Focused on interactive multimedia and emerging technologies to enhance the lives of people as they collaborate, create, learn, work, and play.
Jan 27, 2007
Create 3D-like landscapes on-line
Jan 25, 2007
Link to info about a "super touch screen" for Google Earth - it has multiple uses.
Applications like this are immersive and engaging. If you are an educator, think about the ways you could use this application in your classroom!
Link to related article.
-Lynn
Jan 20, 2007
Gaming at the Library
The Public Library of Charlotte Mecklenburg is has developed a gaming program and has recently established a space at SecondLife for Teens. (For more information, see my post on the TechPsych blog.)
The PLCMC offers teen gaming events at various libraries throughout the county, and a Gaming Zone for all ages at the main library's Virtual Village. The library has a set of new AlienWare laptop computers, used for LAN parties:
more pictures of the Game Zone program
Comment:

I'd like to see the library purchase Dimenxian, a 3D game that teaches Algebra. It has multiplayer capabilities, so it would be great on the new AlienWare LAN system. For more information, see the Tabula Digita site.
ImaginOn, the children and teen's main library, offers many opportunities that involve technology, including a video production studio, Studio i. The library offers workshops such as " Take Photos for Your Webpage" , "Make MySpace Photos Come to Life", and events such as a Dance Dance Revolution tournament, Family Gaming Night, and video game club meetings.
If you don't know what is going on at the library these days, I urge you to find out! Share this information with parents, colleagues, and the young people in your life.
-Lynn
Jan 3, 2007
Take a look at the posts on the Tech Psych blog!
-Lynn Marentette
Dec 2, 2006
Click here to visit John Kirriemuir's blog about games and learning.
Here is a description of Kirriemuir's blog:
"Examples of COTS (Commercial Off The Shelf) games being used for curriculum-based learning. These games are designed purely for entertainment, and not for learning or teaching. By compiling these examples, we show that such games are being used in schools and colleges by teachers and other educators, as part of curriculum-based learning."
Nov 20, 2006
Link video clip of Ray Kurzweil about the future of technology and learning.
'Explosive growth'
Speaking at the NSBA's Technology + Learning Conference Nov. 8, author and inventor Ray Kurzweil reveals what he believes technology will look like in the next decade--and he explains what the "explosive growth" in these technology developments will mean for students.
Credits: eSN TV
Runtime: 4 Minutes 4 Seconds
Note: The eSchool News Online video resource center has a variety of videoclips that highlight different aspects of technology and education. This is a great resource if you need content for presentations about technology and education! Also check out the Edutopia website!
Oct 4, 2006
FutureLabs Research: Teaching with Games
"Teaching with Games: A one-year project supported by Electronic Arts, Microsoft, Take-Two and ISFE Final report: Using commercial off-the-shelf computer games in formal education
By Richard Sandford, Mary Ulicsak, Keri Facer and Tim Rudd (September 2006)"
The appendix includes a summary of lesson plans.
Additional links from the FutureLab website include a literature review on the topic of games and learning, a games handbook, and the following external links:
Serious Games Interactive: www.seriousgames.dk
The Education Arcade: www.educationarcade.org
Serious Games Initiative: www.seriousgames.org
Room 130: labweb.education.wisc.edu/room130/index.htm
Games Parents Teachers: www.gamesparentsteachers.com
Department of Defense Game Developers' Community: www.dodgamecommunity.com
EdGames: edweb.sdsu.edu/courses/edtec670
Games For Change: www.seriousgames.org/gamesforchange
Learning Lab Denmark - Rikke Magnussen's research on science games:www.lld.dk/consortia/learninggames/news/chi2004presentation/en
Serious games entry on Wikipedia: en.wikipedia.org/wiki/Serious_game
Oct 3, 2006
Sep 22, 2006
Brain Wave Games 4 Learning
Take a look at this article!
Sep 18, 2006
Mind, Brain and Emerging Technologies: Andrea Gaggio's Positive Technology Blog
Aug 21, 2006
The Importance of Media Literacy - Link to Quotes
The quotes were posted on the Media Literacy Clearinghouse Website. If that link does not work, try this one. The Media Literacy Clearninghouse has a variety of resources for K-12 educators.
Aug 9, 2006
Link to MegaList of Resources and References: Psychology, Technology, Prevention & Intervention
Here are links to information about RippleEffects and Dimenxian, interactive multimedia applications for kids and teens.
For those of you gearing up for the new school year, read my posts on the TechPsych blog about the following applications:
Link to post on the TechPsych blog about Dimenxian, an engaging interactive 3D game for algebra. Link to post on the TechPsych blog about RippleEffects for Teens and RippleEffects for Kids, social learning and behavioral intervention software.
