A talk I gave to MA journalism students at Bournemouth University on 23 February 2010 on the skills needed and how to increase the likelihood of gaining employment in journalism.
Full credit to those who helped with suggestions for this presentation is given in the appendix.
Bodmin Moor was intruded as magma into overlying sedimentary rocks some 270 million years ago. Rough Tor is owned by the National Trust and is aptly named. Tors occur in rocks other than granite and are found the length and breadth of the British Isles. Their formation remains a matter of some controversy but they are undoubtedly an important facet of our landscape heritage.
A talk I gave to MA journalism students at Bournemouth University on 23 February 2010 on the skills needed and how to increase the likelihood of gaining employment in journalism.
Full credit to those who helped with suggestions for this presentation is given in the appendix.
Bodmin Moor was intruded as magma into overlying sedimentary rocks some 270 million years ago. Rough Tor is owned by the National Trust and is aptly named. Tors occur in rocks other than granite and are found the length and breadth of the British Isles. Their formation remains a matter of some controversy but they are undoubtedly an important facet of our landscape heritage.
What's Trending in Talent and Learning for 2016?Skillsoft
Skillsoft took a look at the top trends that will impact talent and learning efforts in 2016. For a number of reasons, it's a pivotal time for the HR industry to make its move. However, the landscape of work is changing fast and the most adept pace-setters will adapt to take advantage of the top trends. At the same time, companies need to be cautious of industry trends that may be overhyped. This infographic provides a balanced view of practices that will keep your talent and learning strategy moving in the right direction.
Digital Learning Landscapes Conference, Stavanger Economic Development, Lysee...Jim "Brodie" Brazell
“Serious Games—Beyond Games,” “The Age of Science Nonfiction” and “Convergence Technopolei,” Digital Learning Landscapes Conference, Stavanger Economic Development, Lysee Telecom and University of Stavanger, Stavanger, Norway, October 23-25, 2006.
Gamification is an important movement in business management, but also in higher education. Projects like the GradeCraft LMS, funded at $1.8 million dollars at U of M, demonstrate that designing student experience in learning is a top priority for major educational institutions. Considering enrollment limitations and changes in population profiles, motivating students into program completion and into high employability STEM programs may provide a competitive edge for academic organizations. Before switching to a fully gamified LMS, faculty, designers, and administrators should consider the capacity in Blackboard Learn to support gameful pedagogy. Gamification has the potential to motivate both the students and the faculty, especially in introductory courses.
Resource list for presentation given by Catherine Parsons, Pine Plains CSD, during THV's 2011 Summer Institute, Place & The Digital Native: Using Technology & Social Media to Teach the Hudson Valley
2006, What's Next in Ed Tech: 5th World, National School Boards Association b...Jim "Brodie" Brazell
5th World: What's Next in Ed Tech, National School Boards Association, October 2006, by Jim Brazell. Where video games and robotics intersect with jobs and education.
Turning digital natives into digital citizens for ESL teachersmadaboutelt
Our students are digital natives and, as such, are fully familiar with the tools they need to "live" online, but sometimes things go wrong because they need help with the rules they need to observe to become responsible and respectful digital citizens. Let's help them!
What's Trending in Talent and Learning for 2016?Skillsoft
Skillsoft took a look at the top trends that will impact talent and learning efforts in 2016. For a number of reasons, it's a pivotal time for the HR industry to make its move. However, the landscape of work is changing fast and the most adept pace-setters will adapt to take advantage of the top trends. At the same time, companies need to be cautious of industry trends that may be overhyped. This infographic provides a balanced view of practices that will keep your talent and learning strategy moving in the right direction.
Digital Learning Landscapes Conference, Stavanger Economic Development, Lysee...Jim "Brodie" Brazell
“Serious Games—Beyond Games,” “The Age of Science Nonfiction” and “Convergence Technopolei,” Digital Learning Landscapes Conference, Stavanger Economic Development, Lysee Telecom and University of Stavanger, Stavanger, Norway, October 23-25, 2006.
Gamification is an important movement in business management, but also in higher education. Projects like the GradeCraft LMS, funded at $1.8 million dollars at U of M, demonstrate that designing student experience in learning is a top priority for major educational institutions. Considering enrollment limitations and changes in population profiles, motivating students into program completion and into high employability STEM programs may provide a competitive edge for academic organizations. Before switching to a fully gamified LMS, faculty, designers, and administrators should consider the capacity in Blackboard Learn to support gameful pedagogy. Gamification has the potential to motivate both the students and the faculty, especially in introductory courses.
Resource list for presentation given by Catherine Parsons, Pine Plains CSD, during THV's 2011 Summer Institute, Place & The Digital Native: Using Technology & Social Media to Teach the Hudson Valley
2006, What's Next in Ed Tech: 5th World, National School Boards Association b...Jim "Brodie" Brazell
5th World: What's Next in Ed Tech, National School Boards Association, October 2006, by Jim Brazell. Where video games and robotics intersect with jobs and education.
Turning digital natives into digital citizens for ESL teachersmadaboutelt
Our students are digital natives and, as such, are fully familiar with the tools they need to "live" online, but sometimes things go wrong because they need help with the rules they need to observe to become responsible and respectful digital citizens. Let's help them!
Video games and simulations with statistics, visual examples and research by Colorado Technical University doctoral students on game design hosted by Dr. Cynthia Calongne.
