1) A history teacher created Fantasy Geopolitics, an online fantasy sports-style game, to engage students in world events and current affairs.
2) Students draft countries and earn points based on how frequently their countries are mentioned in news reports. Over 50,000 students and 1,000 teachers now use the platform.
3) The game encourages students to closely follow news about their countries and others to gain competitive advantages, leading them to study news more deeply. Teachers report improved test scores and connections students make between current and historical events.
21st Century Literacies - An IntroductionRoger Sevilla
The document discusses trends in how teenagers use and interact with media and technology. It notes that teenagers on average spend over 6 hours per day consuming media and the majority use the internet daily. Teenagers are highly engaged in social media like instant messaging and creating online content through blogs. The document examines how schools can better incorporate new non-linear and interactive technologies into teaching to match how teenagers naturally learn and engage online.
This comprehensive social media plan includes detailed key audiences, opportunities, objectives, strategies and tactics for a social media success on multiple platforms.
Why I have finally quit Facebook and deleted all the data they hold about me ...Jeremy Leggett
I believe in the potential for corporations to do social good, and potentially - collectively - for them to tip the balance positively in the current global struggle to fashion a viable future. In my quarter-century-plus of corporate campaigning I have seen a good few corporations change profoundly for the better. I have been hoping for more than two years to see the same thing happen at Facebook….
This document discusses the potential for using students' personal cell phones in K-12 classrooms for educational purposes. It notes that most students now have cell phones and use them regularly outside of school. One middle school implemented a policy allowing educational use of cell phones and found increased participation and fewer discipline issues. The school set rules around appropriate use and discussed digital safety and privacy with students. Overall, the document argues that banning cell phones has not worked and that schools should consider policies integrating students' own technologies into learning.
Investigating the 21st century k 16 social media use power point final versionHeiða Reed
This study examines social media use among K-16 students. It aims to determine at what ages students start using social media, how they learn to use it, and what types of interactions they engage in. The study also looks at whether there are formal best practices for social media use and if government intervention is needed. Previous pilot studies surveyed parents and students to learn about social media profiles, monitoring, and privacy settings used. The proposed study would expand these efforts and gather both quantitative and qualitative data to further understand issues around student social media use and determine if standardized curriculum is warranted.
The document discusses the debate around e-reading versus physical books. While e-readers can hold many digital books, studies have shown people prefer physical books because they are easier to focus on, aid memory retention, and provide privacy. Additionally, screens can cause health issues like eyestrain. Tests show students perform better reading printed materials rather than tablets. While audio books are growing in popularity as an alternative, physical books remain a more effective way to read until e-reader technology improves.
The document discusses images related to symbols of kings and gods from Mayan culture. It mentions images of a bird, jaguar, and god El that included a fleur-de-lis symbol. It also discusses a Maya god named K'awil and how kings would conjure this god to manifest the spiritual world in the physical realm.
Kivvi Rachelle Roberts has over 10 years of experience in sales and operations. She received a Bachelor's degree in Marketing from the University of Miami in 2007. Currently, she is the Assistant Manager at A.P.C. in New York, where she builds client relationships, trains staff, and assists with press appointments. Previously, she held visual merchandising roles at Club Monaco and was an Account Specialist at Appriss Inc., where she streamlined workflows and coordinated client services. Roberts has strong computer skills and experience providing excellent customer service.
21st Century Literacies - An IntroductionRoger Sevilla
The document discusses trends in how teenagers use and interact with media and technology. It notes that teenagers on average spend over 6 hours per day consuming media and the majority use the internet daily. Teenagers are highly engaged in social media like instant messaging and creating online content through blogs. The document examines how schools can better incorporate new non-linear and interactive technologies into teaching to match how teenagers naturally learn and engage online.
This comprehensive social media plan includes detailed key audiences, opportunities, objectives, strategies and tactics for a social media success on multiple platforms.
Why I have finally quit Facebook and deleted all the data they hold about me ...Jeremy Leggett
I believe in the potential for corporations to do social good, and potentially - collectively - for them to tip the balance positively in the current global struggle to fashion a viable future. In my quarter-century-plus of corporate campaigning I have seen a good few corporations change profoundly for the better. I have been hoping for more than two years to see the same thing happen at Facebook….
This document discusses the potential for using students' personal cell phones in K-12 classrooms for educational purposes. It notes that most students now have cell phones and use them regularly outside of school. One middle school implemented a policy allowing educational use of cell phones and found increased participation and fewer discipline issues. The school set rules around appropriate use and discussed digital safety and privacy with students. Overall, the document argues that banning cell phones has not worked and that schools should consider policies integrating students' own technologies into learning.
Investigating the 21st century k 16 social media use power point final versionHeiða Reed
This study examines social media use among K-16 students. It aims to determine at what ages students start using social media, how they learn to use it, and what types of interactions they engage in. The study also looks at whether there are formal best practices for social media use and if government intervention is needed. Previous pilot studies surveyed parents and students to learn about social media profiles, monitoring, and privacy settings used. The proposed study would expand these efforts and gather both quantitative and qualitative data to further understand issues around student social media use and determine if standardized curriculum is warranted.
The document discusses the debate around e-reading versus physical books. While e-readers can hold many digital books, studies have shown people prefer physical books because they are easier to focus on, aid memory retention, and provide privacy. Additionally, screens can cause health issues like eyestrain. Tests show students perform better reading printed materials rather than tablets. While audio books are growing in popularity as an alternative, physical books remain a more effective way to read until e-reader technology improves.
The document discusses images related to symbols of kings and gods from Mayan culture. It mentions images of a bird, jaguar, and god El that included a fleur-de-lis symbol. It also discusses a Maya god named K'awil and how kings would conjure this god to manifest the spiritual world in the physical realm.
