Category: Week 7
Week 7 Discussion
by mwill5 on February 18, 2016 10:54 am
“While MOOCs, high-quality educational materials developed by elite universities, are used to reinforce the advantage of privileged adults, the opposite appeared to be true for socio-economically disadvantaged youth, who might be spending significant amounts of time on leisure- oriented websites like coolmath-games that have little evidence for the potential in advancing their social and human… Read more Week 7 Discussion
Week 7: Role of technology in simple interventions
by mjiang2 on February 17, 2016 8:49 pm
What I got out of the readings is that interventions can be really simple and don’t have to involve high technology. Interventions like talking kids through math problems and solutions, and supervising on which websites to go to, can make a huge difference. It reminds me of a conversation I had with a professor, who… Read more Week 7: Role of technology in simple interventions
Week 7 Discussion - Juan G
by juang7 on February 17, 2016 7:35 pm
I was surprised when I read that educational research had not taken advantage of the popularity of coolmath-games. By collaborating with a popular site such as coolmath, we can gather data that could help designers use this information to work on creating games that are not just popular, but also effective in improving student performance. I… Read more Week 7 Discussion - Juan G
DQC week 7 - neopets incentives
by thuygon on February 17, 2016 4:16 pm
Grimes & Shade, 2005- It doesn’t surprise me that Neopets is built on immersive advertising. Although children are more vulnerable to being exploited by commercial interests, this is not limited to the online media world. Product placement surrounds them in all aspects of their lives- everything around them at home, at school, through interactions with… Read more DQC week 7 - neopets incentives
Week 7 Discussion
by mfaulk on February 17, 2016 3:34 pm
The Zhang reading indirectly highlighted a very fascinating issue about how the Internet facilitates the achievement gap. Zhang states, “highly educated adults were more likely to use the Internet for personal development, while adults with lower education levels more often were online for gaming and social interaction” (11). As a result, “the digital divide in… Read more Week 7 Discussion
Week 7 Discussion
by myupa on February 17, 2016 10:40 am
In Using Games to Break the Symbol Barrier, Keith Devlin provides Wuzzit as an example of an educational math game that uses a game’s visual affordances to convey math concepts without abstract math symbols in the way. I found Devlin’s concept of the “symbol barrier” to be accurate and compelling, and perhaps a leading cause for… Read more Week 7 Discussion
Week 7 response
by marcc on February 16, 2016 11:00 pm
This week’s readings emphasized the important difference between thoughtful, well-designed learning games and ineffective games. I figured that Zhang was talking about Coolmath before she even named it because of that site’s reputation for shallow math games. I hope that Zhang’s study is not understood to mean that math games are ineffective. Berkowitz et al… Read more Week 7 response
Week 7: The Importance of Clear Representation
by hajhasan on February 16, 2016 2:44 pm
The fact that tablets allow for more efficient representation of math seems to be nothing short of revolutionary. I really liked how the speaker built his argument by showing us how math was done before the printing press, it was able to make the contrast between what we grew up learning and the potential of… Read more Week 7: The Importance of Clear Representation
Week 7: Math
by ccolgan on February 16, 2016 9:34 am
The Zhang article made me wonder how students’ interactions with online math games have changed in the age of YouTube. From Ashley’s talk last week, we learned that kids are no longer using Google to search for content. In the article, from November 2012-October 2013, 6% of traffic to coolmath-games came from social media sites including… Read more Week 7: Math