This is a talk Malcolm Gladwell gave in Feb 2004.
Watch this, but replace any words of food to learning.
The take away from this 17minutes video: There is no platonic plate for learning.
Random rumbling during our journey through the E-Learning wonderLand - by Albert Ip (Fablusi P/L)
This is a talk Malcolm Gladwell gave in Feb 2004.
Watch this, but replace any words of food to learning.
The take away from this 17minutes video: There is no platonic plate for learning.
Posted by
Albert Ip
at
11:30 am
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Labels: learning theory
A good school science project.
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Albert Ip
at
10:10 am
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Labels: science project
comments welcome.
by Albert Ip, Fablusi P/L
Elizabeth Rosser, UNSW Foundation Studies
Elyssebeth Leigh, Faculty of Education, UTS
Since computers first entered the educational arena the concept of 'games for learning' become increasingly attractive to educators seeking to create engaging 'interactive' learning environments. The element of 'Play' as a conductor for learning is not new. Johan Huizinga1 in his 1938 book 'Homo Ludens', suggested 'Play' as being 'primary to and a necessary (though not sufficient) condition of the generation of culture' and, as such, is a core learning mode for cultural transmission for all sentient beings. Education theorists (Dewey2, and *** etc) have also long since recognised the value of play, including it, via forms such as 'games', in environments for learning that seek to escape from static modes of 'education'. Building on more than forty years of work in the use of games for learning, current researchers are demonstrating that everyone can learn something from games (see for example James Paul Gee2, Elyssebeth Leigh, etc.). Numerous articles have demonstrated ways to select, research, build, sell, deploy, and evaluate the right type of educational simulation for the right situation (see for example Dick Duke*, Clark Aldrich3, Jan Klabbers 3 and various issues of Simulation & Gaming*). While there is a continuing (often silently) passive resistance to the use of simulations and games for learning in formal environments this has not prevented such learning oriented institutions as the military and medical bodies from making extensive use of them for skill development, knowledge acquisiton and more recently exploration of affective learning goals. As John C. Beck and Mitchell Wade4 argue those who encounter learning via games glean valuable knowledge from their pastime and are well positioned to use that knowledge to transform their workplace. [er: I'm still hankering for the use of an all-encompassing term to cover the genre of games, simulation, role-play and drama - without the intro lacks cohesion. In our discussions Albert proposed that 'game' could capture this as the others may be seen as games by another name. Any thoughts?]
Game environments may be constructed in any of the following types of spaces or combination of these spaces:
Physical space
This is where our carbon-based life form lives. This is kind of fundamental. Without an existence in Physical Reality, we cannot have existence in the other realities discussed below. Many games, such as football, tennis, golf, paint-ball military games are played in a physical environment.
A classroom, laboratory, lecture theatre and observatory are examples of physical spaces used for teaching and learning. Students in such physical spaces typically behave consistently with imposed physical reality required by socially constructed norms. For example, in a lecture theatre most participants will assume the role of listener and sit quietly while one or two participants take on the role of information source in delivering a lecture.
It should be noted that a physical space ceases to be a game environment when the rules of the game are removed. For a example, a football field is just a field. Indeed, it is often the case that different activities may be conducted on the physical space as the football game is played. The football field only becomes a football game field when the people on the field agree to be bound by the rules of the football code and act accordingly.
Virtual space
This is the 3-dimensional world (space) computer generates. In a typical immersive mode, participants put on head-mount gear, wear some form of sensor-enabled clothing and walk in a VirtuSphere. Alternately, in the "token-immersive" mode, the player can control an avatar in the virtual space. In both cases, the interactions with the environment, including all game artifacts, are generated and controlled by a computer. Many computer games, including first person shooter games, and Second Life belong to the latter in this group.
Some high-fidelity environments (immersive mode) are used for military training. Flight simulator belongs to the immersive mode too. Second Life has increasingly been hyped as a potentially powerful space for teaching and learning.