Kivvi Rachelle Roberts has over 10 years of experience in sales and operations. She received a Bachelor's degree in Marketing from the University of Miami in 2007. Currently, she is the Assistant Manager at A.P.C. in New York, where she builds client relationships, trains staff, and assists with press appointments. Previously, she held visual merchandising roles at Club Monaco and was an Account Specialist at Appriss Inc., where she streamlined workflows and coordinated client services. Roberts has strong computer skills and experience providing excellent customer service.
El documento presenta la programación cultural del mes de mayo en Maio, incluyendo espectáculos de música, humor, teatro, cine y eventos infantiles, como conciertos de Cafè Quijano, Amancio Prada, Ivo Pogorelich y Gil do Carmo, obras de teatro como Naranja Azul, Cancún y El otro lado de la cama, y actividades para niños como Sopa de Sapo y Pica Pica Bailando.
Join the fitness revolution by Group Fitness Experience - GFX and enjoy the Group X Class,avail free trial class with both live and virtual sessions.Get fit and in shape by learning in group with clean, comfortable and safe environment.
Con estas ayudas AJE Región de Murcia y el INFO quieren reforzar su compromiso con el impulso, desarrollo y competitividad de las empresas de la Región de Murcia, fortaleciendo la proyección de la trama empresarial de nuestra Región.
The document announces an art exhibition by the "Oron Zai" association of art teachers from the School of Fine Arts and Design at the Mongolian State University of Arts and Culture to celebrate the school's 70th anniversary, provides background on the association and its past exhibitions, and includes photographs and information on the artworks being displayed.
Este documento trata sobre los diferentes estados de la materia y los cambios de estado. Explica que la materia puede presentarse como sólido, líquido, gas o plasma, y describe las características de cada estado. También describe cómo la materia cambia de un estado a otro a través de procesos como la fusión, evaporación y condensación, y explica estos cambios mediante la teoría cinética. Además, introduce conceptos como la temperatura de fusión y ebullición de diferentes sustancias.
Gamification is the use of game design techniques and mechanics to engage audiences and solve problems. It works by taking advantage of humans' psychological predisposition to gaming. The document discusses why gamification is used, examples of game elements like badges and leaderboards, and how gamification can motivate both external audiences and internal employees. It provides examples of companies that have implemented gamification like Microsoft, Nike, and Foursquare.
Cloud computing provides businesses several benefits: flexible computing resources, unlimited storage, cost savings, and improved work efficiency. However, security and reliability are major disadvantages - outages can impact many companies, and sensitive data is managed by cloud providers. Both Amazon and its subscribers must consider capacity planning, scalability, and total cost of ownership to maintain profitability. Businesses that benefit most from cloud computing are online companies that handle large amounts of data, multinational corporations needing global access and collaboration, and logistics companies requiring supportive services.
[1] O documento descreve a 16a reunião de um curso de orientação de estudos. [2] Ele lista os itens da pauta, incluindo a entrega de portfólios, discussões sobre apresentações finais e leituras. [3] A reunião termina com um café coletivo e desejos de um feliz ano novo.
Este documento proporciona instrucciones sobre cómo solicitar la reconexión de un equipo Nextel mediante el servicio de reconexión en línea. Explica que los usuarios pueden acceder al servicio a través de la opción "Mi Nextel" en el autoservicio y seleccionar "Reconexión" desde el menú. También detalla el proceso en 4 pasos que incluye seleccionar el equipo, revisar el resumen, confirmar la solicitud e imprimir una constancia de la solicitud completada.
Stop Child Labour Essay Telegraph. Online assignment writing service.Tiffany Rose
The document discusses how Chuck D and Flava Flav of Public Enemy had the right to criticize Elvis Presley and John Wayne in their song "Fight the Power". John Wayne made openly racist comments in a 1971 interview, saying he believed in white supremacy. This gave Public Enemy justification to call him out. Elvis Presley attained massive fame and recognition as a musician, even being called the "King of Rock", while many talented black artists of the time struggled to gain attention. Public Enemy used their criticism of these celebrated but racist figures to draw attention to prejudiced attitudes against the black community in segregated America at that time.
The document provides instructions for creating an account and submitting assignment requests on the HelpWriting.net website in 5 steps:
1. Create an account by providing a password and email.
2. Complete a 10-minute order form with instructions, sources, and deadline. Attach sample work to imitate writing style.
3. Review bids from writers for the request, choose one based on qualifications, and place a deposit to start work.
4. Review the completed paper and authorize final payment if satisfied. Free revisions are provided.
5. Request revisions to ensure satisfaction. Plagiarized work results in a full refund. The site aims to fully meet customer needs.
SEPTEMBER 16, 2015Computer Science Deserves Priority in the Cl.docxlesleyryder69361
SEPTEMBER 16, 2015
Computer Science Deserves Priority in the Classroom
by Brandon Busteed
Gallup and Google just teamed up to conduct one of the most comprehensive studies of computer science education in schools. Interviewing nearly 16,000 seventh- to 12th-grade students, parents, teachers, principals and superintendents, this study provides us with yet another painful reminder of how our education system is out of touch with and slow to respond to opportunities for our kids' futures. Despite massive and growing demand to fill high-paying computer science jobs in all kinds of organizations and industries all over the world, a mere one in four principals in the U.S. report offering computer programming or coding in their school. And as we argue about what should and shouldn't be taught in U.S. schools, it turns out we agree on at least one thing very clearly: Computer science should be taught. A surprising 85% of parents, 75% of teachers and 68% of principals say that computer science education is "just as important" or "more important" than teaching required courses like math, science, history and English.
compsciSTORY
Let's rewind that finding and state it again for emphasis: The vast majority of parents, teachers and principals say computer science is just as important or more important than the core subjects taught in school now. Yet, only a quarter of schools nationwide offer it. Before we blame schools for not connecting the dots between the massive demand for computer science education and the lack thereof, it's clear this is a talent development ecosystem issue -- one that is the collective fault of employers, politicians, parents and more. Thankfully, we now have a study that illuminates the voices of parents, teachers and school leaders on this subject. Americans see a bright future for our kids through computer science education, and now we need to put some honest effort into bringing that bright future into reality. Computer science education can help all students to think logically, critically and creatively -- regardless of whether they choose it as a career path. And, as career paths go, it's one of the most productive for high-growth, high-paying jobs. Unfortunately, though, women and minorities are greatly underrepresented in computer science; previous studies provide evidence that changing this trajectory starts with getting female, black and Hispanic students interested in computer science at a young age.
