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Thursday, February 14, 2013

TLT-SWG February 12, 2013


TLT-SWG




Posted: 12 Feb 2013 04:17 PM PST

Read below for TGIF with links, or you can view TGIF on the Web...Click here
Sixth issue, Volume
    Six

TLT Group TGIF 2.12.2013 
            

   
From TLT Group World Headquarters

Up-coming
    Member Exchange Events
:
§ Silver Cloudian Roles - Mentoring New
    Faculty
, 2/13
§ Online Exploration Smart MOOCs Higher
    Education Research Subgroup
(sMOOChers) Starts
§ VoiceThread: VoiceThread: Connecting Many
    Voices  
2/20
§ Silver Cloudians: Issues for Caregivers of
    Aging Parents,
2/27
§  
Check out the TLT
    website
for all 2013 events including FridayLive!  Free
    to all.
Become a TLT member. Click here to find out how  
More from
    the TLT-SWG Blog:
 

"The 'Die Hard' Quandary": Guns,
    Games, Media Violence & Drones - See Enders Game! Again! & join
    FridayLive! Feb 22! tlt.gs/frlv

Superhero Window Washers at children's hospitals!
    Generous, charming deeds - great story, photos, video!

Member Exchange
    Events
Members
    Exchange
Silver Cloudian Roles - Mentoring New Faculty
(This session is free to TLT Group Members
    Fee to others)
Register
    in advance

February 13, 2013 2:00pm EDT
Leaders: Steve Gilbert, Charles Ansorge,
    Steve Benton, Kenneth Ryalls and others

Join us as we talk
    together with Steve Benton, Senior Research Officer, and Kenneth Ryalls,
president of
    the IDEA Center. The IDEA Center would like to create a mentor program for
    new faculty.   The focus of our session will be on exploring this
    new and emerging opportunity.

We will also brainstorm future topics.

ABOUT THE IDEA CENTER
"A non-profit organization, The IDEA
    Center's mission is to serve colleges and universities committed to
    improving learning, teaching, and leadership performance. The IDEA Center
    offers a range of nationally available, research-driven, flexible
    assessment services for faculty, administrators, and department chairs."

FridayLive!

LIVE From Lilly Greensboro
February 15, 2013  2:00-3:00
    pm ET - free to all.


Description to come.

Up-coming  FridayLive! schedule:
February 22 Thinking
    About Violence in our Learning Spaces – Preparation Matters (Steve Bell)

March 1 John
    Sener returns

March 8  MOOCs
    and sMOOChers

March 15  There's
    an App for That 2.4


 
MOOCs
    Round Two
Week
    Three

sMOOChers  Smart MOOCs Higher Education Research Subgroup Online Exploration

January 25, 2013 through
    March 1, 2013

PLUS FridayLive! report on March
    8, 2013. 2:00-3:00 pm Eastern


This series of meetings is free to TLT Group
    Individual Members.$100 for non members.  [Although you are welcome to
    become an Individual Member for $75 and attend for free.
 Check
    your institution's status here
if you
    have your membership through an institutional subscription.]
 Register
    here.


Our second cohort will participate in a Coursera course:
E-learning
    and Digital Cultures
     and meet together to discuss the
    course content as well as the process

Almost weekly online synchronous sessions in
    the TLT Group's Adobe Connect classroom - Fridays,
January 25, February 8 and 22, and March 1, 2013. 1-1:30 PM ET.

E-learning
    and Digital Cultures

Jeremy
    Knox, Sian Bayne, Hamish Macleod, Jen Ross, Christine Sinclair U Edinburgh

This
    course will explore how digital cultures and learning cultures connect, and
    what this means for e-learning theory and practice. Follow this course at
    #edcmooc.

https://www.coursera.org/course/edc

Register
    both for the MOOC and for this TLT Group cohort
  
 
Encourage. Enable. Engage.
 
