Delicious/allardstrijker

Delicious/allardstrijker


http://files.jellejolles.nl/121024PdekkerFrontiersDef.pdf

Posted: 04 Mar 2013 04:16 AM PST

The OECD's Brain and Learning project (2002) emphasized that many misconceptions about the brain exist among professionals in the field of education. Though these so-called "neuromyths" are loosely based on scientific facts, they may have adverse effects on educational practice. The present study investigated the prevalence and predictors of neuromyths among teachers in selected regions in the United Kingdom and the Netherlands. A large observational survey design was used to assess general knowledge of the brain and neuromyths. The sample comprised 242 primary and secondary school teachers who were interested in the neuroscience of learning. It would be of concern if neuromyths were found in this sample, as these teachers may want to use these incorrect interpretations of neuroscience findings in their teaching practice. Participants completed an online survey containing 32 statements about the brain and its influence on learning, of which 15 were neuromyths. Additional data was collected regarding background variables (e.g., age, sex, school type). Results showed that on average, teachers believed 49% of the neuromyths, particularly myths related to commercialized educational programs. Around 70% of the general knowledge statements were answered correctly. Teachers who read popular science magazines achieved higher scores on general knowledge questions. More general knowledge also predicted an increased belief in neuromyths. These findings suggest that teachers who are enthusiastic about the possible application of neuroscience findings in the classroom find it difficult to distinguish pseudoscience from scientific facts. Possessing greater general knowledge about the brain does not appear to protect teachers from believing in neuromyths. This demonstrates the need for enhanced interdisciplinary communication to reduce such misunderstandings in the future and establish a successful collaboration between neuroscience and education.

Gesture-based computing? It's as 'Izi' as waving your hand | news10.net

Posted: 04 Mar 2013 04:11 AM PST

European software maker Extreme Reality (XTR3D) wants to make controlling your computer programs, games and mobile devices as easy as waving your hand.  At least, that's what their Izi (pronounced "easy") software is for. One nice thing off the bat with this technology is that for most computer users it won't require any extra pieces of hardware.  Rather than requiring peripherals like Sony's Move and Microsoft's Kinect, Izi uses the front-facing camera that's found on most modern laptop computers or, for desktop users, the webcam that's probably been shoved into a desk drawer for the longest time.  Like laptop users, mobile device (smartphone and tablet) users will need the front facing camera as well.

Space: About Us | Thinkfinity

Posted: 04 Mar 2013 03:47 AM PST

"Thinkfinity is the Verizon Foundation's free online professional learning community, providing access to over 60,000 educators and experts in curriculum enhancement, along with thousands of award-winning digital resources for K-12 — aligned to state standards and the common core.  Here, educators connect and collaborate through themed groups, blogs and discussions, sharing resources and best practices that support 21st century teaching and learning."

How Video Games Are Infiltrating--and Improving--Every Part of Our Lives | Fast Company

Posted: 04 Mar 2013 02:36 AM PST

Sensors, he said, have gotten so cheap that they are being embedded in all sorts of products. Pretty soon, every soda can and cereal box could have a built-in CPU, screen, and camera, along with Wi-Fi connectivity. And at that point, the gaming of life takes off. "You'll get up in the morning to brush your teeth and the toothbrush can sense that you're brushing," Schell said. "So, 'Hey, good job for you! Ten points' " from the toothpaste maker. You sit down to breakfast and get 10 points from Kellogg's for eating your Corn Flakes, then grab the bus because you get enviro-points from the government, which can be used as a tax deduction. Get to work on time, your employer gives you points. Drink Dr Pepper at lunch, points from the soda maker. Walk to a meeting instead of grabbing the shuttle, points from your health-insurance provider. Who knows how far this might run? Schell said. He offered psychedelic scenarios, like the one in which you recall a dream from the previous night where your mother was dancing with a giant Pepsi can: "You remember the REM-tertainment system, which is this thing you put in your ear that can sense when you enter REM sleep, and then [it] starts putting little advertisements out there to try and influence your dreams." If the ads take hold, you win big points for discounts at your local grocery store. "Then there's your office mate," Schell continued, "and he's like, 'Check out this new digital tattoo' " that he got from Tatoogle AdSense, and when you show him yours, you realize you're both wearing Pop-Tart ads. You get paid for the ads, plus 30 additional points just for noticing.

The Internet Gets Physical - NYTimes.com

Posted: 04 Mar 2013 02:19 AM PST

THE Internet likes you, really likes you. It offers you so much, just a mouse click or finger tap away. Go Christmas shopping, find restaurants, locate partying friends, tell the world what you're up to. Some of the finest minds in computer science, working at start-ups and big companies, are obsessed with tracking your online habits to offer targeted ads and coupons, just for you.

An Evolution Toward a Programmable World - NYTimes.com

Posted: 04 Mar 2013 02:18 AM PST

Over the next 10 years, the physical world will become ever more overlaid with devices for sending and receiving information. Already billions of processors are embedded in our smartphones, cars, appliances and buildings and the environment. These sensors can send out streams of data about their surroundings, and more and more it is anonymously transmitted to remote data centers — the "clouds" of Google, Amazon, Microsoft, Yahoo and Apple.

How the "Internet of Things" Is Turning Cities Into Living Organisms: Scientific American

Posted: 04 Mar 2013 02:12 AM PST

When city services can autonomously go online and digest information from the cloud, they can reach a level of performance never before seen. First up, water systems that automatically know when it will rain and react accordingly. With a little help from what's called the Internet of Things, engineers are transforming cities from passive conduits for water into dynamic systems that store and manage it like the tissues of desert animals. By using the Internet to connect real-world sensors and control mechanisms to cloud-based control systems that can pull in streams from any other data source, including weather reports, these efforts enable conservation and money-saving measures that would have been impossible without this virtual nervous system."

OESO Richtlijnen Informatieverstrekking » OESO Richtlijnen

Posted: 04 Mar 2013 01:52 AM PST

Informatieverstrekking - Openbaarheid van gegevens en transparantie is van groot belang bij zakelijke activiteiten. Door hiermee rekening te houden, laat u als ondernemer zien dat u niets te verbergen heeft en leert men u kennen als een betrouwbare zakenpartner. Bij het verstrekken van informatie gelden de volgende aandachtspunten: Regelmatig en tijdig betrouwbare en hoogwaardige informatie openbaar maken met betrekking tot: Basisgegevens zoals naam, adres, vestigingsplaatsen en rechtsvorm. Inhoudelijke informatie zoals bedrijfsdoelen

Assessment

Posted: 04 Mar 2013 01:27 AM PST

The Assessment and Teaching of 21st-Century Skills (ATC21S) is a research project that proposes ways of assessing 21st-century skills and encourages teaching and adopting those skills in the classroom.

Open Badges

Posted: 04 Mar 2013 12:27 AM PST