” Kathryn Schulz makes a compelling case for not just admitting but embracing our fallibility.
Posted from Diigo. The rest of my favorite links are here.
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