02 MAR 2019 by ideonexus

 Examples of Hyperliterature

17776: What football will look like in the future by Jon Bois — SB Nation A serial piece about space probes in the far future that have gained sentience and are watching humanity play an evolved form of American football. GIFs, animations, and found digital media galore. Adrien Brody by Marie Calloway An account of the author’s romantic relationship with a married journalist, Adrien Brody. Told via emails, texts, and other exchanges. Breathe by Kate Pullinger A ghost story in tap for...
Folksonomies: new media hyperliterature
Folksonomies: new media hyperliterature
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27 DEC 2016 by ideonexus

 Digital Content and the Common Core

Common Core Standard 7 says students should be able to "integrate and evaluate content presented in diverse media and formats, including visually and quantitatively, as well as in words." Anchor Standard 6 in writing says students should "use technology, including the internet, to produce and publish writing and to interact and collaborate with others." And Anchor Standard 8 says students should "gather relevant information from multiple print and digital sources, assess the credibility and ...
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09 AUG 2014 by ideonexus

 Game-Based Learning VS Gamification

Game-based learning is another great way to empower your students to engage with intellectual problems. They get to experience the fiero rush that comes with knowing that they successfully overcame a challenge. That’s right: game-based learning is different from gamification. Gamification is about making a non-game into a game. Game-based learning usually refers to using actual digital video games as a classroom tool (although, traditional non electronic role playing and board games work ex...
Folksonomies: education gamification
Folksonomies: education gamification
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03 JAN 2012 by ideonexus

 Ted Nelson's Hypermedia Would Empower Content Creators

So is there any way to bring money and capitalism into an era of technological abundance without impoverishing almost everyone? One smart idea came from Ted Nelson. Nelson is perhaps the most formative figure in the development of online culture. He invented the digital media link and other core ideas of connected online media back in the 1960s. He called it “hypermedia.” Nelson’s ambitions for the economics of linking were more profound than those in vogue today. He proposed that ins...
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By allowing them to hold onto their works in digital mediums and making money as people referenced them. So a single strong work referenced over a long time would be as valuable as a 24-hour hit youtube video.

31 JUL 2011 by ideonexus

 A Strategy for Allowing Children Access to Digital Media

Knowing full well the need for our kids to be digitally conversant, yet fully aware of the dangers, we came up with a few rules as our boys became preschoolers. First, my wife and I divided digital experiences into categories. Two of the categories involved things necessary for school work or for learning about computers: word processing and graphics programs, web-based research projects, programming, and so on. The boys were allowed to do these as homework required. Recreational experiences...
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Categorize media into constructive and fun and allow the children to earn "fun digital" time money they can spend on games or other activities.

08 FEB 2011 by ideonexus

 Good Replicators have Fidelity, Fecundity, and Longevity

Effective memes will be those that cause high fidelity, long-lasting memory. Memes may be successful at spreading largely because they are memorable rather than because they are important or useful. Wrong theories in science may spread simply because they are comprehensible and fit easilty with existing theories, and bad books may sell more copies because you can remember the title when you get to the bookshop -- though, of course, we do have strategies for overcoming these biases. An importa...
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Since memes rely on memory, and memory is not digital, how effective are they as a replicator in our brains?