Augmented space
From Wikipedia, Augmented reality [snip] deals with the combination of real world and computer generated data. At present, most AR research is concerned with the use of live video imagery which is digitally processed and "augmented" by the addition of computer generated graphics. Advanced research includes the use of motion tracking data, fiducial marker recognition using machine vision, and the construction of controlled environments containing any number of sensors and actuators. Again, there are two sub groups here. Physical Reality augmented with virtual artifacts, such as Hear&There5 or Magic Eye6. Virtual Reality augmented with virtual artifacts such as Berlin in 3D for Google Earth or Las Vegas 3D Buildings. Historical events link to Google Earth, such as World War Two Google Earth "Famous WW2 Battlefields Today", part 1 and 2. Last, but not the least, Google street view where physical space's photos are used to augment virtual space. Some uses of augmented reality in teaching and learning are:
The permeability of the boundary refers to the extent to which the boundary permits factors and influences from the real world to enter the game world. If the boundary is impermeable it would be resistant to external influences flowing into the game space. In contrast, a boundary with high permeability suggest a vulnerability to external influence. Permeability is a dual-edged sword as this property allows contamination of the game, but also facilitates the transfer of knowledge, skills and attitudes developed within the game environment to contexts in the 'real' world.
Information and Experience: Football players spent a lot of time training in a non-game environment in order to improve their performance during game. Likewise, experience and information gathered within the game environment can be used outside of the game environment. This is the basis of our assumption that game environment can be used as pedagogical environment to help students learn. In other words, the game environment boundary is permeable to information and knowledge.
Even in situations where the boundary is well-defined it is not necessarily the same thickness. At some points in the game the boundary may be thinner or thicker. That is, the degree to which the game environment is understood as distinct from the 'real' world environment is variable. Typically, during the briefing stage of a game, the boundary is quite thin. As the game space is defined and the rules established the boundary may thicken. However, it is our contention that the weight of the boundary is subjective rather than objective such that one player may experience a significant buffer between the real and game worlds whereas a compatriot at the same point in the game may experience a much thinner boundary.
Flexibility refers to the capacity of the game boundary to respond to internal and external pressure. For example, the ability of the game environment to accommodate changes to the game rules while action is in play. The more flexible the boundary, the easier it will be to introduce 'on the fly' modifications to the game environment, perhaps to reflect changes within the parallel 'real' world outside the game. For instance, as the scenario for the Middle East Politics simulation (Vincent and Shepherd, op cit) is set only 3 weeks into the future, it is possible that 'real' world parameters governing the scenario may change rendering the game environment less relevant. For example, the death of a key character in the role play or the outbreak of war. A flexible boundary will allow the game environment to be changed, either explicitly or implicitly to reflect 'real' world changes. In contrast, an inflexible boundary quarantines the game environment so that it remains untouched by such external pressures. Boundaries can be seen to be flexible in different ways and the following is an attempt to unpack these differences.
Plasticity: We have borrowed the concept of plasticity from neuroscience to denote a boundary that is able to undergo organisational change as a result of experience. Adaptive plasticity means that the boundary is able to change in response to new information and dynamics either within or outside the game environment resulting in changes that may be translated to later iterations of the game.
1Huizinga, Johan. Homo Ludens. Beacon Press (June 1, 1971). ISBN-10: 0807046817
See for example Begona Gros, (July 2003) The Impact of digital games in education, http://www.firstmonday.org/issues/issue8_7/xyzgros/index.html
2 James Paul Gee (2003), What Video Games Have to Teach Us About Learning and Literacy
3 Clark Aldrich (2005), Learning by Doing: A Comprehensive Guide to Simulations, Computer Games, and Pedagogy in e-Learning and Other Educational Experiences
4 John C. Beck, Mitchell Wade (2004),Got Game: How the Gamer Generation Is Reshaping Business Forever (Hardcover)
5 "Hear&There" (http://smg.media.mit.edu/projects/HearAndThere/) allows people to virtually drop sounds at any location in the real world. Once one of these "SoundSpots" has been created, an individual using the Hear&There system will be able to hear it. We envision these sounds being recordings of personal thoughts or anecdotes, and music or other sounds that are associated with a given area.