The reason this is not just an issue for schools -- but rather an issue that involves our entire talent development ecosystem in the U.S. -- is that rapid responses to high-demand opportunities require educational institutions, industry, the nonprofit sector, as well as local, state and federal governments to communicate, collaborate and take action. As part of all this, we need to listen much more carefully to the precious constituent base of students, parents and teachers and ensure they are active partners in the proc.
Combining of Narrative News and VR Games: Comparison of Various Forms of News...sipij
The information explosion makes it easier to ignore information that requires social attention, and news
games can make that information stand out. There is also considerable research that shows that people are
more likely to remember narrative content. Virtual environments can also increase the amount of
information a person can recall. If these elements are blended together, it may help people remember
important information. This research aims to provide directional results for researchers interested in
combining VR and narrative, enumerating the advantages and limitations of using text or non-text plot
prompts in news games. It also provides hints for the use of virtual environments as learning platforms in
news games. The research method is to first derive a theoretical derivation, then create a sample of news
games, and then compare the experimental data of the sample to prove the theory. The research compares
the survey data of a VR game that presents a story in non-text format (Group VR), a game that presents the
story in non-text format (Group NVR), a VR game that presents the story in text (Group VRIT), and a game
that presents the story in text (Group NVRIT) will be compared and analyzed. This paper describes the
experiment. The results of the experiment show that among the four groups, the means that can make
subjects remember the most information is a VR news game with a storyline. And there is a positive
correlation between subjects' experience and confidence in recognizing memories, and empathy is
positively correlated with the correctness of memories. In addition, the effects of "VR," "experience," and
"presenting a story from text or video" on the percentage of correct answers differed depending on the type
of question.
Combining of Narrative News and VR Games: Comparison of Various Forms of News...sipij
The information explosion makes it easier to ignore information that requires social attention, and news
games can make that information stand out. There is also considerable research that shows that people are
more likely to remember narrative content. Virtual environments can also increase the amount of
information a person can recall. If these elements are blended together, it may help people remember
important information. This research aims to provide directional results for researchers interested in
combining VR and narrative, enumerating the advantages and limitations of using text or non-text plot
prompts in news games. It also provides hints for the use of virtual environments as learning platforms in
news games. The research method is to first derive a theoretical derivation, then create a sample of news
games, and then compare the experimental data of the sample to prove the theory. The research compares
the survey data of a VR game that presents a story in non-text format (Group VR), a game that presents the
story in non-text format (Group NVR), a VR game that presents the story in text (Group VRIT), and a game
that presents the story in text (Group NVRIT) will be compared and analyzed. This paper describes the
experiment. The results of the experiment show that among the four groups, the means that can make
subjects remember the most information is a VR news game with a storyline. And there is a positive
correlation between subjects' experience and confidence in recognizing memories, and empathy is
positively correlated with the correctness of memories. In addition, the effects of "VR," "experience," and
"presenting a story from text or video" on the percentage of correct answers differed depending on the type
of question
Combining of Narrative News and VR Games: Comparison of Various Forms of News...sipij
This document summarizes a study that compares different forms of news games. It describes creating four groups that experience either a VR or non-VR game with a narrative presented either through text or non-text video. Surveys of 120 university students who played one of the four games were compared. The results showed that the VR game with a narrative storyline led to remembering the most information. Experience and empathy were also positively correlated with memory accuracy. The effects of VR, experience and text/video presentation differed based on question type.
COMBINING OF NARRATIVE NEWS AND VR GAMES: COMPARISON OF VARIOUS FORMS OF NEWS...sipij
The information explosion makes it easier to ignore information that requires social attention, and news games can make that information stand out. There is also considerable research that shows that people are more likely to remember narrative content. Virtual environments can also increase the amount of information a person can recall. If these elements are blended together, it may help people remember important information. This research aims to provide directional results for researchers interested in combining VR and narrative, enumerating the advantages and limitations of using text or non-text plot prompts in news games. It also provides hints for the use of virtual environments as learning platforms in news games. The research method is to first derive a theoretical derivation, then create a sample of news games, and then compare the experimental data of the sample to prove the theory. The research compares the survey data of a VR game that presents a story in non-text format (Group VR), a game that presents the story in non-text format (Group NVR), a VR game that presents the story in text (Group VRIT), and a game that presents the story in text (Group NVRIT) will be compared and analyzed. This paper describes the experiment. The results of the experiment show that among the four groups, the means that can make subjects remember the most information is a VR news game with a storyline. And there is a positive correlation between subjects' experience and confidence in recognizing memories, and empathy is positively correlated with the correctness of memories. In addition, the effects of "VR," "experience," and "presenting a story from text or video" on the percentage of correct answers differed depending on the type of question.
El documento presenta la programación cultural del mes de mayo en Maio, incluyendo espectáculos de música, humor, teatro, cine y eventos infantiles, como conciertos de Cafè Quijano, Amancio Prada, Ivo Pogorelich y Gil do Carmo, obras de teatro como Naranja Azul, Cancún y El otro lado de la cama, y actividades para niños como Sopa de Sapo y Pica Pica Bailando.
Join the fitness revolution by Group Fitness Experience - GFX and enjoy the Group X Class,avail free trial class with both live and virtual sessions.Get fit and in shape by learning in group with clean, comfortable and safe environment.
