The rise and fall of iCue: lessons about new media, old media, and education from an NBC-MIT joint venture into interactive learning. In 2006, young people were flocking to MySpace, discovering the joys of watching videos of cute animals on YouTube, and playing online games. Not many of them were watching network news on television; they got most of their information online. So when NBC and MIT launched iCue, an interactive learning venture that combined social networking, online video, and gaming in one multimedia educational site, it was perfectly in tune with the times. iCue was a surefire way for NBC to reach younger viewers and for MIT to test innovative educational methods in the real world. But iCue was a failure: it never developed an audience and was canceled as if it were a sitcom with bad ratings. In The More We Know, Eric Klopfer and Jason Haas, both part of the MIT development team, describe the rise and fall of iCue and what it can teach us about new media, old media, education, and the challenges of innovating in educational media. Klopfer and Haas show that iCue was hampered by, among other things, an educational establishment focused on “teaching to the test,” television producers uncomfortable with participatory media, and confusion about the market. But this is not just a cautionary tale; sometimes more can be learned from an interesting failure than a string of successes. Today's educational technology visionaries (iPads for everyone!) might keep this lesson in mind.
New technology has brought with it new tools for learning, and research has shown that the educational potential of video games resonates with teachers and pupils alike. Klopfer here describes the largely untapped potential of mobile learning games to make a substantial impact on education.
Principles for designing educational games that integrate content and play and create learning experiences connecting to many areas of learners' lives. Too often educational videogames are narrowly focused on specific learning outcomes dictated by school curricula and fail to engage young learners. This book suggests another approach, offering a guide to designing games that integrates content and play and creates learning experiences that connect to many areas of learners' lives. These games are not gamified workbooks but are embedded in a long-form experience of exploration, discovery, and collaboration that takes into consideration the learning environment. Resonant Games describes twenty essential principles for designing games that offer this kind of deeper learning experience, presenting them in connection with five games or collections of games developed at MIT's educational game research lab, the Education Arcade. Each of the games—which range from Vanished, an alternate reality game for middle schoolers promoting STEM careers, to Ubiquitous Bio, a series of casual mobile games for high school biology students—has a different story, but all spring from these fundamental assumptions: honor the whole learner, as a full human being, not an empty vessel awaiting a fill-up; honor the sociality of learning and play; honor a deep connection between the content and the game; and honor the learning context—most often the public school classroom, but also beyond the classroom.
Have you ever wondered how birds flock or forest fires spread? For thousands of years people - from DaVinci to Einstein - have created models to help them better understand patterns and processes in the world around them. Computers make it easier for novices to build and explore their own models - and learn new scientific ideas in the process. Adventures in Modeling introduces you and your students to designing, creating, and investigating models in StarLogo. Computer modeling, the use of computer programs to simulate complex, dynamic systems or events (like population growth or environmental conservation), is a powerful learning tool that is finding a rapidly growing audience among teachers in middle and high school science and mathematics classes, especially since the NCTM Standards 2000 advocates its use in the curriculum. This valuable resource: Provides educators with a rich and accessible introduction to the use of computer modeling in the classroom using the popular StarLogo computer programming language; Takes readers step-by-step through the process of using computer models to simulate complex relationships; Shows how and why computer modeling can lead to powerful and enduring learning outcomes for all students. Provides explicit links between various state and national math and science content standards and the use of computer models, to enable educators to see how this work may enhance standards-based instruction; As computer use gains in currency and value in the middle and high school classroom, Adventures in Modeling will give teachers and students a very effective way to build curiosity and boost learning outcomes in a standards-based curriculum.
Half a century after the collapse of the Nazi regime and the Third Reich, scholars from a range of fields continue to examine the causes of Nazi Germany. An increasing number of young Americans are attempting to understand the circumstances that led to the rise of the Nazi party and the subsequent Holocaust, as well as the implication such events may have for today as the world faces a resurgence of neo-Nazism, ethnic warfare, and genocide. In the months following World War II, extensive psychiatric and psychological testing was performed on over 200 Nazis in an effort to understand the key personalities of the Third Reich and of those individuals who "just followed orders." In addressing these issues, the current volume examines the strange history of over 200 Rorschach Inkblot protocols that were administered to Nazi war criminals and answers such questions as: * Why the long delay in publishing protocols? * What caused such jealousies among the principals? * How should the protocols be interpreted? * Were the Nazis monsters or ordinary human beings? This text delivers a definitive and comprehensive study of the psychological functioning of Nazi war criminals -- both the elite and the rank-and-file. In order to apply a fresh perspective to understanding the causes that created such antisocial behavior, these analyses lead to a discussion within the context of previous work done in social and clinical psychology. Subjects discussed include the authoritarian personality, altruism, obedience to authority, diffusion of responsibility, and moral indifference. The implications for current political events are also examined as Neo-Nazism, anti-Semitism, and ethnic hate are once again on the rise. While the book does contain some technical material relating to the psychological interpretations, it is intended to be a scholarly presentation written in a narrative style. No prior knowledge of psychological testing is necessary, but it should be of great benefit for those interested in the Rorschach Inkblot test, or with a special interest in psychological testing, personality assessment, and the history of psychology. It is also intended for readers with a broad interest in Nazi Germany.