6 "Magic Eye" (http://www.cs.cmu.edu/afs/cs.cmu.edu/user/mue/www/magiceye.html) lets the user see the real world around him and augment the user's view of the real world by overlaying or composing three-dimensional virtual objects with their real world counterparts. Ideally, it would seem to the user that the virtual and real objects coexisted.
Posted by
Albert Ip
at
8:32 am
4
comments
Labels: draft paper, games, role play simulation
As the title, it lists over 60 collaboration tools including online, sharable documents, spreadsheet, mind maps, desktop sharing.
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Albert Ip
at
1:56 pm
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Labels: online resource
by Joey deVilla
For all those who teach computer science.
laws, axioms and rules pertaining to mainstream software development and put them in a nice, easy-to-read table.
Posted by
Albert Ip
at
12:07 pm
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Labels: resource
My brother forwarded this to me. I am sharing with you all. Enjoy.
[Please be patient. The image is about 1.3M. If the image does not open to 300px high, please let the image load and refresh. Otherwise, you will only see a small top of the beautiful image.]
Posted by
Albert Ip
at
7:16 pm
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comments
Labels: fun
Comments welcome. See draft 2 here 24th July, 2007
Flexibility refers to the ability/desirability of the game environment to introduce "game rule" changes while a game is on-going.
Fluidity refers to the ability of the game environment to accommodate changing number of participants (Players) during play.
1 See for example Begona Gros, (July 2003) The Impact of digital games in education, http://www.firstmonday.org/issues/issue8_7/xyzgros/index.html
2 James Paul Gee (2003), What Video Games Have to Teach Us About Learning and Literacy
3 Clark Aldrich (2005), Learning by Doing: A Comprehensive Guide to Simulations, Computer Games, and Pedagogy in e-Learning and Other Educational Experiences
4 John C. Beck, Mitchell Wade (2004),Got Game: How the Gamer Generation Is Reshaping Business Forever (Hardcover)
5 "Hear&There" (http://smg.media.mit.edu/projects/HearAndThere/) allows people to virtually drop sounds at any location in the real world. Once one of these "SoundSpots" has been created, an individual using the Hear&There system will be able to hear it. We envision these sounds being recordings of personal thoughts or anecdotes, and music or other sounds that are associated with a given area.
6 "Magic Eye" (http://www.cs.cmu.edu/afs/cs.cmu.edu/user/mue/www/magiceye.html) lets the user see the real world around him and augment the user's view of the real world by overlaying or composing three-dimensional virtual objects with their real world counterparts. Ideally, it would seem to the user that the virtual and real objects coexisted.
Posted by
Albert Ip
at
6:39 pm
1 comments
Labels: draft paper
In the last lesson, we learned how to associate the first set of the Chinese components and the keys which covered the Chinese philosophy of Yin/Yang and the Five elements. In this lesson, we skip the keys H to N because they associate with the shape of the Chinese characters which has to be covered in more details later. We will study the keys which associate with the human body part.
The first one is the key O which associates with the Chinese character 人 which means human or people. 人 is a pictograph with the central line denoting the trunk of the body and the two slant sides denoting the legs. The head is absorbed in the trunk in simplification of the writing. Peter uses the Italian word Omo which means man. I tend to use Ourself which is also people 人. Anyway. Now O is associated with Ourself who are people 人. By pressing the O key in Changjie, you get 人 displayed on the screen.
The next one is P which associates with the Chinese character 心, which means the heart. 心 is also a pictograph with the lower curve denoting the ventricles and auricles and the three strokes denoting the valves of the heart. Peter uses Pump to associate the function of the heart 心 with the key P. By pressing the P key in Changjie, you get 心 displayed on the screen.