Con estas ayudas AJE Región de Murcia y el INFO quieren reforzar su compromiso con el impulso, desarrollo y competitividad de las empresas de la Región de Murcia, fortaleciendo la proyección de la trama empresarial de nuestra Región.
The document announces an art exhibition by the "Oron Zai" association of art teachers from the School of Fine Arts and Design at the Mongolian State University of Arts and Culture to celebrate the school's 70th anniversary, provides background on the association and its past exhibitions, and includes photographs and information on the artworks being displayed.
Este documento trata sobre los diferentes estados de la materia y los cambios de estado. Explica que la materia puede presentarse como sólido, líquido, gas o plasma, y describe las características de cada estado. También describe cómo la materia cambia de un estado a otro a través de procesos como la fusión, evaporación y condensación, y explica estos cambios mediante la teoría cinética. Además, introduce conceptos como la temperatura de fusión y ebullición de diferentes sustancias.
Gamification is the use of game design techniques and mechanics to engage audiences and solve problems. It works by taking advantage of humans' psychological predisposition to gaming. The document discusses why gamification is used, examples of game elements like badges and leaderboards, and how gamification can motivate both external audiences and internal employees. It provides examples of companies that have implemented gamification like Microsoft, Nike, and Foursquare.
Cloud computing provides businesses several benefits: flexible computing resources, unlimited storage, cost savings, and improved work efficiency. However, security and reliability are major disadvantages - outages can impact many companies, and sensitive data is managed by cloud providers. Both Amazon and its subscribers must consider capacity planning, scalability, and total cost of ownership to maintain profitability. Businesses that benefit most from cloud computing are online companies that handle large amounts of data, multinational corporations needing global access and collaboration, and logistics companies requiring supportive services.
[1] O documento descreve a 16a reunião de um curso de orientação de estudos. [2] Ele lista os itens da pauta, incluindo a entrega de portfólios, discussões sobre apresentações finais e leituras. [3] A reunião termina com um café coletivo e desejos de um feliz ano novo.
Este documento proporciona instrucciones sobre cómo solicitar la reconexión de un equipo Nextel mediante el servicio de reconexión en línea. Explica que los usuarios pueden acceder al servicio a través de la opción "Mi Nextel" en el autoservicio y seleccionar "Reconexión" desde el menú. También detalla el proceso en 4 pasos que incluye seleccionar el equipo, revisar el resumen, confirmar la solicitud e imprimir una constancia de la solicitud completada.
Stop Child Labour Essay Telegraph. Online assignment writing service.Tiffany Rose
The document discusses how Chuck D and Flava Flav of Public Enemy had the right to criticize Elvis Presley and John Wayne in their song "Fight the Power". John Wayne made openly racist comments in a 1971 interview, saying he believed in white supremacy. This gave Public Enemy justification to call him out. Elvis Presley attained massive fame and recognition as a musician, even being called the "King of Rock", while many talented black artists of the time struggled to gain attention. Public Enemy used their criticism of these celebrated but racist figures to draw attention to prejudiced attitudes against the black community in segregated America at that time.
The document provides instructions for creating an account and submitting assignment requests on the HelpWriting.net website in 5 steps:
1. Create an account by providing a password and email.
2. Complete a 10-minute order form with instructions, sources, and deadline. Attach sample work to imitate writing style.
3. Review bids from writers for the request, choose one based on qualifications, and place a deposit to start work.
4. Review the completed paper and authorize final payment if satisfied. Free revisions are provided.
5. Request revisions to ensure satisfaction. Plagiarized work results in a full refund. The site aims to fully meet customer needs.
SEPTEMBER 16, 2015Computer Science Deserves Priority in the Cl.docxlesleyryder69361
SEPTEMBER 16, 2015
Computer Science Deserves Priority in the Classroom
by Brandon Busteed
Gallup and Google just teamed up to conduct one of the most comprehensive studies of computer science education in schools. Interviewing nearly 16,000 seventh- to 12th-grade students, parents, teachers, principals and superintendents, this study provides us with yet another painful reminder of how our education system is out of touch with and slow to respond to opportunities for our kids' futures. Despite massive and growing demand to fill high-paying computer science jobs in all kinds of organizations and industries all over the world, a mere one in four principals in the U.S. report offering computer programming or coding in their school. And as we argue about what should and shouldn't be taught in U.S. schools, it turns out we agree on at least one thing very clearly: Computer science should be taught. A surprising 85% of parents, 75% of teachers and 68% of principals say that computer science education is "just as important" or "more important" than teaching required courses like math, science, history and English.
compsciSTORY
Let's rewind that finding and state it again for emphasis: The vast majority of parents, teachers and principals say computer science is just as important or more important than the core subjects taught in school now. Yet, only a quarter of schools nationwide offer it. Before we blame schools for not connecting the dots between the massive demand for computer science education and the lack thereof, it's clear this is a talent development ecosystem issue -- one that is the collective fault of employers, politicians, parents and more. Thankfully, we now have a study that illuminates the voices of parents, teachers and school leaders on this subject. Americans see a bright future for our kids through computer science education, and now we need to put some honest effort into bringing that bright future into reality. Computer science education can help all students to think logically, critically and creatively -- regardless of whether they choose it as a career path. And, as career paths go, it's one of the most productive for high-growth, high-paying jobs. Unfortunately, though, women and minorities are greatly underrepresented in computer science; previous studies provide evidence that changing this trajectory starts with getting female, black and Hispanic students interested in computer science at a young age.
The reason this is not just an issue for schools -- but rather an issue that involves our entire talent development ecosystem in the U.S. -- is that rapid responses to high-demand opportunities require educational institutions, industry, the nonprofit sector, as well as local, state and federal governments to communicate, collaborate and take action. As part of all this, we need to listen much more carefully to the precious constituent base of students, parents and teachers and ensure they are active partners in the proc.
