Gamification I Plotlearner – Et Midlertidigt Forslag
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Girls & Technology
DOCUMENT RESUME ED 441 395 IR 020 291 TITLE Girls & Technology: An Idea Book for Educators & Parents. INSTITUTION National Coalition of Girls' Schools, Concord, MA. SPONS AGENCY National Science Foundation, Arlington, VA. PUB DATE 2000-00-00 NOTE 70p. AVAILABLE FROM National Coalition of Girls' Schools, 228 Main Street, Concord, MA 01742. Tel: 978-287-4485; Fax: 978-287-6014; e-mail: [email protected]; Web site: http://www.ncgs.org. PUB TYPE Guides Classroom Teacher (052) EDRS PRICE MF01/PC03 Plus Postage. DESCRIPTORS Computer Literacy; *Computer Uses in Education; Educational Resources; *Educational Technology; Elementary Secondary Education; *Females; Learning Activities; Lesson Plans IDENTIFIERS *National Coalition of Girls Schools ABSTRACT This booklet represents an effort to combine research findings, strategies, teaching and parenting tips, activities, career profiles, and print and online information that can help make technology more accessible to girls. Chapters include: "Why a Focus on Girls & Technology: New Priorities"; "Girls & Technology: Different Styles of Learning"; "Girls & Technology: Different Teaching Strategies"; "Technology Tips for Teachers & Parents"; "The Internet: An Incredible Resource!"; "Computer Games for Girls"; and "Girls, Work and the 21st Century." A final section, "Technology in the Classroom: A Sampling of Ideas from Teachers," presents over 40 pages of lesson plans, activities, assignments, and charts and diagrams to guide teachers in integrating technology into the curriculum. A selected bibliography and a list of additional selected organizational resources with contact information are also included. At the end of the booklet is a brief description of the National Coalition of Girls' Schools (NCGS).(AEF) Reproductions supplied by EDRS are the best that can be made from the original document. -
Guide to the Janese Swanson Innovative Lives Presentation and Interview
Guide to the Janese Swanson Innovative Lives Presentation and Interview NMAH.AC.0642 Kimberly Tarr. 2009 Archives Center, National Museum of American History P.O. Box 37012 Suite 1100, MRC 601 Washington, D.C. 20013-7012 [email protected] http://americanhistory.si.edu/archives Table of Contents Collection Overview ........................................................................................................ 1 Administrative Information .............................................................................................. 1 Biographical / Historical.................................................................................................... 2 Arrangement..................................................................................................................... 2 Scope and Contents........................................................................................................ 2 Names and Subjects ...................................................................................................... 3 Container Listing ............................................................................................................. 4 Series 1: Original Video, 1998................................................................................. 4 Series 2: Master Videos, 1998................................................................................. 5 Series 3: Reference Videos (viewing copies), 1998................................................ 6 Series 4: Photographs and Slides, 1998................................................................ -
Carmen Sandiego?
WHERE IN THE U.S.A. IS CARMEN SANDIEGO? USER'S MANUAL A Mystery Exploration Game for Macintosh, Apple 1165, Amiga Acknowledgements: The Macintosh version was programmed by Chris Jochumson. The Apple IIGS and Amiga versions were programmed Jby Sculptured Software. Designed by: Gene Portwood and Lauren Elliott Product Managers: Katherine Bird, Janese Swanson, Kim Walls Clue and Text Development: Susan Meyers, Katherine Bird Graphics: Don Albrecht, Mark Schlichting, Leila Bronstein, Julie Glavin~ Michelle Bushneff Theme Song: Louis Ewens Music and Sound: Tom Rettig Where in the U.S.A. is Cannen Sandiego? is a registered trademark of Br0derbund Software, Inc. Macintosh and Apple IIGS are registered trademarks of Apple Computer, Inc. Amiga is a registered trademark, and Kickstart and Workbench are trademarks of Commodore-Amiga, Inc. © Copyright 1986, 1990 Br0derbund Software, Inc. All rights reserved. R081 1 And you were dreaming of palm trees and sunshine••• 8 a.m., a miserable, stormy morning. After an hour-long commute in the pouring rain, you slosh into the Acme Detective Agency, grunt hello to your secretary, pour yourself a cup of scalding coffee and slump at your desk. It's been a tough year. The only thing good about it is that you've earned a vacation and you're scheduled to leave at 5 p.m. today. You take a swig of coffee and grab a travel brochure from your desk. Visions of sandy beaches, swaying palms, and cool blue waters fill your head. Suddenly, you're snapped back to reality by a newspaper slammed down on your desk. "Read it and weep," a voice growls. -
Broderbund News Spring 1987