The following one is Q which associates with the Chinese character 手, which means hand. 手 is also a pictograph with the fingers and the hand. Peter uses the word Quintet(te) which is an ensemble with five elements. In fact Quint is the Latin root for Five. So associating the hand with Five fingers with the Latine root Quint is very natural, isn't it? By pressing Q in Changjie, you get 手 displayed on the screen.
The final key is R which associate with the Chinese character 口, which means mouth. 口 is also a pictograph. This is quite obvious. Peter uses the word Round to associate R with 口. In fact, in Changjie, whenever a Chinese character with a rectangular shape enclosing other components inside the rectangle, the component 口 can be used. Thus by pressing R in Changjie you get 口 displayed on the screen.
As a summary, here are the associations again:
O for Omo or Ourself which means 人, people.
P for Pump which is 心, heart.
Q for Qunitette which is 手, hand.
R for round which is 口, mouth.
Now is the time to learn more combinations using what we have learned.
One O is people 人.
OAA, 人日日 is 倡, to propose or to lead.
OB, 人月 is 內, which is the word for inside. Please note here 月 has been extended to include the forms which are bounded by three sides in a rectangular shape without the two strokes inside.
OBO, 人月人 is 肉, which means meat. It can be regarded as a pictograph with a piece of meat hanging. the line at the top is the string to hang the meat.
OD, 人木 is 休, which means rest.
OF, 人火 is 伙, which means a gang of people
OG, 人土 is 仕, which is a respectful name for a learned person.
OGG, 人土土 is 佳, which means good.
OGD, 人土木 is 集 , which means gather.
OGR, 人土口 is 售, which means sell. Please note the upper part of the two characters. That is how Chinese hcaracters are formed. They use the same part 佳 as the top part and use other components below to form different characters with different meanings.
OOG, 人人土 is 坐, which means sit, with two people sitting on the ground.
OP, 人心 is 化, which means change. Please note that the character 心 has a variant shape simplified with only the ventricles and auricles. This shape will be used often.
OPD, 人心木 is 他, which means he. In older Chinese writing, people did not differentiate the male and female, but now this character is used mainly for male he. the female she is 她, put here as a reference.
OPP, 人心心 is 仳, which means separate or divorce.
OPPA, 人心心日 is 偕, which means a person together.
OPR, 人心口 is 佝, which means rickets.
OQ, 人手 is 年, which means year, a word you learned before.
OQO, 人手人 is 伕, which means porter or chauffeur
ORD, 人口木 is 保, which means guarantee. Please note that many of these word has the same left component which denotes human being or related to human being.
P, 心, which means heart.
PA, 心日 is 旨, Depending on the other characters forming different phases to mean different things, it can mean aim, purpose, Emperor’s desire.
PA, 心日 is 旬, means ten days. 上旬, 中旬 and下旬 are used to refer to the first, second and last ten days of the month. When it comes to mention about age, 旬 also means ten years. Please also note that 旬 and 旨 share the same code. There are many Chinese characters with the same Chnagjie code. That makes blind-touch typing a bit difficult.
POG, 心人土 is 惟, means only. It combines with other characters to mean different things, but always has the meaning of only. Say 惟一means the only one. Please note the variation of heart which is 心 originally is now the left side with a vertical stroke and two dots on both sides. This is called the vertical heart in Chinese characters.
POGF, 心人土火 is 憔, has the meaning of weary or worried. Note also the variant of the heart on the left side.
PP, 心心 is 比, means compete with two people competing. Note here the second variant of the heart 心.
PR, 心口 is 句, means sentence.
QC, 手金 is 扒, means climb. Note that the hand 手 has changed to a variant similar to this one才 but with the tick going from bottom left to top right. This is called the hand component which is always on the left hand side. In Chinese characters, you can see a lot of the characters are grouped according to the left side component. One example is the vertical heart in the previous paragraph. Other examples are the mouth component in the next paragraph.
