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  1. -
    https://www.nytimes.com/2020/03/25/te...e-video-meetings-etiquette-virus.html
    Tags: by dnorman (2020-04-07)
  2. -
    https://www.herjavecgroup.com/phishin...1c1BCazhwTGJQVWFKUFpSRzk2SUg0YVdQYyJ9
    Tags: by dnorman (2020-04-03)
  3. -
    https://www.cbc.ca/news/technology/zo...bombing-fbi-warning-1.5519024?cmp=rss
    Tags: by dnorman (2020-04-03)
  4. -
    https://quickthoughts.jgregorymcverry...view/512afbf3bea61198cfec0e61effd602c
    Tags: , , by dnorman (2019-12-08)
  5. > Our main findings are that shorter videos are much more en-gaging, that informal talking-head videos are more engaging,that Khan-style tablet drawings are more engaging, that evenhigh-quality pre-recorded classroom lectures might not makefor engaging online videos, and that students engage differ-ently with lecture and tutorial videos.

    Engagement measured as minutes watched and problems attempted after video
    https://quickthoughts.jgregorymcverry...view/079a00a9c477628d8e956fac27fb5894
    Tags: , , by dnorman (2019-12-08)
  6. -
    https://news.usc.edu/161786/augmented...ity-app-usc-scientific-data-3d-models
    by dnorman (2019-12-05)
  7. p5.js is a JavaScript library for creative coding, with a focus on making coding accessible and inclusive for artists, designers, educators, beginners, and anyone else! p5.js is free and open-source because we believe software, and the tools to learn it, should be accessible to everyone.

    Using the metaphor of a sketch, p5.js has a full set of drawing functionality. However, you’re not limited to your drawing canvas. You can think of your whole browser page as your sketch, including HTML5 objects for text, input, video, webcam, and sound.
    https://p5js.org
    by dnorman (2019-11-16)
  8. This study examined the impact of playing a sport video game on learning the sport as well as how the game may influence future intentions of watching or playing the sport. Utilizing American university students with little prior knowledge of cricket, this study employed a mixed-methods pre/post intervention design with randomized experimental (EG; n = 43) and control (CG; n = 46) groups. Results indicated that cricket knowledge significantly increased for the EG pre-test to post-test (p < .05, n^2 = 0.19; particularly regarding cricket rules, terminology, player positions, and field layout), while the CG did not significantly differ. A significant difference was also found between the EG and CG for interest in playing cricket (p < .05, n^2 = 0.9). Qualitative findings supported that video gaming motivated intentions to watch and play cricket. Sport video games can facilitate increased sport knowledge, sport appreciation, and intentions for future physical activity.
    http://journals.sfu.ca/loading/index.php/loading/article/view/194
    Tags: by dnorman (2019-10-29)
  9. -
    https://www.theguardian.com/games/201...-best-video-games-of-the-21st-century
    Tags: by dnorman (2019-09-23)
  10. -
    https://github.com/perissinotti/VIDEOworkshop
    Tags: , by dnorman (2019-02-06)

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