Spring 1987 Volume 3, Number 2 .... 7. - "Little House Computer Club: A Model of Continual Learning" n their travels across the the creative force behind the and members, Professor Leh the middle of the night with the country to demonstrate Club's operation. In 1981 (the year mann's concentration on BASIC solution to some question you had IBn~derbun .d software, our of the IBM PC's release), programming has not changed. As during the day. Then you can sit Ambassadors occasionally come Professor Lehmann began classes Mr. Simpson described it, the down at your computer to see if across people who have used at the senior center to promote emphasis at the Club is on mental the solution works. When you their computers to advantage in computer literacy. Working with exercise. "We want all our mem write a program that way, it's unique, imaginative ways. five students and two borrowed bers to study BASIC, because it yours. You make it, you debug it, Recently we learned of their visit computers, he began teaching the serves as a kind of calisthenics for and then you can use it." to the Little House Computer fundamentals of BASIC program the mind. In their first lesson, our The success of the program Club, where they found a group of ming. As the size of the classes students learn to make the com speaks for itself~ The classes are senior citizens who do just that. increased, former students Patti puter say, 'I am your faithful ser full, the computer room busy, Curious, we visited the McKibben, Grace Young and Herb vant.' Once they've done that, the and over 85% of the Club's Peninsula Volunteers Little Wampner took on a portion of the computer is theirs to control." members have been inspired to House, a senior community center increased teaching load, and the This emphasis on computer purchase their own computers. -
Geografia JÉSSICA BASSA
UNIVERSIDADE ESTADUAL PAULISTA "Júlio de Mesquita Filho" Campus Experimental de Ourinhos – Geografia JÉSSICA BASSAN ANÁLISE DO USO DE JOGOS DIGITAIS NO ENSINO DE GEOGRAFIA: UMA EXPERÊNCIA NA ESCOLA ESTADUAL PROFESSORA JOSEPHA CUBAS DA SILVA, OURINHOS/SP OURINHOS – SP 2016 ANÁLISE DO USO DE JOGOS DIGITAIS NO ENSINO DE GEOGRAFIA: UMA EXPERÊNCIA NA ESCOLA ESTADUAL PROFESSORA JOSEPHA CUBAS DA SILVA, OURINHOS/SP JÉSSICA BASSAN Trabalho de Conclusão de Curso apresentado à banca examinadora para obtenção do título de Bacharel em Geografia da Universidade Estadual Paulista Júlio de Mesquita Filho – UNESP – Campus de Ourinhos. Orientador: Profa. Dra. Márcia Cristina de Oliveira Mello OURINHOS – SP 2016 Banca examinadora Profa. Dra. Márcia Cristina de Oliveira Mello (Orientadora) __________________________________________________________ Profa. Dra. Carla Cristina Reinaldo Gimenes de Sena __________________________________________________________ Profa. Dra. Daniela Fernanda da Silva Fuzzo __________________________________________________________ AGRADECIMENTOS Durante estes cinco anos e meio tive a imensa felicidade de poder contar e conhecer pessoas que me ajudaram a percorrer todas as dificuldades, e principalmente enaltecer as conquistas. Porém, não teria essa oportunidade de crescer como profissional e principalmente como pessoa sem a companhia de certas pessoas. Em primeiro lugar agradeço pelo carinho, força e paciência que a minha família demonstrou com a minha pessoa. No entanto, vou ser eternamente grata pela minha mãe, Vanda Tito da Silva, por demonstrar a força e inteligência que uma mulher pode ter independente dos impecilhos que a vida nos proporciona. Ao meu pai, Grinaldo Donizete Bassan, pelas várias ligações para discutir desde um assunto banal até um acontecimento politico, e de indicar inúmeras entrevistas e conteúdos de leitura. Por últimos, porém não menos importantes, meus irmãos Agatha Carolina Bassan e Northon Augusto Bassan. -
On Take Our Daughters to Work Day, What Better Time to Examine What's
Technology News A High-Tech Career of Her Own By Jim Rapp, TechWeb We have been bombarded with headlines about the lack of skilled computer and technology workers in the United States, that many say point to the need to hire foreign technology professionals. But perhaps we are discounting one key group that exists right in our own backyards. Women have increasingly become a key component of the labor force. By the millennium, 8 out of 10 women, ages 25 to 54 will be working, and according to the Women's College Coalition, the best- paying occupations will require the highest technical skills. In fact, based on Bureau of Labor Statistics projections, computer scientists, computer engineers, and systems analysts will be the top three growth occupations well into the next decade. On Take Our Daughters To Work Day, what better time to examine what is being done to prepare girls for a lucrative, high-tech career. In fact, a handful of enterprising companies are addressing exactly that, with such offerings as interactive CD-ROM games, technology toys, books, and specialty websites to help girls feel more comfortable with technology and their abilities. "Technology is not an end in itself, but a vehicle for what one really likes to do," says Laura Groppe, president and CEO at Girl Games, an interactive software company in Austin, Texas, that targets 8- to 18-year-old girls. "Girls do not want to learn to like a computer, but rather the outcome of what it and other technology can offer. Only then will they see the merit of, and seek to become the coders, creators, and producers of technology. -