QFQ, 手火手 is 拌, means mix
QGR, 手土口 is 拮, means puncture
QO, 手人 is 夫, means husband. This is the second variant with two vertical lines and a slant side. The lower slant side is a variant of the component 人. Only the right stroke is used. These two components form the character 夫.
QOA, 手人日 is 替, means replace. Two husbands are replaced in a daily basis.
QPA, 手心日 is 指, means finger.
QR, 手口 is 扣, means knot or button.
QRB, 手口月 is 捐, means donate.
R, 口
RAA, 口日日 is 唱, means sing. It has a mouth and uses the sound of the character 昌 which you learned in the previous lesson (12).
RC, 口金 is 只, means a piece when used as a particle, or only when used as an adverb. Note that only the upper two strokes of the character 金 is used. This is a simple variant using the upper part.
RC, 口金 is 叭, imitates the sound Ba. When used with 喇叭, it means loudspeaker or trumpet. Note that this is a character sharing the same Changjie code with 只. The 八is now put on the right side instead of below the mouth.
RD, 口木 is 呆, means stupid
RG, 口土 is 吐, means to spit. Note that we have learned some words with 土 on the right side. Can you still remember some of them?
RGG, 口土土 is 哇, also imitates the crying sound of a baby Wa.
ROB, 口人月 is 吶, means slow in speech when used in repetition 吶吶, or loud shouts in support吶喊.
ROD, 口人木 is 咻, to hush a baby.
ROG, 口人土 is 唯, A yes man saying yes, yes. 唯唯諾諾.
RP, 口心 is 叱, shout or yell.
RRR, 口口口 is 品, with many combinations to mean different things. It can mean product 產品, 作品. It can also mean taste 品嚐. It can refer to quality品質.
RRRD, 口口口木 is 噪, means noise or noisy.
As you can see, when you learn more Changjie components, you will be able to display more Chinese characters on the screen. This is a long lesson. Hope you will spend a bit more time on learning and memorizing the components and their variations.
Posted by
Kin
at
2:34 pm
1 comments
Labels: Learn Chinese RW
From the description of this flickr group:
Tell a Story in 5 Frames has two important parts. The first part is creating and telling a story through visual means with only a title to help guide the interpretation. The second part is the response of the group to the visual story. The group response can take many forms such as, a poetic or prose rendering of the visualization, a critique on the structure of the story, comments on the photograph, or other constructive forms of response. Telling and enjoying stories should create entertainment for the group as well as offer insight into the universal elements that help create a story for an international audience. The more people who respond , as either story tellers or respondents, the greater the reward for all.
Posted by
Albert Ip
at
10:10 am
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Labels: teaching example
by Shawn Callahan
Shawn wrote:
One [of] the speakers, David Hornsby, said there were three principles you should keep in mind when helping children to learn.
* Move from the heart to the head
* Move from the meaningful to the abstract
* Move from the known to the unknown
Great principles for any learning initiative at any age.
To establish the rhythm, flow, and vitality that energize the classroom, whole teaching incorporates three instructional approaches:
* Transmission teaching involves the student receiving and accumulating knowledge and skills—for example, by reading a textbook or listening to a teacher's explanation. Transmission teaching is appropriate when we begin to learn a particular skill. For example, when we learn to drive a car, we study the basic rules of driving by reading the driving handbook in preparation for a written test.
* Transactional teaching involves the student in solving a cognitive problem or pursuing some form of inquiry—usually based on a set of procedures, which may be rooted in a particular discipline, such as physics or history.
* Transformational teaching connects the student and the curriculum more deeply—for example, through such strategies as cooperative learning, drama, and role playing.