Combining of Narrative News and VR Games: Comparison of Various Forms of News...sipij
The information explosion makes it easier to ignore information that requires social attention, and news
games can make that information stand out. There is also considerable research that shows that people are
more likely to remember narrative content. Virtual environments can also increase the amount of
information a person can recall. If these elements are blended together, it may help people remember
important information. This research aims to provide directional results for researchers interested in
combining VR and narrative, enumerating the advantages and limitations of using text or non-text plot
prompts in news games. It also provides hints for the use of virtual environments as learning platforms in
news games. The research method is to first derive a theoretical derivation, then create a sample of news
games, and then compare the experimental data of the sample to prove the theory. The research compares
the survey data of a VR game that presents a story in non-text format (Group VR), a game that presents the
story in non-text format (Group NVR), a VR game that presents the story in text (Group VRIT), and a game
that presents the story in text (Group NVRIT) will be compared and analyzed. This paper describes the
experiment. The results of the experiment show that among the four groups, the means that can make
subjects remember the most information is a VR news game with a storyline. And there is a positive
correlation between subjects' experience and confidence in recognizing memories, and empathy is
positively correlated with the correctness of memories. In addition, the effects of "VR," "experience," and
"presenting a story from text or video" on the percentage of correct answers differed depending on the type
of question.
Combining of Narrative News and VR Games: Comparison of Various Forms of News...sipij
The information explosion makes it easier to ignore information that requires social attention, and news
games can make that information stand out. There is also considerable research that shows that people are
more likely to remember narrative content. Virtual environments can also increase the amount of
information a person can recall. If these elements are blended together, it may help people remember
important information. This research aims to provide directional results for researchers interested in
combining VR and narrative, enumerating the advantages and limitations of using text or non-text plot
prompts in news games. It also provides hints for the use of virtual environments as learning platforms in
news games. The research method is to first derive a theoretical derivation, then create a sample of news
games, and then compare the experimental data of the sample to prove the theory. The research compares
the survey data of a VR game that presents a story in non-text format (Group VR), a game that presents the
story in non-text format (Group NVR), a VR game that presents the story in text (Group VRIT), and a game
that presents the story in text (Group NVRIT) will be compared and analyzed. This paper describes the
experiment. The results of the experiment show that among the four groups, the means that can make
subjects remember the most information is a VR news game with a storyline. And there is a positive
correlation between subjects' experience and confidence in recognizing memories, and empathy is
positively correlated with the correctness of memories. In addition, the effects of "VR," "experience," and
"presenting a story from text or video" on the percentage of correct answers differed depending on the type
of question
Combining of Narrative News and VR Games: Comparison of Various Forms of News...sipij
This document summarizes a study that compares different forms of news games. It describes creating four groups that experience either a VR or non-VR game with a narrative presented either through text or non-text video. Surveys of 120 university students who played one of the four games were compared. The results showed that the VR game with a narrative storyline led to remembering the most information. Experience and empathy were also positively correlated with memory accuracy. The effects of VR, experience and text/video presentation differed based on question type.
COMBINING OF NARRATIVE NEWS AND VR GAMES: COMPARISON OF VARIOUS FORMS OF NEWS...sipij
The information explosion makes it easier to ignore information that requires social attention, and news games can make that information stand out. There is also considerable research that shows that people are more likely to remember narrative content. Virtual environments can also increase the amount of information a person can recall. If these elements are blended together, it may help people remember important information. This research aims to provide directional results for researchers interested in combining VR and narrative, enumerating the advantages and limitations of using text or non-text plot prompts in news games. It also provides hints for the use of virtual environments as learning platforms in news games. The research method is to first derive a theoretical derivation, then create a sample of news games, and then compare the experimental data of the sample to prove the theory. The research compares the survey data of a VR game that presents a story in non-text format (Group VR), a game that presents the story in non-text format (Group NVR), a VR game that presents the story in text (Group VRIT), and a game that presents the story in text (Group NVRIT) will be compared and analyzed. This paper describes the experiment. The results of the experiment show that among the four groups, the means that can make subjects remember the most information is a VR news game with a storyline. And there is a positive correlation between subjects' experience and confidence in recognizing memories, and empathy is positively correlated with the correctness of memories. In addition, the effects of "VR," "experience," and "presenting a story from text or video" on the percentage of correct answers differed depending on the type of question.
Combining of Narrative News and VR Games: Comparison of Various Forms of News...sipij
The information explosion makes it easier to ignore information that requires social attention, and news
games can make that information stand out. There is also considerable research that shows that people are
more likely to remember narrative content. Virtual environments can also increase the amount of
information a person can recall. If these elements are blended together, it may help people remember
important information. This research aims to provide directional results for researchers interested in
combining VR and narrative, enumerating the advantages and limitations of using text or non-text plot
prompts in news games. It also provides hints for the use of virtual environments as learning platforms in
news games. The research method is to first derive a theoretical derivation, then create a sample of news
games, and then compare the experimental data of the sample to prove the theory. The research compares
the survey data of a VR game that presents a story in non-text format (Group VR), a game that presents the
story in non-text format (Group NVR), a VR game that presents the story in text (Group VRIT), and a game
that presents the story in text (Group NVRIT) will be compared and analyzed. This paper describes the
experiment. The results of the experiment show that among the four groups, the means that can make
subjects remember the most information is a VR news game with a storyline. And there is a positive
correlation between subjects' experience and confidence in recognizing memories, and empathy is
positively correlated with the correctness of memories. In addition, the effects of "VR," "experience," and
"presenting a story from text or video" on the percentage of correct answers differed depending on the type
of question.
The document proposes making Oslo the learning capital of the world by rethinking and redesigning education through active and project-based learning that utilizes new technologies. It highlights examples from Finland and the US that are innovating education by removing traditional subjects, focusing on phenomena and student choice. The document suggests Oslo could hold a smart city hackathon and use virtual and augmented reality, as well as adaptive platforms, to engage residents in learning about smart cities. Contact information is provided for further discussion.
