A 1.8 million year old skull indicates there may have been just one human species on Earth at that time | IFLScience

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A 1.8 million year old skull indicates there may have been just one human species on Earth at that time | IFLScience.

For some time now, I’ve been wondering if it isn’t time to re-examine how we decide something is a distinct species. Sometimes, it almost seems like we are too quick to declare something a distinct species. Is there some sort of diversity contest going on that we don’t know about? The scientist who identifies the most species wins a trip somewhere or something? The country with the most species gets a plaque?

Seriously though, I realize a WHOLE pile of theory is built on the fact that this animal is a member of this species and not that, but what if we took a fresh look at this?

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English Professor Says Video Games Can Be Great Literature | KNPR

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Audio available on the site.

Many people stereotype gamers as teenage boys with limited social skills. That’s just not true, says UNLV English professor Amy Green. She argues that many games have elements similar to great western literature and she’s even used a video game version of Dante’s Inferno to stimulate students to think about how the epic poem works. She certainly thinks games and gamers deserve more respect because they deal with the same big questions that we see in literature and philosophy.

via English Professor Says Video Games Can Be Great Literature | KNPR.

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Where I’ve Been Online (to July 5, 2014)

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tags:indieweb

“If I had written this article two years ago, it would have been very different. Back then, I would have made (or felt like I had to make) a compelling case for why we should even consider the idea of incorporating video games into classroom instruction. Back then, I would have expected most readers to incredulously click to the next article.”

tags:game, gamification, gbl, gaming, learning,

Home | DocuSign

“In the autumn of 2006 the game designer Brenda Romero suffered what she describes as a severe assault. In the weeks following the attack she lay numb in bed.

(Warning: This story includes some brief references to sexual assault.)

“I chain-watched Grey’s Anatomy because I couldn’t think,” she said during a talk titled ‘The Prototyping of Tragedy’ delivered at the 2011 Game Developer’s Conference, the only time that she has spoken publicly, albeit in brief, about the attack.

Her mind, she recalled, was immobile in the shadow of one unanswerable question: “Why the fuck would someone like that do something like this to someone like me?”

After a while of lying with the pain and confusion, she began to tackle the question in the only way that she knew how: through game design. “I didn’t want to live with this thing in me, so I started to explore pain and evil as a system,” she said. “I started designing a video game level in my head. I thought maybe this would help me to understand.” ”

tags:making games brenda_romero

Un-Fathom-able: The Hidden History of Ed-Tech #CETIS14

“A couple of years ago, a friend sent me an exasperated email on the heels of an exclusive technology event he’d attended in Northern California — not in Silicon Valley, but close enough, one with powerful people in the tech industry. Investors. Engineers. Entrepreneurs. Several prominent CEOs of prominent ed-tech startups had been invited to speak there about the state of education — past, present, and future — and their talks, my friend reported, tended to condemn education’s utter failure to adopt or to integrate computing technologies. The personal computing revolution had passed schools by entirely, they argued, and it wasn’t until the last decade that schools had started to even consider the existence of the Internet. The first online class, insisted one co-founder of a company that’s raised tens of millions of dollars in venture capital since then, was in 2001 at MIT.”

tags:history ed_tech

Posted from Diigo. The rest of my favorite links are here.

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The Becker Lazy Test (BLT) for Educational Games

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The Becker Lazy Test is something I developed some years ago as part of my 4-PEG game assessment template. (4PEG = 4 Pillars of Educational Games). More on that soon.

When I am examining a game, I see how far I can get without reading or learning anything. I simply follow the known mechanics (if obvious) or click randomly. If I can get to the end this way, it does NOT pass as an educational game.

Put very simply, it should not be possible to get through an educational game by brute force or by random chance alone. Now, I know that this may seem very similar to Margaret Gredler’s claims about games vs simulations made in her chapter on simulations and games in the AECT Handbook of 1996 (Gredler, 1996) where she said that games should not have a random factor. If you read my book, The Guide to Computer Simulations and Games – especially the chapter on randomness – you will already know how important the “random factor” is to BOTH simulations AND games. Gredler used this as a way to distinguish simulations from games (which is misguided), but she also used this as a way to separate games she liked from those she found frivolous. What I’m saying is if random actions on MY part can get me through the game, then it’s not an educational game. The game can, should, and MUST have at least some randomness, or else it is nothing more than a branching story.

“Lazy Jane” by Shelf Silverstein, originally published in Where the Sidewalk Ends

SO, these are the questions that go along with the Becker Lazy Test. A YES answer to any of these constitutes a PASS. A PASS is a BAD thing.

  1. Is it possible to get through the game by randomly clicking on things? In other words, could I win the game by simply memorizing which things to click without knowing what those things are?
  2. Are the educational objectives included among the required learning in the game?
  3. Is it possible to get through the game while ignoring the learning objectives? The required learning in the game should be PART of the game and not only found in pop-up screens of text.

Becker, K., & Parker, J. R. (2011). The Guide to Computer Simulations and Games: Wiley.

Gredler, M. E. (1996). Educational games and simulations: A technology in search of a research paradigm. In D. H. Jonassen (Ed.), Handbook of research on educational communications and technology (1 ed., pp. 521–540). New York: Simon & Schuster Macmillan.

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Complexities of Measuring Effectiveness | Connected Principals

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Complexities of Measuring Effectiveness | Connected Principals.

We all seek an easy to understand table, chart, or graph to show our school district’s performance. The media wants an info-graphic to show on the screen or post in the story. We want it to be simple, easy to understand, and straightforward.

Here is the problem . . . education is complex, challenging to measure, and impossible to show with a single measure. Each child in our care, every single student in our classrooms, is a unique person with different strengths, needs, and passions. Socioeconomic challenges, such as poverty, can greatly impact education – we partner, support, and engage our families to maximize educational opportunities. There is no single test to measure every student; there is no single instructional method to reach all children. There isn’t a legislature or government agency that can fix education through a new law . . . we are dealing with the laws of nature.

This is also true for serious games.

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MOOC completion rates DO matter – The Ed Techie

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MOOC completion rates DO matter – The Ed Techie.

The commonly used argument against completion rates (or even worse ‘drop-out rates’), is that they aren’t relevant. Stephen Downes has a nice analogy, (which he blogged at my request, thankyou Stephen) in that it’s like a newspaper, no-one drops out of a newspaper, they just take what they want. This has become repeated rather like a statement of fact now. I think Stephen’s analogy is very powerful, but it is really a statement of intent. If you design MOOCs in a certain way, then the MOOC experience could be like reading a newspaper. The problem is 95% of MOOCs aren’t designed that way. And even for the ones that are, completion rates are still an issue.

I do not think MOOCs are merely a passing fad, but I DO think they are not worthy of the hype. In the end, what makes or breaks a course is good design combined with good teaching. This is true no matter how the course is delivered.

 

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New tool for Canadians to learn whether telecoms collecting info about them | CTV News

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New tool for Canadians to learn whether telecoms collecting info about them | CTV News

spyCanadians concerned about their online privacy have a new way to find out whether their telecom provider is collecting information about them — and sharing it with third parties like government entities.

The new tool, developed by some of the country’s top privacy experts, makes it easier for Canadians to force their provider to disclose their practices.

tags:tool news telecoms security

Posted from Diigo. The rest of my favorite links are here.

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Games In The Classroom: What the Research Says | MindShift

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Games In The Classroom: What the Research Says | MindShift.

On the whole, this is an encouraging article.

However, I don’t agree with the SRI report’s definition of simulations vs games. It shortchanges both simulations and games in that games are about more than points, currencies, and levels, and simulations can indeed use points and levels.

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