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Albert Ip
at
9:55 am
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Labels: learning theory
By Dave Polland
Dave's opinion of the current formal education system of affluent nations on its ability to achieve these purposes is
Enabling us to realize our full capability -- D
Enabling us to acquire modern survival skills, including how to make a living -- F
* It would be a self-managed process, both at the individual and at the community level. We would trust people to do what they want, to learn. Esteva found that in Mexican 'radically de-schooled' communities, young people quickly grew bored of mindless activity and began to pursue the natural inclination to learn. When I was in my last year of high school, we were exempted from classes if we attained certain test grades, and by the end of that year we had learned to learn from each other and from the real world, away from classrooms and teachers, so well that our 'de-schooled' group won almost all the scholarships.
* It would be based on apprenticeship (which literally means 'grasping', 'understanding'), learning by observation of those acknowledged by the learner as having exceptional capability, and on practice (literally, 'becoming better').
* It would be playful, joyful, fun.
* Skills like literacy and numeracy would be learned in the context of apprenticeship and practice, not as separate 'subjects'.
* The entrepreneurs and artisans from whom we learn would not be paid, but would know that they would eventually be rewarded for what they showed others, what Esteva calls receiving a 'cooperación'.
* The role of those who care about learning would be creating tools that make learning easier and more powerful.
* The activities of selected mentors would be primarily listening, facilitation and, when requested, coaching.
* A key objective of the process would be achieving autonomy, freedom from dependence, self-sufficiency.
* Another objective would be cultural regeneration -- relearning local (connected to place) skills that have been forgotten.
* The process would be improvisational and evolutionary, not planned or designed.
* It would be based on growing hopefulness, not raising expectations or achieving goals.
* It would entail renouncing those technologies and other obstacles that impede true friendship, which is essential for collaboration and learning to make a living together.
Posted by
Albert Ip
at
8:51 am
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Labels: learning theory
I referred to Zeitgeist - The Movie in an earlier post. No doubt the movie is controversial, removing it from Wikipedia is not a wise move and violated the trust of the mass to the validity of Wikipedia.
Posted by
Albert Ip
at
8:10 am
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Labels: wikipedia
I wanted to label this post as fun, but I just canNOT. If what is described in the movie is true, this is a REALLY serious situation. From the website:
That being said, it is my hope that people will not take what is said
in the film as the truth, but find out for themselves, for truth is not told, it is realized.
Posted by
Albert Ip
at
10:12 pm
33
comments
Labels: politics
by Tim Stahmer
The original BBC news is here and Tim's summary:
The essential point about the new curriculum is that it gives teachers much more flexibility about how to organise learning.
They do not have to be trammelled by subject labels. They do not have to plod methodically through programmes of study.
Instead, they can pursue learning through cross-curricular themes. They can adapt the pace and content of learning to the needs of individual pupils.
In short, the new curriculum is designed to permit something the government has espoused - without really defining - “personalised learning”.
As one curriculum expert put it, this whole vast exercise of revising the curriculum has really been about one thing - giving teachers permission to use their own professional judgement.
Posted by
Albert Ip
at
8:16 pm
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Labels: future curriculum
By Mark Pesce
Mark talks about difference of how knowledge is guarded verse how knowledge is shared using Britainnica and Wikipedia as examples.
Posted by
Albert Ip
at
11:20 am
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Labels: learning theory
The title said it all.
Posted by
Albert Ip
at
10:00 am
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Labels: online resource
Unrelated to Learning.
A Chinese blogger has revealed two cartoons by Amnesty International to raise awareness of the US Army treatment to "Enemy Combatants". (Why I keep thinking "Some animals are more equal"?)
Posted by
Albert Ip
at
12:18 pm
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Labels: misc
by Leigh Blackall
Leigh was offered money to link to an essay writing service. Interested in what they do, Leigh conducted an email interview. The questions and answers are interesting and call for reflection in the role of essay writing as an assessment task.
