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  1. Added Jan 02, 2008 by carolinemeeks and 1 other
  2. Added Dec 18, 2007 by carolinemeeks
    T IS a typical example of the colonisation of a new frontier. A few intrepid explorers stake out some new, unexplored territory. Before long the first settlers move in and start to look for ways to make a quick buck. Their success attracts more settlers, and an unruly bonanza ensues; finally the policemen, lawyers and tax collectors show up. But the territory in question is not a new continent: it is the realm of cyberspace, where two developments suggest that virtual worlds are coming of age. The first is the emergence of commercial uses for virtual environments; the second is the advent of litigation and regulation.
  3. Added Dec 18, 2007 by fsheahan and 1 other
    In “The Benefits of Facebook ‘Friends,’” a paper this year in The Journal of Computer-Mediated Communication, Nicole Ellison, an assistant professor at Michigan State University, and colleagues found that Facebook use could have a positive impact on students’ well-being. (Note to parents: in an earlier paper the researchers found no correlation between grade-point average and intensity of Facebook use.)
  4. Added Dec 11, 2007 by carolinemeeks
    he low-cost XO laptop computer that aims to revolutionize education worldwide could be coming to Birmingham, Ala., students for about the same low cost that officials in developing nations must pay, if a deal reported to be in negotiations goes through.
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  5. Added Dec 09, 2007 by carolinemeeks
    In another study by Karen E. Dill, Ph.D. & Craig A. Anderson, Ph.D., violent video games were considered to be more harmful in increasing aggression than violent movies or television shows due to their interactive and engrossing nature. (8) The two studies showed that aggressive young men were especially vulnerable to violent games and that even brief exposure to violent games can temporarily increase aggressive behavior in all types of participants. The first study was conducted with 227 college students with aggressive behavior records in the past and who completed a measure of trait aggressiveness. They were also reported to have habits of playing video games. It was found that students, who reported playing more violent video games in junior and high school, engaged in more aggressive behavior. In addition, the time spent playing video games in the past were associated with lower academic grades in college, which is a source of frustration for many students, a potential cause for anger and aggression as discussed in the previous paragraph.
  6. Added Dec 09, 2007 by carolinemeeks
    Williams explained: "Players were not statistically different from the non-playing control group in their beliefs on aggression after playing the game than they were before playing." He added: "Nor was game play a predictor of aggressive behaviors. Compared with the control group, the players neither increased their argumentative behaviors after game play nor were significantly more likely to argue with their friends and partners."
  7. Added Dec 08, 2007 by carolinemeeks
    Harvard University?s Interactive Media Group will host a half-day Immersive Education event, on December 8th 2007 from 2-5pm, that is open to the public and free to attend. From the article: "Educators, researchers and administrators from Harvard University, Boston College, MIT Media Lab, Amherst College and the United States Department of Education will give a series of presentations and demonstrations to provide attendees with an overview of Immersive Education and how virtual world and game-based learning technologies are used in and out of the classroom today. Immersive Education Day at Harvard is a precursor to the Immersive Education event at Boston?s Digital Media Summit in January, 2008.
  8. Added Dec 07, 2007 by carolinemeeks
    The latest report from the OECD's Programme for International Student Assessment shows average attainment staying largely flat. This tome, just published, compares the reading, mathematical and scientific progress of 400,000 15-year-olds in the 30 OECD countries and 27 others, covering 87% of the world economy. Its predecessors in 2000 and 2003 focused on reading and maths respectively. This time science took centre stage.
  9. Added Dec 06, 2007 by brasst and 1 other
    Teaching Educational Games Resources From OpenContent Wiki Jump to: navigation, search Readings - A list of the writings you use in teaching about educational games Multi-media Materials - A list of the games and other multimedia materials you use in teaching about educational games Technical Resources - A list of technical resources (software, games, game engines, etc.) that have been used in teaching about educational games
  10. Added Dec 06, 2007 by carolinemeeks
    DAMN! Why didn?t I read about Zotero 2 months ago? I just finished my first research paper in 20 years and, let me tell you, it was not a pleasant experience. Thanks to Innovate, the Journal of Online Education, I now know about Zotero, an open source firefox plug-in. If you have a paper due soon check out the video tour.
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