Like Facebook, but for learning — from eSchoolNews.com by Laura Devaney
Combining social networking with studying, Grockit encourages academic success through peer interaction

Aiming to engage students who are multitasking with different forms of technology, companies are creating collaborative learning spaces online where students can help one another solve homework problems and study—all while building important 21st-century skills.

One such social-networking study site is Grockit, which currently offers test-prep services and is expanding its focus to include math and English for students in grades 8-12, with history and science soon to follow. Grockit has opened enrollment for a free Summer Enrichment Academy, which is designed to keep students from falling behind during summer vacation as they participate in collaborative group study forums online.

grockit.com

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New Media Consortium’s Summer 2010 Conference

Tracks include:

  • Emerging Technologies
    • Mobile applications and tools for learning
    • Cloud-based applications in practice
    • Geolocation technologies and applications
    • Augmented reality
    • Applications of collective intelligence
    • Discipline-specific applications for emerging technologies
    • Discussions of challenges and trends related to educational technology
    • Projects that employ the Horizon Report in any capacity
  • New Media and Learning
    • Applications for educational gaming and virtual worlds
    • Digital storytelling techniques and applications
    • Open source and open content projects
    • New forms of scholarship and publication
    • Inter-generational learning
    • Supporting and working with faculty or curatorial staff
    • International and multi-institutional projects
    • Immersive learning environments
  • New Media and Leadership
    • Identity management
    • Allocation of resources
    • Support and integration of course management systems
    • Learning space design
    • Support of technology environments on and off campus
    • Use, creation, and management of open content
    • Fair use, intellectual property, and copyright issues
    • Accessibility issues
    • Assessment and evaluation
    • New media programs and degrees
    • Supporting a global student body
    • Global outreach programs and activities
  • Tools and Techniques
    • Mobile delivery of educational content
    • Social networking tools and techniques
    • Cloud-based applications and tools
    • Semantic-aware tools
    • 3D and animation techniques
    • 2D animation and motion graphics
    • Digital video production and delivery
    • Demonstrations of new software from NMC partners
    • New techniques involving established software
    • Tools and techniques for online research and collaborative work

From Lure of the Labyrinth

  

Labyrinth -- math-related game

  

Thinkport.org

  

Math by design

simCEO

simCEO

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From Apple: Learning with the iPad

From DSC:
For me…I’m beginning to wonder if we will move towards the use of these devices so that students can better see and experience what we are trying to relay to them. So often, students can’t see visual information (as in CAD drawings, stars in a galaxy, items under a microscope, numbers or equations on a spreadsheet, etc.) when images are projected onto a screen.

Also see:

http://www.apple.com/education/apps/

Teaching Tools: Using Online Simulations and Games — from Edutopia.org

But why not bring gaming into the classroom? Could teachers tap that same passion to spark learning? Gaming remains new territory for most schools. As the following examples show, educators on the frontiers are eager to share what they’re learning. Here are just a few examples.

Excerpts from Future of Learning Technology – 2015 — The Upside Learning Solutions Blog

5. Games (and simulations) will become integral part of workplace learning. Overall the culture of gaming is becoming pervasive and the cost of game development is decreasing. Both these trends are increasing the acceptance of games for workplace learning, an area where cost of development and delivery have always been a concern. As the focus of learning departments change to being facilitators rather than providers of training, engaging solutions like games will become crucial.

6. Birth of new Authoring Tools. We will also see new authoring tools which allow designers to make application scenarios easily and quickly. Tools like thinking worlds are great for quickly creating 3D based decision simulations (or even simple 3D games). Dr. Michael Allen (creator of Authorware) is working on a new tool called Zebra (which he talks about herefrom DSC ID’s should check that video out) that would make engaging eLearning creation easy with drag and drop objects.

Michael Allen describes the future of authoriing

Dr. Michael Allen -- discussing their new authoring tool -- Zebra

7. Emergence of Personal Learning Agents. As the semantic web finally starts to form and common ontologies for various types learning content are developed, intelligent personal learning software agents will emerge as learning content mediators. Having a software agent that runs on a personal computing device such as a mobile phone or tablet and constantly monitors content streams on the internet to provide up-to-date information based on personal preferences, workplace conditions, or for the task at hand will make a good performance support and learning assistance system.

IBM's City One -- coming in the fall of 2010

CityOne: A Smarter Planet game
Think you know what it takes to make the energy systems that serve a city more efficient? Given the opportunity, could you make the city’s water cleaner and more plentiful, its banks more robust and customer-centric and its retail stores more innovative?

Your mission
Level-Up your skills and discover how to make our Planet smarter, revolutionize industries and solve real-world business, environmental and logistical problems using IBM solutions.

New Game Demo featured in Agility @ Work Lounge at IMPACT 2010.

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Games Beyond Entertainment Week is a series of one and two-day conferences designed to explore serious game and emerging market opportunities for videogames and videogame technologies.  Featuring over 10 unique events including the 6th Annual Games for Health Conference, Games Beyond Entertainment Week is focused on networking, promotion, business development, and knowledge sharing of interest to both the videogame industry and the multitude of sectors using or investing in videogames to further their specific organizational missions.

  • 6th Annual Games for Health Conference
  • Serious Games Festival & Conference
  • Out & About : The Mobile Serious Games Conference
  • 3rd Annual Games Accessibility Day
  • 3rd Annual Virtual Worlds & Health Day
  • Emerging Markets in Videogames Symposium
  • Serious Games Design & Development Bootcamp
  • iPhone Design & Production Bootcamp
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2010 Horizon Report: K-12 Edition

Executive Summary

  • Key Trends
  • Critical Challenges
  • Technologies to Watch
  • The Horizon Project

Time-to-Adoption: One Year or Less

  • Cloud Computing
  • Collaborative Environments

Time-to-Adoption: Two to Three Years

  • Game-Based Learning
  • Mobiles

Time-to-Adoption: Four to Five Years

  • Augmented Reality
  • Flexible Displays

Our Favorite Game Design Blogs — from Upside Learning Blog by Abhijit Kadle

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