The rise and fall of iCue: lessons about new media, old media, and education from an NBC-MIT joint venture into interactive learning. In 2006, young people were flocking to MySpace, discovering the joys of watching videos of cute animals on YouTube, and playing online games. Not many of them were watching network news on television; they got most of their information online. So when NBC and MIT launched iCue, an interactive learning venture that combined social networking, online video, and gaming in one multimedia educational site, it was perfectly in tune with the times. iCue was a surefire way for NBC to reach younger viewers and for MIT to test innovative educational methods in the real world. But iCue was a failure: it never developed an audience and was canceled as if it were a sitcom with bad ratings. In The More We Know, Eric Klopfer and Jason Haas, both part of the MIT development team, describe the rise and fall of iCue and what it can teach us about new media, old media, education, and the challenges of innovating in educational media. Klopfer and Haas show that iCue was hampered by, among other things, an educational establishment focused on “teaching to the test,” television producers uncomfortable with participatory media, and confusion about the market. But this is not just a cautionary tale; sometimes more can be learned from an interesting failure than a string of successes. Today's educational technology visionaries (iPads for everyone!) might keep this lesson in mind.
Principles for designing educational games that integrate content and play and create learning experiences connecting to many areas of learners' lives. Too often educational videogames are narrowly focused on specific learning outcomes dictated by school curricula and fail to engage young learners. This book suggests another approach, offering a guide to designing games that integrates content and play and creates learning experiences that connect to many areas of learners' lives. These games are not gamified workbooks but are embedded in a long-form experience of exploration, discovery, and collaboration that takes into consideration the learning environment. Resonant Games describes twenty essential principles for designing games that offer this kind of deeper learning experience, presenting them in connection with five games or collections of games developed at MIT's educational game research lab, the Education Arcade. Each of the games—which range from Vanished, an alternate reality game for middle schoolers promoting STEM careers, to Ubiquitous Bio, a series of casual mobile games for high school biology students—has a different story, but all spring from these fundamental assumptions: honor the whole learner, as a full human being, not an empty vessel awaiting a fill-up; honor the sociality of learning and play; honor a deep connection between the content and the game; and honor the learning context—most often the public school classroom, but also beyond the classroom.
New technology has brought with it new tools for learning, and research has shown that the educational potential of video games resonates with teachers and pupils alike. Klopfer here describes the largely untapped potential of mobile learning games to make a substantial impact on education.
For centuries the prevailing western worldview has been built upon the materialistic, mechanical model of Isaac Newton - a clockwork Universe composed of separate particles of matter interacting according to precise physical laws and existing within objective dimensions of space and time. This model has long succeeded in describing many facets of our multi-faceted reality, but increasingly since the revelations of Einstein and the paradigm-crushing implications of quantum physics, Newton's world is quietly fading from view and being replaced by a more spiritual science. Topics covered include: Quantum Physics, Consciousness, The Holographic Universe, Morphic Fields, The Human Energy Body, Psychoneuroimmunology, Chi, Chakras, Meridians, Acupuncture, Auras, Telepathy, Psychokinesis, Remote Viewing, Precognition, Out of Body Experiences, Near Death Experiences, Entheogens, Death, Ghosts, Reincarnation, God, Tao, Brahma, Void, Infinite Consciousness, and Oneness
From the very first day you use them, the design challenges in this compendium will spur your students, too, to jump right in and engage throughout the entire class. The activities reinforce important science content while illustrating a range of STEM skills. The 30 articles have been compiled from NSTAOCOs journals for elementary through high school. Next time you need an engaging STEM activity, youOCOll be glad you have this collection to help you blend meaningful and memorable experiences into your lessons.
The first book to provide an introduction to the new theory of Net Locality and the profound effect on individuals and societies when everything is located or locatable. Describes net locality as an emerging form of location awareness central to all aspects of digital media, from mobile phones, to Google Maps, to location-based social networks and games, such as Foursquare and facebook. Warns of the threats these technologies, such as data surveillance, present to our sense of privacy, while also outlining the opportunities for pro-social developments. Provides a theory of the web in the context of the history of emerging technologies, from GeoCities to GPS, Wi-Fi, Wiki Me, and Google Android.