The History of Gender Stereotyping in Video Game Culture, 1970-2000
The Road to Gamergate: The History of Gender Stereotyping In Video Game Culture, 1970-2000 and Beyond By Thomas M. Derr A Dissertation submitted to the Graduate School - Newark Rutgers, The State University of New Jersey In partial fulfillment of the requirements For the degree of Master of Arts Graduate Program in History Federated Department of History at Rutgers University - Newark and NJIT Written under the direction of Elizabeth R. Petrick, Ph.D. and Kyle Riismandel, Ph.D. And approved by ______________________________________ Newark, NJ October, 2020 © 2020 Thomas M. Derr ALL RIGHTS RESERVED ABSTRACT OF THE DISSERTATION The Road to Gamergate: The History of Gender Stereotyping In Video Game Culture, 1970-2000 and Beyond By THOMAS M. DERR Dissertation Director: Elizabeth R. Petrick, PH.D. Computer technology has not always been dominated by men. Prior to 1984, women earning computer science degrees skyrocketed to nearly 37%. After this peak, the numbers dwindled down to just 17% by 2012. What happened here? This paper tells the story of how women grew to become more and more marginalized not only from computing, but from the culture of video games that would become extremely popular as home computers became more available to the public. This story traces how gender roles and stereotypes go on to gatekeep women from participating in video game and computer culture from the 1970s and well into the 2000s and beyond. This gatekeeping is perpetuated through the attitudes and perspectives of men who were typically the developers of computer hardware, software and video games. Public attitudes on violence and sexuality also contributed to the stereotyping of both young boys and girls, which was further reinforced through the narratives of the media. -
Case History: Where in the World Is Carmen Sandiego? “A Mystery Exploration Game”
Matt Waddell STS 145: Case History Professor Henry Lowood Word Count: 6500 Case History: Where in the World is Carmen Sandiego? “A Mystery Exploration Game” Brotherhood at Brøderbund In the summer of 1964, Doug Carlston attended a summer engineering program at Northwestern University: his first computer programming experience. He later worked at Harvard’s Aiken Computation laboratory, and graduated magna cum laude from Harvard in 1970 with a degree in social relations. In 1975 Carlston received his JD from Harvard law school and established his own law practice in Maine. But he continued to develop games for his Radio Shack computer – the TRS-80 Model 1 – during his college and attorney years. Doug’s programming efforts soon eclipsed his legal practice, and in 1979 he left Maine for Eugene, Oregon to join his younger brother Gary. Doug and Gary Carlston co-founded Brøderbund (pronounced “Brew-der-bund”) Software Inc. in 1980; relatives donated the entirety of their $7,000 in working capital. Indeed, the company’s name reflects its family-based origins – “Brøder” is a blend of the Swedish and Danish words for brother, and “bund” is German for alliance.1 Initially, the “family alliance” sold Doug’s software – Galactic Empire and Galactic Trader – directly to software retailers, but in the summer of 1980 Brøderbund secured an agreement with Japanese software house StarCraft that facilitated both the development and distribution of its arcade-style product line. In 1983 Brøderbund moved from Eugene, Oregon to Novato, California; the company boasted over 40 employees, and its software for the Apple II, Commoodore Vic 20, Commodore 64, and Atari 800 yielded millions of dollars in annual revenue. -
Zachary Pogue Science, Technology, and Society 145 History of Computer Game Design: Technology, Culture, and Business April 20, 2001
Zachary Pogue Science, Technology, and Society 145 History of Computer Game Design: Technology, Culture, and Business April 20, 2001 Prof. Henry Lowood TA: Casey Alt Edutainment – Evaluating the Social Change-Value of Carmen Sandiego “Give your kids the advantage they need for success…” – The Learning Company Some of the greatest innovations of the twentieth century have stemmed from humble beginnings. Take Apple Computer, for example. Apple’s start as a company was not in a large research and development laboratory, but rather within a garage with two electronic hobbyists and some electronic kits. Hewlett and Packard also had less than extraordinary beginnings when they decided to start HP in 1938. The fact which seems to hold true rests in the idea that the product of great innovation does not need to be fostered in the depths of an R&D lab with an unlimited budget. Rather, products of great innovation are bred from the depths of the minds of serious individuals, or a group of individuals, focused on change. Starting within the confines of someone’s home as an early software company, BrØderbund focused heavily on utilizing few resources to produce quality software titles to fuel the emerging personal computing industry in the early 1980s. BrØderbund was afforded a very fortunate position due to its early participation within the software sales arena. As long as BrØderbund produced attractive titles for early Apple IIs and Macintosh computers, the company could expect to have a clear and definable market within the public education system with its well-budgeted purchasing power along with the emerging home market. -