Aug 7, 2006
David Rose, from CAST, addressed the NCLB Commission on the importance of Universal Design for Learning(UDL). Here is the link!
CAST to NCLB Commission: There's a Way to 'Leave No Child Behind'
Chief Scientist David Rose makes case for universally designed approaches
Aug 6, 2006
MindHabits Demo: Interactive game for identifying facial expressions and increasing self-esteem.
Mind Habits was developed by Dr. Mark Baldwin, a social psychologist, and his colleagues at McGill University.
Visit the on-line demo of Mind Habits , which includes on-line versions of several games.
Vist Mind Habits
Aug 5, 2006
Universal Design For Learning- Harvard Summer Institute Links
Aug 4, 2006
Aug 2, 2006
TechPsych: New technology, psychology, and education blog
I've created a new blog, open to posts and comments. The following is from the first post:
The TechPsych blog..... is primarily for school psychologists, educational technologists, school counselors, special education teachers, transition/school to work coordinators,curriculum specialists, and others who are interested in discussing how technology can be more effectively used in schools and other environments.
A primary focus of this blog will be sharing "how to", "what works" and "lessons learned" in several overlapping areas- the topics below are only suggestions:
- The use of technology to facilitate and promote school-wide intervention and prevention planning (academic, behavior, social skills) for all students, using a collaborative, multidisciplinary approach.
- The use of technology to facilitate needs assessment, individual and larger group progress monitoring, data analysis, to ensure "data-driven" decision-making processes.
- The use of technology for group interventions, including counseling, study skills, social skills and support/coping skills groups.
- The use of technology for collaboration and communication among colleagues, more specifically school-based problem solving teams, intervention/assistance teams, curriculum teams, etc.
- The use of technology to promote family/school communication, family involvement, parent education, distance learning opportunities, etc.
- Research-into-practice: This is an important component!
Jul 29, 2006
Virtual Reality & Convergence with Game Technology
Dr. Skip Rizzo, a psychologist from USC 's Institute for Creative Technologies, specializes in VR. Dr. Rizzo presented "Gaming for Health: Virtual Reality Game-Based Applications for Mental Disorders and Rehabilitation." at the University of Southern California Games Summit in October 2005. A zipped version of his PowerPoint presentation is available.
According to information from the Integrated Media Systems Center website, "Prof. Rizzo is continuing his collaboration with IMSC investigators and described projects that integrate game technology in the areas of attention process assessment of children with attention deficit hyperactivity disorder, pain distraction for children undergoing painful medical procedures and chemotherapy,exposure therapy for returning Iraq War veterans with post-traumatic stress disorder, and motor rehabilitation for persons with central nervous system dysfunction (i.e., stroke, brain injury). According to Rizzo, "the integration of game technology and experiences with virtual reality based approaches for clinical assessment, treatment and rehabilitation offers powerful options that could revolutionize standard practices in these fields."
Dr. Rizzo has been involved in The Virtual Classroom, A VR environment that assesses ADHD in children. For more information regarding the Virtual Classroom, see the full article(pdf).
There is an interesting article for students about the Virtual Classroom, "A Classroom of the Mind", by Emily Sohn, along with related activities, in Science News for Kids.
VR TREATMENT OF ANXIETY DISORDERS
Virtually Better (from website):
"Founded in 1996, Virtually Better is known world wide as an innovator in the creation of virtual reality environments for use in the treatment of anxiety disorders such as fear of flying, fear of heights, fear of public speaking as well as post-traumatic stress disorder (PTSD)... Our on-site clinic is staffed by a team of licensed clinical psychologists devoted to using cognitive-behavioral techniques (including virtual reality exposure therapy) for the treatment of various disorders in both adults and children... Virtually Better grew from the collaborative research of Barbara O. Rothbaum, Ph.D., Associate Professor in Psychiatry, and Director of Trauma and Anxiety Recovery Program at the Emory University School of Medicine in Atlanta, Georgia and Larry F. Hodges, Ph.D., formerly with the Georgia Institute of Technology, and now Professor and Chair, Department of Computer Science, University of North Carolina at Charlotte."
Related Information: A large selection of fairly recent, downloadable powerpoint presentations about the use of VR can be found on the Interactive Media Institute website.
"The Virtual Reality Lab (VRlab), at the Swiss Federal Institute of Technology has a collection of VR demonstrations, including the use of VR for social phobia.
Jul 27, 2006
Dropout Prevention: A Digital Production Teacher's Story
More of Ron Smith's posts can be found on his blog.
-Lynn