The 10th edition of Health & Wellness provides a holistic view of what it really means to be healthy today. The text draws a parallel between the behaviors, social and physical environment as well as the positive mind and body attitude necessary to achieve a healthy, happy lifestyle. Several features have been developed to help students learn and understand the concepts of health and wellness in the text such as Learning Objectives, Self-assessments, key terms, epigrams and health tips. Chapters conclude with Critical Thinking about Health and encourage students to answer questions and explore their own opinions on health topics. End of chapter material includes Health in review – brief review of the chapter, Health and Wellness online a glimpse at the resources available on the web, References, Suggested readings, and recommended websites. Important Notice: The digital edition of this book is missing some of the images or content found in the physical edition.
Human beings come equipped with a tendency to generally not want to leave thinking to others. With the endeavor to professionally, reflectively, and gracefully support each individual on the basis of this tendency, the paradigm of a curious, self-determined, and inquiring human is developed in this volume, which might point the way towards a promising future. In view of such a perspective, the authors regard the pedagogical construct of self-determined Inquiry Learning as just such a promising concept. The Theory of Inquiry Learning Arrangements (TILA) concretizes this approach according to the principles of critical multiplism. The effectivity of TILA is scrutinized via the personalized concepts AuRELIA (Authentic Reflective Exploratory Learning and Interaction Arrangements) and CrEEd (Criteria-based Explorations in Education). These concepts are presented in detail, empirically investigated, and underpinned with practical examples. In the current edited volume, the concept of self-determined Inquiry Learning is further empirically substantiated and presented to the international community.
An account of the 445th Heavy Bombardment Group raid that resulted in the greatest single-day loss to a group from one airfield in aviation warfare history. On Thursday, 28 September 1944, a force of 283 Consolidated B-24 Liberator bombers from the USAAF’s 2nd Combat Bombardment Wing, took off from their bases in Britain and headed out across the North Sea escorted by 198 P-51 Mustang fighters. The bombers’ target was the industrial city of Kassel in northern Germany—specifically the engineering works of Henschel & Sohn which built Tiger and Panther tanks. Due to a navigational error, the lead Liberator of the 445th Heavy Bombardment Group turned due east instead of east-south-east and the following thirty-five bombers missed Kassel altogether, attacking an alternative target. But the worst was to come. The change of direction meant that the bombers lost their escorting Mustangs and on the return flight they were pounced on by 150 enemy fighters—and massacred. Twenty-five of the Liberators were shot down inside Germany itself; three crashed en route to the coast (two in France and one in Belgium); two made forced landings at an emergency airfield in England; and the last came to grief within sight of home. Just four of the original thirty-five B-24s landed safely back at Tibenham. In this highly moving account of the Kassel raid, the author, who lives close to the Tibenham airfield, uncovers the painful details of those terrible moments in September 1944 through the stories of those who survived one of the Second World War’s most disastrous operations in the USAAF’s battle against the Luftwaffe.
à required reading for anyone interested in the economy, ecology, and demography of human societies."" --American Journal of Human Biology ""This excellent book can serve both as a text¼book and as a scholarly reference."" --American Scientist
Originally published in 1961, this book outlines a new, unified system of individual and social psychiatry that were introduced in the United States around that time with remarkable success in various hospitals and other psychiatric establishments. Essentially designed for group therapy, this approach is now used by institutions, group workers, and in private practice with neurotics, psychotics, sexual psychopaths, psychosomatic cases, and adolescents. Transactional analysis begins its program by initiating the individual patients into the theory upon which the treatment is based. First attaining a measure of self-knowledge through private sessions with the analyst, the patient then meets with other patients in group therapy, participating in a series of personally meaningful relation-ships in which he becomes increasingly aware of the cause and nature of his illness, preparing at the same time to overcome it. “A comprehensive method of treatment that has no precedent in its concreteness of structure without at the same time diminishing the dynamic quality of the treatment....No one to my knowledge has presented such a new approach.”—Dr. Milton Schwebel, Professor of Education, New York University
Revised and updated throughout with the latest data and statistics, the Eleventh Edition of Health & Wellness engages students with specific tips and guidelines to help them evaluate and improve their health habits. The text, along with the accompanying website, encourages students to learn the skills they need to enhance the quality and longevity of their life. Health and Wellness covers the many perspectives of personal health, including physical, emotional, mental, social, environmental, and spiritual perspectives, with a central theme of self-responsibility for one’s behavior. The For Your Health Study Guide and Self-Assessment Workbook is now available in the back of the book at no additional cost. Perforated pages allow lab activities to be submitted for evaluation and grading.
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