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Re “Forget What You Know About Good Study Habits”

Carey, B. (2010). “Forget What You Know About Good Study Habits.” New York Times Online. Retrieved on 26 October, 2010: http://www.nytimes.com/2010/09/07/health/views/07mind.html The main topic of this article is to dispel a few beliefs about effective study habits. According to this article, research has clearly demonstrated that we don’t have credible evidence for the utility of popular learning-style approaches that we follow. The article also outlines a few simple techniques that can reliably improve how much we learn from studying. Personally, I wish I read this article when I was a full time student as it might have helped me to be a better learner. Conceptual Design: With each of us having specific learning styles, a designer for a learning product can build a system that adopts to our learning styles. For example a system can test its users and determine their learning style and focus on a approach that might make the user learn faster and better. If the learning is tough, learners (Students) might lose interest and motivation. So effective approaches of learning such as variability in setting and materials must be used to improve learnability and retention.  Such design approaches would make learning easy and engage the users…

Using Computers to Teach Children Without Teachers

Johnathan, F . (2010). “Using computers to teach children with no teachers” BBC News. Retrieved on 21 July, 2010: http://www.bbc.co.uk/news/technology-10663353?print=true Summary of the article: The article summarizes studies conducted by Prof Mitra on the learning curve of children using computers for education with teachers. Results of the study prove that the teaching methods employed have been quite successful based on the fact that: Children who are not exposed to computers are highly motivated to teach themselves skills they want to learn Children have had a steep learning curve in picking up complex tasks with minimum supervision Learning by discussion and in groups ensures that content is retained and not skimmed through by children. Motivation levels of students are kept high with a grandmother figure in the picture. The best results of the study have been combined to create Self Learning Environments where children in groups of 4 share a computer to assimilate information. Virtually present volunteer grandmothers keep the student motivated and support the learning process. On Environment: The need for self-organized learning essentially arises in developing nations and the ones who do not have access to education. Children living in such conditions have a natural survival instinct, which keeps…

On “For digital artists, apps provide new palette”

Harmanci, R. (2010). “For digital artists, apps provide new palette.”  New York Times Online. Retrieved on October 4, 2010: http://www.nytimes.com/2010/08/20/us/20bciart.html To illustrate the impact of mobile/handheld-device technology on the arts, this article describes the work of several individual artists who have used iPhone/iPad applications as an artistic format. In my overview, I focus on the work by Scott Snibbe and pose the following question: what is it about handheld apps that sets them apart and makes them a more successful environment for interactive art than any other? Scott Snibbe is an artist for whom interactivity, i.e. the opportunity for audience participation, is a central theme. His installations are often designed to capture human bodily actions and respond to them. The audience thus has the experience of bringing an art piece’s content into existence. For example, in Falling Girl (2008) and Make Like a Tree (2006), people’s movements are replicated, with some time lag, by silhouettes projected onto screens, while in Blow-Up (2005) people’s breath triggers fans that reproduce its spatio-temporal contour.  Snibbe’s very popular mobile apps are closely based on an earlier Dynamic Systems interactive series that involved manual action, except that their original version used more traditional cursor-based interface. …

Social Gaming Picks Up Momentum.

Article: Lee, E.  (2008).  “Social Gaming Picks Up Momentum.”  SF Gate. Retrieved on 31 March, 2008. http://www.sfgate.com/cgi-bin/article.cgi?f=/c/a/2008/03/31/BU5GVSA3F.DTL&tsp=1 1. Casual games built on top of social networks, known as social gaming, is becoming a new way for friends to reconnect and share past time each other. It has attracted users who were previously turned off by online gaming because players are playing against their friends instead of strangers. Because people are playing against their friends, there is less of a chance that the losing side will simply leave the game, which also makes the game more enjoyable.  Playing games is also a way to show how a friendship is important, and doesn’t require having a topic or a conversation. 2. Some games are modeled after existing board games such as Risk and Scrabble, or even role playing games on consoles. However, the social network has allowed new game play to be developed, taking advantage of the network’s inherent social value.  Friends for Sale, for instance, allows players to use their friends as stock and trade them. 3. Another innovation is people don’t need to be online at the same time to play a game together.  One could race a friend at…