This document outlines a communication plan to increase Generation Y's awareness and support of NASA's 2030 Mars mission. The plan identifies Millennials (ages 18-34) as the key target audience and analyzes their behaviors and preferences, which include heavy social media use and interest in pop culture and brands like ESPN. The plan sets two main objectives: increase Generation Y's awareness of the Mars mission by 25% by August 2016 through sponsored content in popular media outlets; and gain their support through new social media accounts and events featuring celebrities that appeal to Millennials. The total estimated budget is $190,000 to implement strategies like sponsored articles, broadcasts, and expanded social media presence.
Fox Sports Live is a sports news show that aims to increase its brand awareness among millennial viewers. The campaign will introduce "Uncle Paul," a humorous sports fan character embodied through social media and campus activations. Research found that millennials prefer to consume sports content on mobile devices and value humor and interactivity. The campaign will use Uncle Paul to build buzz on college campuses and engage millennials through social media, merchandise drops and exclusive events to drive viewership of the television show.
This document provides an executive summary and background for a marketing campaign targeting Millennial sports fans for the TV show "FOX Sports Live." The goal is to increase brand awareness and viewership among Millennials. Research found that Millennials prefer to access sports content on mobile devices and through social media. The campaign will introduce "Uncle Paul," a humorous sports superfan character, to help Millennials relate to the show. It will use merchandise, social media, and campus events to build buzz around Uncle Paul and drive viewers to tune into the show. The campaign aims to position FSL as an entertaining, diverse source of sports news that integrates well with Millennials' mobile and interactive lifestyles.
Chapter One to be added to dissertationSean McDevitt
This document provides an overview of digital gaming in the United States and its potential benefits for education. It notes that over 174 million Americans play digital games for around 3 billion hours per week. While gaming is popular among students, it is rarely used in schools. The document reviews research showing games can improve student engagement, problem-solving skills, and collaboration. However, most studies on digital gaming in education have focused on student perceptions rather than teacher perceptions. This study aims to address that gap by evaluating teacher and administrator perceptions of digital games and how those perceptions impact their implementation in the classroom. The goal is to add to the literature on how educator perceptions affect the use of games in schools.
WorldPlus2026 aims to use major international events like the 2026 FIFA World Cup to inspire Americans to advocate for transportation improvements. The organization plans to launch a website that connects individuals to advocacy opportunities and discussion forums. It will focus initially on New York/New Jersey transportation projects and host events to promote the website. The goal is to empower community members and raise political pressure for enhancements in time for America's 250th birthday and potential hosting of the 2026 World Cup.
This document discusses using iPads in the classroom to enrich instruction. It provides examples of apps that teachers can use for activities like weather data collection, current events research, astronomy exploration, history simulations, and combining apps for projects on countries and cultures. The document emphasizes that iPads allow students to access information and create projects, rather than just consume information, and that teachers are still needed to guide learning with new technologies.
This marketing plan summary analyzes the Red Sox Student 9's program, which offers discounted tickets to students. It finds the program has struggled with low attendance despite its goals of engaging students and creating lifelong fans. Trend analyses identify declining youth interest in baseball and increasing reliance on technology among millennials as challenges. The plan recommends targeting international students, excluding high schoolers, partnering with universities, and introducing incentives to boost ticket sales and brand awareness through expanded digital and campus marketing.
This document discusses how smart education can drive next generation learning in smart cities. It argues that education is the most reliable predictor of urban growth, and that the information revolution will change urban environments. It emphasizes the need for students to understand their own learning processes, take responsibility for learning, and share what they learn both inside and outside the classroom. Connecting learning experiences both in and out of school is important. Tools like Lego, Raspberry Pi, and BBC Microbit can help connect learning. The focus should be on learning anywhere, with the classroom as a place to share, and developing a learning map rather than focusing on subjects.
The document discusses how play is important for people of all ages, not just children. It summarizes research showing how play helps humans develop skills like problem-solving and social interaction. The Sunnyvale Public Library has started offering gaming programs for adults as well as children in order to provide these benefits to the whole community. They offer a variety of games like board games, video games and puzzles. Their marketing considers that many adults see games as a waste of time but they can also promote skills like teamwork. Assessment of the programs uses surveys and reviews to gather feedback from participants.
The document discusses efforts to double the number of US students studying abroad. It summarizes the 2005 Lincoln Commission's goal of sending 1 million students abroad annually and IIE's 2014 "Generation Study Abroad" campaign with the same goal. While these initiatives aim to increase funding, the document argues that funding alone is not enough and other factors influencing students' decisions to study abroad must be addressed. It presents a model of the "study abroad iceberg" to visualize challenges both apparent and below the surface that impact participation rates. Overall it calls for a systematic approach that considers the various personal, institutional and regional factors affecting students' study abroad decisions.
Similar to Forget football: How fantasy sports are helping kids learn (20)
Popular Criticisms & Reforms of the US Judicial BranchGerry Huesken
The document outlines several major criticisms of the US judicial system. It discusses issues with lengthy sentences for minor crimes, racial disparities, concerns around individual rights protections, secret court proceedings, judicial activism interfering in politics, lifetime appointments, high incarceration costs, and outside money influencing decisions. Potential reforms proposed include increasing transparency, simplifying criminal law, prioritizing rehabilitation over incarceration, tort reform, and strengthening anti-corruption efforts.
Fantasy football meets social studies in Elizabethtown classroom - LancasterO...Gerry Huesken
Gerald Huesken, a teacher at Elizabethtown High School, is using a game called Fantasy Geopolitics to engage students in current events in their world history class. In Fantasy Geopolitics, students draft countries to assemble fantasy teams and earn points based on how frequently their countries appear in the news. This sparks discussion as students follow headlines to gain points. The game is helping students who may not usually be interested in news that does not directly affect them to learn more about global events.