Posted: 12 Feb 2013 09:26 AM PST
What is the correlation of local gun violence in the United States with
§ Easy access to guns, especially military level guns
§ Frequent use of violent video games
§ Frequent viewing of violent movies, TV, news
§ Mental illness
§ Unsuccessful learning

What is the correlation of passive acceptance of gun violence with those factors?


How safe can anyone feel when young men selected to operate weaponized drone aircrafts for the U. S. military have been raised on an emotional diet rich in violent video games, violent movies, violent television, violent news, ... where there are no real consequences for their own aggressive actions?


If you haven't recently read (or reread)  Enders Game by Orson Scott Card, I urge you to do so with the previous questions in mind.   Also see:

"Educ Video Games w Real/Virtual Missiles? DISTURBING VIDEO..." TLT-SWG blog posting re Enders Game

We need to untangle these factors and develop constructive educational strategies to avoid even greater future catastrophes.  Join our discussion online "Thinking about Violence in our Learning Spaces," FridayLive!  February 22, 2013  2:00-3:00 pm ET - online, highly interactive, free to all - Guest presenter/facilitator:  Steven Bell, Temple University



We want our learning spaces to be safe - not only safe for sharing ideas but safe from physical danger. Despite our best efforts we cannot always prevent violence on campus.
I

And see excerpts below from  "The ‘Die Hard’ Quandary," by Joe Nocera, and "Shooting in the Dark," by Benedict Carey, both in the New York Times Feb 12, 2013.


"The ‘Die Hard’ Quandary," by Joe Nocera, The New York Times, February 11, 2013 online, February 12, 2013 p. A27

..."What got me thinking about “Die Hard” — and guns in the movies more generally — is, of course, the furious gun debate since the killings in Newtown, Conn.
..."This is, quite simply, untrue. 'There is tons of research on this,' says Joanne Cantor, professor emerita of communications at the University of Wisconsin, and an expert on the effect of violent movies and video games. 'Watching violence makes kids feel they can use violence to solve a problem. It brings increased feelings of hostility. It increases desensitization.' Every parent understands this instinctively, of course, but those instincts are backed by decades of solid research."
..."Violent video games and movies, he went on to say, are certainly not the only factor that can lead someone to commit an act of gun violence. 'If someone has no other risk factors, he can play Grand Theft Auto all day and never commit a violent act. But if he has a number of the other risk factors. ...' Anderson let the thought hang."
"Shooting in the Dark," by Benedict Carey, Feb 11, 2013 online, Feb 12, 2013 p. D1, The New York Times
"The young men who opened fire at Columbine High School, at the movie theater in Aurora, Colo., and in other massacres had this in common: they were video gamers who seemed to be acting out some dark digital fantasy. It was as if all that exposure to computerized violence gave them the idea to go on a rampage — or at least fueled their urges.
"But did it really?
"Social scientists have been studying and debating the effects of media violence on behavior since the 1950s, and video games in particular since the 1980s. The issue is especially relevant today, because the games are more realistic and bloodier than ever, and because most American boys play them at some point. Girls play at lower rates and are significantly less likely to play violent games.
..."The research falls into three categories: short-term laboratory experiments; longer-term studies, often based in schools; and correlation studies — between playing time and aggression, for instance, or between video game sales and trends in violent crime.
 ...“'None of these extreme acts, like a school shooting, occurs because of only one risk factor; there are many factors, including feeling socially isolated, being bullied, and so on,' said Craig A. Anderson, a psychologist at Iowa State University. 'But if you look at the literature, I think it’s clear that violent media is one factor; it’s not the largest factor, but it’s also not the smallest.'
..."In surveys about 80 percent of high school-age boys say they play video games, most of which are thought to be violent, and perhaps a third to a half of those players have had a habit of 10 hours a week or more.
..."It may be that playing video games for hours every day keeps people off the streets who would otherwise be getting into trouble. It could be that the games provide 'an outlet' that satisfies violent urges in some players — a theory that many psychologists dismiss but that many players believe."
 
 
 

 

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