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
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TLT Group TGIF 2.12.2013
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From TLT Group World Headquarters
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Up-coming Member Exchange Events:
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Silver Cloudian Roles - Mentoring New Faculty,
2/13
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Online Exploration Smart MOOCs Higher Education Research Subgroup (sMOOChers)
Starts
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VoiceThread: VoiceThread: Connecting Many Voices 2/20
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Silver Cloudians: Issues for Caregivers of Aging Parents,
2/27
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Check out the TLT website for all 2013 events including FridayLive! Free to all.
Become a TLT member. Click here to find out how
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More from the TLT-SWG Blog:
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Member Exchange Events
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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."
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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
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MOOCs Round Two Week Three
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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
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Encourage. Enable. Engage.
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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
..."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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