This document provides an introduction to analyzing Richard C. Saylor's work on the Pennsylvania Board of Censors and Dr. Ellis P. Oberholtzer, who led the board from 1915-1920. It summarizes Saylor's view that Oberholtzer sincerely believed he was serving the public good by censoring films to protect society from negative influences. However, the document also questions whether Oberholtzer may have had other motivations beyond public service, as people are influenced by factors like class, politics, and self-interest. It sets up a critique of Saylor's perspective on Oberholtzer's motivations as a censor in early 20th century Pennsylvania.
This document provides background information on Mark Twain's later writings criticizing American imperialism between the late 19th and early 20th centuries. It discusses Twain's initial literary success followed by financial struggles in the late 1800s. It then covers his worldwide speaking tour in the 1890s and his return to the US, when he began engaging in anti-imperialist activities. The purpose of the paper is to examine how historians have studied and interpreted Twain's anti-imperialist works over time and whether perceptions of them have changed.
Pope John Paul II visited Vendee, France in 1984 to pay tribute to 99 Catholics killed in an anti-government uprising during the French Revolution's Reign of Terror in 1793. His visit and words referring to "deeds...stained by sin" on both sides reignited the historical debate around the uprising. In particular, it brought more attention to the controversial thesis of historian Reynald Secher that the violence against Vendee's Catholics constituted a "Franco-French genocide". The Pope's visit highlighted the ongoing controversy around how to characterize the violent suppression of the Vendee uprising during the Revolution.
This document discusses the formation of the Czechoslovak Legion during WWI and its effects on Czechoslovakia's treatment during later eras. The Legion was formed by Czech and Slovak volunteers fighting under the Allies to help establish an independent Czech state after the war, in line with Woodrow Wilson's principle of self-determination. However, the Legion's actions also made Czechoslovakia a target for political revenge by the Soviet Union during WWII and the Cold War. The paper will examine the Legion's role in WWI, the Russian Civil War, and early Czech statehood to understand how it impacted Czechoslovakia's treatment in the later 20th century.
Forget football: How fantasy sports are helping kids learn
1. by Corinne Iozzio | @corinneiozo | September 4th 2015 At 11:30am
Forget football: How fantasy sports are helping kids learn
Forget football: How fantasy sports are helping kids learn http://www.engadget.com/2015/09/04/fantasy-sports-in-schools/
1 of 10 9/5/15, 4:03 PM
2. By his second semester on the job in 2009, Eric Nelson, a civics and history teacher at North
Lakes Academy in the Minneapolis suburbs, was at a loss. No matter what tool he used --
gripping news articles, an interactive map of YouTube trending videos, a failed-state index --
he couldn't manage to keep his students interested in world events for any extended period
of time. "They were just zombies," he recalls.
Nelson's is a common tale. Multiple studies have documented the growing trend of apathy
among young Americans toward world events. A National Geographic survey, for instance,
found that only 37 percent of young people (18-24) could locate Iraq on a map; 48 percent
think that Islam is the predominant religion in India (it's Hinduism); and 20 percent place
Sudan in Asia (it's the largest country in Africa).
Throwing up his hands in frustration one day, Nelson turned to his online fantasy football
league for a distraction. Instead, what he found was inspiration. Realizing how much he was
learning about the NFL in the process of managing his fantasy team, he thought: What if I
applied the mechanisms and tools used in fantasy sports to world events? "The next day I
went in and [the class] drafted countries," he recalls, "and I scored them based on how many
times they were mentioned in the news." And thus Fantasy Geopolitics, an online tool to
engage students in world events, was born.
Forget football: How fantasy sports are helping kids learn http://www.engadget.com/2015/09/04/fantasy-sports-in-schools/
2 of 10 9/5/15, 4:03 PM
3. As it turns out, Nelson isn't the first to gamify current events in this manner, but he has been
the most successful. In the past several years, short-lived communities for handicapping
Supreme Court decisions and congressional movements have sprung up at universities or as
one-off projects. But Fantasy Geopolitics is the only such program designed with classroom
learning in mind. The tool Nelson has created is robust enough to react to news in real time,
yet simple enough for the average sixth- to 12th-grader to use. "Fantasy football sets the
standard of fantasy sports," he says, "I believe Fantasy Geopolitics sets the standard for
fantasy learning."
It's a big claim, but the program has already seen rapid growth. Within a month of his initial
idea, Nelson couldn't keep up with scoring the news manually, so he contracted developer
friends to automate the system. And now, what began as a Google spreadsheet has become
a full-blown software-as-a-service network. In the winter of 2014, he formally launched the
platform online and began raising funds through Kickstarter. Today, some 50,000 students
and more than 1,000 teachers are using Fantasy Geopolitics as part of their history, civics and
world-events curriculum.
The basics of the game are simple: Teachers sign up, create a league and invite their
students to join. Students select countries during a web-based draft, and earn points based
on how their territories are performing in the news. Nelson and his developers created
software that monitors The New York Times website for names of countries. Every time a
nation is mentioned, the student who owns that country receives a point. So, in essence, a
story about Croatia has the same value as a quarterback passing for a touchdown. The
Fantasy Geopolitics website uses the tracking scripts Nelson and his developers created to
populate live maps and leaderboards automatically.
Forget football: How fantasy sports are helping kids learn http://www.engadget.com/2015/09/04/fantasy-sports-in-schools/
3 of 10 9/5/15, 4:03 PM
4. Dashboard view includes rankings, messages and a news feed.
Version 2.0 launched in mid-August. In addition to being optimized for mobile devices, where
Nelson says many students track their teams and news, the update brings with it many
user-experience improvements. The new Fantasy Geopolitics dashboard includes tools for
trading teams, current rankings of the top news-making countries, and a map that
color-codes countries based on their current trending status. Pricing for the current school
year varies based on league size: The free starter plan allows for up to five players; 100
players costs $99 a year and 250 runs at $198.