6005889746.Pdf
The Handbook of Technology and Second Language Teaching and Learning Blackwell Handbooks in Linguistics This outstanding multi‐volume series covers all the major subdisciplines within linguistics today to offer a comprehensive survey of linguistics as a whole. To see the full list of titles available in the series please visit www.wiley.com/go/linguistics‐handbooks The Handbook of Contemporary Syntactic Theory The Handbook of Conversation Analysis Edited by Mark Baltin and Chris Collins Edited by Jack Sidnell and Tanya Stivers The Handbook of Historical Linguistics The Handbook of English for Specific Purposes Edited by Brian D. Joseph and Richard D. Janda Edited by Brian Paltridge and Sue Starfield The Handbook of Second Language Acquisition The Handbook of Bilingualism and Multilingualism, Edited by Catherine J. Doughty and Michael H. Long Second Edition The Handbook of Applied Linguistics Edited by Tej K. Bhatia and William C. Ritchie Edited by Alan Davies and Catherine Elder The Handbook of Language Variation and Change The Handbook of Pragmatics Edited by J. K. Chambers, Peter Trudgill, and Natalie Edited by Laurence R. Horn and Gregory Ward Schilling‐Estes The Handbook of Speech Perception The Handbook of Spanish Second Language Acquisition Edited by David B. Pisoni and Robert E. Remez Edited by Kimberly L. Geeslin The Handbook of the History of English The Handbook of Chinese Linguistics Edited by Ans van Kemenade and Bettelou Los Edited by C.‐T. James Huang, Y.‐H. Audrey Li, and Andrew Simpson The Handbook of English Linguistics Edited by Bas Aarts and April McMahon The Handbook of Language, Gender, and Sexuality, Second Edition The Handbook of World Englishes Edited by Susan Ehrlich, Miriam Meyerhoff, and Janet Edited by Braj B. -
Where in the USA Is Carmen Sandiego
sM 1 joystick with your IBM, make sure to plug your See Connections lists all possible destinations Be sure you have an arrest warrant by the time 2. Now look in Fodor’s for information on these *you up W- m joystick into PORT A of your game controller reached by connecting flights from your present catch with the villain. If you don't have a states. The first place to look is the Index at the W: WHERE IN THE U.S.A. IS adapter. location. Check these first to see where the villain warrant, you can’t make an arrest and the thief will back of the book. The Index is organized in alpha¬ they change game slip through your fingers. your If you have an APPLE, use the arrow keys or might have gone— from to And make sure betical order. Sometimes you’ll find the informa¬ m you’ve warrant suspect— you m push the joystick up and down until the option you game, so be sure to take a look even if been is for the correct otherwise tion you’re looking for in the Index and you won’t city previous game. you’ve seen could be for risking any m CARMEN SANDIEGO? want is highlighted. To select the option, press to the in a When in hot water with the Chief a have to look further. charge RETURN or button #0. Press ESC or button #1 to the connections, you can clear them from the of false arrest! In this case, when you read through the items By Ken Bull, Gene Portwood and Lauren Elliott you accidentally the screen by selecting Hide Connections or leave Every you’re assigned is different. -
Super Mario Kart
Todd Brown STS 145 Case History 3/22/2001 Why in the World is Carmen Sandiego a Success? In the beginning, computers were not much more than giant calculators. Corporations used them for complex calculations and eventually databases and spreadsheets. The machines also began to take on automated tasks and could handle them well. The giant mainframes were what were used, and companies like IBM bet their business strategy that this atmosphere of the computer industry would continue as such. Then, microchips started appearing, and, with them, those big old computers started to come in smaller sizes. Then, these little computers were showing up in people’s homes. It was when this started to happen that the magic of computers left the exclusive basements of office building and entered home users’ dens and living rooms. With that, a new market of possibilities opened up as these consumers sought software for their new home computers. One of the new areas that began to emerge from this shift was in educational software for children. Such software could provide parents and teachers a way to trick their children into learning something by hiding it behind an entertaining mask. This combination of education and entertainment formed the field of ‘edutainment’ software, and adults could not be more excited. After all, they saw how engrossed children became while playing computer and arcade games; if this level of concentration could be harnessed to teach the child something, imagine the possibilities! Unfortunately, the edutainment field fell rather flat. The reason for this lies in a fact that many people recognize yet seem to forget all too quickly: kids are much savvier than adults think.