Here are a few Questions and Answers I found very inspiring:
Does you your service subvert academia? - good bad, doesn’t matter, other…
To some extent, yes, but not without help of educational system itself. Since essays are used as an assessment tool, which is a wrong method for testing student knowledge, students are seeking the way out. This is not bad in itself, since, as previously stated, they receive an opportunity to devote themselves to the path chosen – whether Math, IT, or Dance, but this, perhaps, shapes a wrong worldview, as students have to deal with ethical dilemmas imposed by society, which should not have happened if academic institutions were to develop better assessment techniques and a more personalized, individual interests based educational program.
Do you have alternative visions for knowledge creation and sharing?
With the advent of online social networks, I think that one could definitely come up with an alternative to regular writing assignments. Why not let students communicate and develop their own interest based social networks where they could stand up for their views in academic related subjects that do interest them? For students majoring and/or interested in IT or Math – let them discuss in a written form questions that interest them – both professional knowledge and writing skills would develop. Math and IT students need writing for communicating own ideas in a written form in a professional manner, perhaps, using specialized IT/Math vocabulary. What would develop their writing skills better than an open discussion on an education related topic of own choice? Academic institutions perceive Internet as a threat instead of enjoying all the benefits and opportunities it offers for improvement of education.
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Albert Ip
at
11:55 am
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Labels: copyright, creativity, plagiarism
Please read the following paragraph and then rate how it has correctly described you from a scale of 0 to 5. 0 means completely not applicable to you and 5 means it is an excellent description.
Note: The following text is generated at the server side for you.
You have a need for other people to like and admire you, and yet you tend to be critical of yourself. While you have some personality weaknesses you are generally able to compensate for them. You have considerable unused capacity that you have not turned to your advantage. Disciplined and self-controlled on the outside, you tend to be worrisome and insecure on the inside. At times you have serious doubts as to whether you have made the right decision or done the right thing. You prefer a certain amount of change and variety and become dissatisfied when hemmed in by restrictions and limitations. You also pride yourself as an independent thinker; and do not accept others' statements without satisfactory proof. But you have found it unwise to be too frank in revealing yourself to others. At times you are extroverted, affable, and sociable, while at other times you are introverted, wary, and reserved. Some of your aspirations tend to be rather unrealistic.
How did I rate?
0
1
2
3
4
5
Posted by
Albert Ip
at
6:58 pm
1 comments
Labels: Forer Effect
by Paul Murphy
try timing this:
(1) focus on some text on your screen
(2) move one hand to the mouse, select the text
(3) release the button, focus on a menu, move the mouse to that menu
(4) use the mouse to select something,
(5) refocus on your text, move your mouse hand back, click again.
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Albert Ip
at
5:55 pm
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Labels: Chinese Input Method
This week's article in Learning Solution eMagazineis on an old subject which seems never die. From the overview:
Designers face the task of coordinating a considerable effort when they undertake a project that involves object production. This is especially true when the project also requires re-use of existing materials and content. This week's article solves that problem, with a comprehensive ten-step process that you can put to work immediately!
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Albert Ip
at
12:52 pm
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Labels: learning object
by Glenda Morgan
I like Glenda's title. An alternate title to this post may be "What does your R & D stand for?"
Many would say "R & D" stand for "research and development". The fact is in school, we do a lot of "Repeat and Duplicate" from simple Physics experiments to reciting peoms from the great.
If learning is conversation, we are constantly remixing our understanding with feedback from people we meet and talk to. Which part is yours originally and which is a re-hatch of an idea you have forgotten where you have heard of?
In the article Glenda pointed to, Jonathan Lethem wrote
The idea that culture can be property—intellectual property—is used to justify everything from attempts to force the Girl Scouts to pay royalties for singing songs around campfires to the infringement suit brought by the estate of Margaret Mitchell against the publishers of Alice Randall's The Wind Done Gone. Corporations like Celera Genomics have filed for patents for human genes, while the Recording Industry Association of America has sued music downloaders for copyright infringement, reaching out-of-court settlements for thousands of dollars with defendants as young as twelve. ASCAP bleeds fees from shop owners who play background music in their stores; students and scholars are shamed from placing texts facedown on photocopy machines. At the same time, copyright is revered by most established writers and artists as a birthright and bulwark, the source of nurture for their infinitely fragile practices in a rapacious world. Plagiarism and piracy, after all, are the monsters we working artists are taught to dread, as they roam the woods surrounding our tiny preserves of regard and remuneration.