Features highlights from Jane McGonigal's Spring 2014 CTU Keynote Address and research, her ISTE EPIC Leadership game with Peggy Sheehy. Dr. Andrew Stricker's games at Air University, Dr. Fil Arenas and Dr. Tony Cook, the Mars Expedition Strategy Challenge with Mike McCrocklin and Jeanne Holm, and Will Wright's Bar Karma.
These slides are an edited version of a formal address delivered by David Warlick. Learn more about the presentation at: http://davidwarlick.com/wordpress/?page_id=32
This session will demonstrate the use of games for K-12 students in an online environment across a variety of subject areas. Participants will be presented with the theory behind educational games as well as demonstrations of how to use games in class to improve student performance. Teachers will become familiar with the use of single and multi-player games to reinforce basic skills as well as to support higher-order thinking and problem solving. Internet-based games will be presented along with ways to encourage collaboration, create emotional connections and enhance motivation. Common concerns about the use of games in the classroom will be addressed and discussed. Ever think you'd see your students spending hours voluntarily doing math drills or discussing economic theories? It can happen!
1. Resources and Links
This Handout & Presentation – http://www.slideshare.net/dadams.altec
Don't Bother Me Mom--I'm Learning! by Marc Prensky – Paragon House Publishers (2006)
What Video Games Have to Teach Us About Learning and Literacy by James Paul Gee – Palgrave
Macmillan; 2nd edition (2007)
How Computer Games Help Children Learn by David Williamson Shaffer – Palgrave Macmillan
(2008)
Born Digital: Understanding the First Generation of Digital Natives by John Palfrey – Basic Books
(2008)
Grand Theft Childhood: The Surprising Truth About Violent Video Games and What Parents Can Do
by Lawrence Kutner – Simon & Schuster (2008)
Brain Rules by John Medina – Pear Press (2008) http://www.brainrules.net/
“Reality Bytes: Eight Myths About Video Games Debunked” by Henry Jenkins
http://www.pbs.org/kcts/videogamerevolution/impact/myths.html
Federation of American Scientists - Summit on Educational Games
(2006)http://www.fas.org/gamesummit/
“Games, Motivation, and Learning” - White Paper
(PDF)http://caspianlearning.co.uk/Whtp_Games_Motivation_Learning.pdf
“You Play World of Warcraft? You're Hired! Why multiplayer games may be the best kind of job
training” by John Seely Brown and Douglas Thomas (Wired Magazine, April,
2006)http://www.wired.com/wired/archive/14.04/learn.html
Marc Prensky’s Web site – http://www.marcprensky.com/writing/
Henry Jenkins’ blog – http://henryjenkins.org
Games in Education video by Mark Wagner and Michael Guerena of the Orange County (CA)
Department of Education's Educational Technology group -- http://video.google.com/videoplay?
docid=6117726917684965691
Spider World, VR Therapy for Spider Phobia – http://www.hitl.washington.edu/research/exposure/
Snow World, Virtual Reality Pain Reducation – http://www.hitl.washington.edu/research/vrpain/
Virtual Walk on the Moon – http://www.digitalspace.com/papers/design-research-chapter/index.html
Revolution! – http://www.educationarcade.org/node/357
4Kids – http://4kids.org
Arcademic Skill Builders – http://www.arcademicskillbuilders.com
Matrix Games -- http://matrixgames.altec.org/
Mr. Nussbaum -- http://www.mrnussbaum.com/
Top 100 Interactive Educational Games – http://www.lethsd.ab.ca/mmh/games/top100.htm
Oswego County School District – http://resources.oswego.org/games/
2. “Education World: Sites to See” – http://www.educationworld.com/a_tech/sites/sites082.shtml
“Span It” Basic Engineering – http://www.lethsd.ab.ca/lakeview/Classrooms/grade3t/games/spanit.htm
“Big Al” Biology – http://serc.carleton.edu/introgeo/games/examples/allosaur.html
“Design a Planet” Planet Characteristics – http://astroventure.arc.nasa.gov/
National Library of Virtual Manipulatives – http://nlvm.usu.edu/en/nav/vlibrary.html
Club Penguin – http://clubpenguin.com
Virtual Stock Exchange – http://vse.marketwatch.com/Game/Homepage.aspx
Hollywood Stock Exchange – http://hsx.com/
Food Force – http://www.food-force.com
Third World Farmer – http://www.3rdworldfarmer.com/
Darfur is Dying – http://www.darfurisdying.com
Stop Disasters – http://www.stopdisastersgame.org
Magic Pen – http://magic.pen.fizzlebot.com/
Crayon Physics Deluxe (pay, free demo) - http://www.crayonphysics.com/
Dimension Math (fee-based, free demos) -- http://www.dimensionm.com/
You Are the Historian (can run offline) – http://www.plimoth.org/education/olc/index_js2.html
Team Treks – http://www.teamtreks.com/
Minyanland – http://www.minyanland.com/
ElectroCity – http://www.electrocity.co.nz/
Nanoquest – http://www.nanoquest.ie/
Real Lives – http://www.educationalsimulations.com/
Traveler IQ – http://www.travelpod.com/traveler-iq
The Forbidden City – http://www.beyondspaceandtime.org
Lunar Quest – http://www.seriousgamesresearch.com/
Web Rangers – http://www.nps.gov/webrangers/
Peacemaker (pay, free demos) – http://www.peacemakergame.com
Budget Hero – http://americanpublicmedia.publicradio.org/engage08/budgethero/
Redistricting Game - http://www.redistrictinggame.org/
Thinking Worlds (pay, online demos) – http://www.thinkingworlds.com/