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The anonymity afforded by virtual worlds also offers teens the opportunity to break out of whatever labels they may have been given in the offline world. If you're overweight in real life, your avatar can be svelte. If you're shy, you can still be the most popular avatar in the world.
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Rather than treat pedagogy as the transfer of knowledge from teachers who are experts to students who are receptacles, educators should consider more hands-on, informal types of learning. These methods are closer to an apprenticeship, a farther-reaching, more multilayered approach than traditional formal education. The evolution of the Internet can facilitate this approach, John Seely Brown said.
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High schools across Massachusetts are threatening to punish athletes if they are spotted drinking alcohol or using drugs in photos or videos posted on MySpace, YouTube , or other online sites. After Newton South officials spoke with students about the new policy, some expressed surprise, saying they thought the information they posted was private.
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In Mr. Ackermanâs view, teaching video-game development has few downsides. One challenge arose, though, when some students started lending their daily class worksheets to classmates. âWe commonly refer to that as âcheating,â â he said. âThey were obviously missing the point of going through the requirements of learning the ins and outs of the software so they can better manipulate the code.â
The teacher now requires students to hand in their worksheets at the end of class.
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Part 2 of 2-part series on top edu-tech stories of 2006. Part 2 includes the top 5 trends: 5) online learning 4) video 3) Education 2.0 (open source, web-based services) 2) disaster planning & security 1) Democrats take over the House & Senate (promise more spending on tech in schools).
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Part 1 of 2-part series that counts down the ten most significant educational technology stories of 2006. The bottom 5 stories are discussed here: 10) cell phones 9) 1-to-1 computing 8) video games in classrooms 7) 21st C learning environments 6) social-networking. The article includes links to several stories for each tech trend.
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Jeff Cannon, a principal in Corpus Christi, Texas, has created an interesting web site called, Report a Bully. You can register your school for free, make students aware of the site via your school site, policy booklet, etc. â and then ask students to annonymously report those who are hurting or threatening to hurt other students at the school.
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Epistemic games are computer games that can help students learn to think like engineers, urban planners, journalists, architects, and other innovative professionals, giving them the tools they need to survive in a changing world. Epistemic games are games that help players learn the ways of thinkingâthe epistemologiesâof the digital age.
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For the past 10 years, David Williamson Shaffer, Associate Professor at University of Wisconsin-Madison, has been creating and researching the effects of computer games that immerse kids in virtual worlds that require them to solve real-world problems of specific professions.
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The YouthLearn Initiative offers youth development professionals and educators comprehensive services and resources for using technology to create exciting learning environments. The YouthLearn Initiative, consists of this comprehensive website, a growing online community, a free electronic newsletter, and an extensive manual called The YouthLearn Guide.