The distinctive feature of modern American copyright law is its almost limitless bloating—its expansion in both scope and duration. With no registration requirement, every creative act in a tangible medium is now subject to copyright protection: your email to your child or your child's finger painting, both are automatically protected. The first Congress to grant copyright gave authors an initial term of fourteen years, which could be renewed for another fourteen if the author still lived. The current term is the life of the author plus seventy years. It's only a slight exaggeration to say that each time Mickey Mouse is about to fall into the public domain, the mouse's copyright term is extended.
Even as the law becomes more restrictive, technology is exposing those restrictions as bizarre and arbitrary. When old laws fixed on reproduction as the compensable (or actionable) unit, it wasn't because there was anything fundamentally invasive of an author's rights in the making of a copy. Rather it was because copies were once easy to find and count, so they made a useful benchmark for deciding when an owner's rights had been invaded. In the contemporary world, though, the act of “copying” is in no meaningful sense equivalent to an infringement—we make a copy every time we accept an emailed text, or send or forward one—and is impossible anymore to regulate or even describe.
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Albert Ip
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11:29 am
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Labels: copyright, creativity
via Accidental Pedagogy
This is an IBM Global Innovation Outlook program's report. The subtitle of the report is
Online games put the future of business leadership on display
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Albert Ip
at
11:11 am
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Labels: games, learning theory
The title of the review of this book by ITwire reads:
Want to be a computer scientist? Forget maths
has been largely ineffective as a paradigm for computer science. because mathematicians, notably John Von Neumann and Alan Turing, were intimately involved with the early development of digital electronic computers in the 1940s they transplanted a mathematical model of computation, including the algorithm - commonly understood to be an exact prescription, defining a computational process, leading from various initial data to the desired result - into the fledgling science of computers.
[snip]
The primary questions of computer science are not of computational possibilities but of expressional possibilities. Computer science does not need a theory of computation; it needs a comprehensive theory of process expression.
Posted by
Albert Ip
at
10:13 am
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Labels: curriculum
BusinessWeek mined Apple's CEO presentation skill, something everyone should learn and know.
1. Build Tension
2. Stick to One Theme Per Slide
3. Add Pizzazz to Your Delivery
4. Practice
5. Be Honest and Show Enthusiasm
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Albert Ip
at
9:43 am
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Labels: presentation powerpoint
I would modify the title to "Periodic Table of the Web".
The following is part of the screen capture of the page showing the whole table.
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Albert Ip
at
11:00 pm
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Labels: fun
Wikipedia competition, sort of. They are both jokes. One is a joke itself and the other is joke as in fun. You decide which is which.
A conservative encyclopedia you can trust. The truth shall set you free.
Uncyclopedia, the content-free encyclopedia that anyone can edit.
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Albert Ip
at
10:53 pm
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Labels: fun
Right near the beginning, the author has given the definition of abject:
abject: utterly hopeless, miserable, humiliating, or wretched: abject poverty.
Posted by
Albert Ip
at
10:30 pm
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Labels: teaching example
Please welcome Kin to join me in writing for this blog.
We have known each from the days when we have to hand solder our little computers. Kin started in the dip-switches days and I started soon afterwards with a Sinclaire ZX80. (Anyone still remember this little gem.) We have been good friends mostly because we share very similar interest, albeit Kin is more towards hardware/electronics and I am more towards software and information architecture.
Kin has posted his first post to this blog, "Learning Chinese R/W way". It is a gem!
Please look forward to his later posts, I am sure they will be as interesting as his first.
Posted by
Albert Ip
at
10:20 pm
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Labels: misc