According to Nelson, the updates help Fantasy Geopolitics become even more like fantasy
sports league dashboards, which are rich in information and context. "I got so into [fantasy
football] because there was all this information available about what was happening -- the
player updates and team updates," he says. "That can exist here; we just call it news. You can
engage with news and interact with it a little more fully. And then if you can adjust your
lineup, you compete better."
Forget football: How fantasy sports are helping kids learn http://www.engadget.com/2015/09/04/fantasy-sports-in-schools/
4 of 10 9/5/15, 4:03 PM
5. The leaderboard shows who's on top and what countries they own.
Competition is what drives interest and encourages activity and research outside the game,
as well. There are fewer variables in Fantasy Geopolitics than football or baseball (or any
professional sport, for that matter), so scouting becomes even more strategic. Before the
draft, students must scour the news for trends and emerging stories. For instance, in an
Olympic year, countries that might otherwise fly under the radar could surge. And Djibouti, a
popular gag pick based on its name alone, could be a dark horse if Navy base Camp
Lemonnier makes headlines. (Case in point: It spiked in mid-August when it was announced
that China was looking to take over the base.)
To stay sharp throughout the season, students must closely monitor news about the countries
they own, while also keeping an eye on others that might be targets for potential trades. "I
discovered that students were actually starting to really study the news to gain a competitive
edge from week to week over their peers," says Gerald Huesken Jr., a teacher of history and
government at Elizabethtown Area High School in Elizabethtown, Pennsylvania, who's been
using Fantasy Geopolitics in his classroom.
Huesken, Nelson and many other teachers report that students are even taking the game to
their own channels, such as Facebook groups and Twitter lists. "They started a Facebook
group to talk about the game a little bit," Nelson recalls, "They were trash talking each other
on there, but in a smart, informed way, which is super cool. It seemed to be more in their
zone, their zone for learning."
Indeed, the idea of the "zone,"
applies to teaching as much as it
does to sports. In fact, so-called
competitive fandom has been
shown to facilitate learning. A
study conducted by researchers at
the University of Wisconsin-
Madison, for example, explored
how online fantasy baseball-like
programs could lead to
more-impactful learning
experiences in other fields. The
Forget football: How fantasy sports are helping kids learn http://www.engadget.com/2015/09/04/fantasy-sports-in-schools/
5 of 10 9/5/15, 4:03 PM
6. system (one in which you want to
earn points and win) encourages
players to engage with a large
body of content (e.g., news,
analysis and statistics) and use that
knowledge to their competitive
advantage.
Though it's still too early to quantify
just how much Fantasy Geopolitics
can improve academic
performance, there's more than
enough anecdotal evidence to
prove its worth. Nelson, for
instance, says he's noticed an
uptick in test scores. Meanwhile,
Huesken was pleased to see
students in his history classes making connections between historical details and current
events in papers and on tests. At the very least, it helps trap wandering minds: "I often use [it]
during prom season," says Stephanie Pearson, head of the Contemporary Studies
Department at Holy Trinity Catholic High School in Ontario, Canada. "It's a sly way to keep
students on task."
Nelson has seen enough to feel confident that his platform has the makings of a powerful
learning tool, and so has left teaching to pursue expanding the business and building out the
platform even further. Some of the first updates will be simple; the team is starting to roll out
an embedded messaging tool, for example, and they're planning to bake in the ability to set
up playoffs and tournaments.
But Nelson's vision is more global than that -- literally. Heeding feedback from teachers like
Huesken, the site will soon allow for inter-school competitions, which could let leagues
across the world from one another compete and collaborate. (There are already teachers
using the platform as far away as Spain and Australia.) These collaborations could allow
Fantasy Geopolitics developers to format the games around world events, such as the
Olympics, and integrate more deeply with videoconferencing tools like Skype and Google
Hangouts.
Forget football: How fantasy sports are helping kids learn http://www.engadget.com/2015/09/04/fantasy-sports-in-schools/
6 of 10 9/5/15, 4:03 PM
7. A trade in progress.
An app is also in the works, but Nelson first wants to focus on adapting the tools he's built for
other civics and social-studies lessons. For instance, he's considering developing a US
edition for the 2016 presidential election, which will help better convey the Electoral College
and process.
Regardless of the subject matter, Nelson believes the software has the unique ability to
empower students in the learning process. "Rather than me being the source of knowledge,
my students manage their own learning, just like they manage their team," he explains.
"[Fantasy Geopolitics] encourages a reimagining of the way learning and curiosity actually
works -- a student now owns it, and manages it, and wants to do it."
[Images credits: Stephanie Pearson (top) Fantasy Geopolitics/Eric Nelson (screenshots)]
education fantasyfootball fantasysportsTAGS:
HIDE COMMENTS
Forget football: How fantasy sports are helping kids learn http://www.engadget.com/2015/09/04/fantasy-sports-in-schools/
7 of 10 9/5/15, 4:03 PM
8. Recommended For You
1. FDA demands Kim Kardashian remove... 3 weeks ago
engadget.com Engadget.com (AOL) Andrew Tarantola Andrew Tarantola internet
2. Netflix hopes you won't mind losing access to... 5 days
ago engadget.com Engadget Apps (AOL) Jon Fingas Jon Fingas mgm
SPONSORED LINKS
$400 Visa®
prepaid card
Get FiOS® Custom TV, Internet &
Phone + $400 bonus w/2-yr agmt
Forget football: How fantasy sports are helping kids learn http://www.engadget.com/2015/09/04/fantasy-sports-in-schools/
8 of 10 9/5/15, 4:03 PM
10. Privacy Policy
Updated Terms of Use
Trademarks
AOL A-Z Help
Advertise with Us
Forget football: How fantasy sports are helping kids learn http://www.engadget.com/2015/09/04/fantasy-sports-in-schools/
10 of 10 9/5/15, 4:03 PM