Tuesday, November 13, 2018

The good stuff kids can do with popular tech

The good stuff kids can do with popular tech
For years, the parental adage was simple: The less time spent with screens, the better.  That thinking stems from, among other things, reports about the rise of cyber bullying and sexual predators, as well as the fact that social media- specifically the sight in photos-can make kids feel depressed and insecure.
There’s also a fundamental aversion to sitting kids in front of screens, thanks to decades of studies proving that watching too much TV can lead to obesity, violence and attention-deficit/hyper activity disorder.
In that vein,.. “connect children to nature” and “ignite passion for lifelong learning.’ You could say some computer games develop creativity, “ but I don't see any benefit..
But its not that simple. While there are dangers inherent in access to Facebook, new research suggest that social networking sites also offer unprecedented learning opportunities. ?Online, kids can engage with specialized communities of interest,” says.. One girl she spoke with, for example, was able to discover an interest in writing only after she joined a community of bloggers who wrote fan fiction about their favorite wrestlers. Similar communities exist for coding….Early tech use has cognitive benefits as well. Although parenting experts have questioned the value of educational games-as Jim Taylor, author of Raising Generation Tech, puts it, “they’re a load of crap.. meant to make money”- new studies have show they can add real value. In a recent study by SRI..kids who played games like Samorost (solving puzzles) did 12% better on logic tests than those who did not.  And at MIT’s Ed arcade, playing the empire-building game Civilization piqued students’ interest in history and was directly linked to an improvement in the quality of their history-class reports.
The reason: engagement. On average, according to research cited by MIT, students can …but when they’re actually doing something themselves-in the virtual worlds on Ipads or laptops-that retention rate skyrockets to 90%.
This is the main reason researchers like Ito say they recommendation of a two-hour screen-time limit is n outdated concepts: actively browsing pages on a computer or tablet is way more brain-stimulating than vegging out in front of the TV.
The most convincing argument for early-age tech fluency, however, is more basic: staying competitive.  “If you look at applying for college or a job, that’s on the computer,” says.. Ditto the essential skills for jobs in fast growing sectors such as programming, engineering and biotechnology.” If we are not exposing our students to this stuff early, Jackson continues, “ they are going to be left behind” We had a virtual Olympics where they came and utilized our virtual wii and xbox gyms, he says “that rally made them see the value”
None of this means kids deserve unfettered access to the gadget of their choice-sepecially if,  as Mcgrath notes, they’ve already been caught abusing it. As with any childhood privilege, monitoring is key. But parents should keep and open mind about the benefits of tech fluency- and even, when possible, work with their kids to make it useful. Kids are going to learn more engaging with adults on these media than using them independently.

·      Cultivating interest
·      Streamline homework
·      Get creative: game like minecraft allow kids to crate whole worlds from scratch, honing problem solving and cirtial thinking skills. (down load stay focus plug in on chrome if you are worried.


General Education


GP 1st meeting:
Key Expectations
Outcome based, clearly articulated and realistic assessment plans; based on current nationally-normed best practice
Integrated both vertically and horizontally
Engage faculty consistently
At least two models for faculty consideration and vote
Staffing models and additional fiscal or other resource requirements
Implementation plans

Britian Conference

Common European Framework for Reference for Language
  • 欧洲语言共同参考框架
  • 欧洲语言框架
Basic User: A1 A2 ( sentence; main idea)
Independent User: B1 B2
Proficient User: C1 C2

优秀级
流利级
基础级
入门级
精通级
初级
高阶级
进阶级
起步
良好
熟练
优良



 

hongloumeng with Zheng

1.     线
2.     主要的老师:
3.     蒋勋
4.     南京大学
5.     北京
6.     红楼公共藏书楼,红学相关人员的论坛
7.     梦诗词
8.     国际化
9.     语言文化本身不是问题,多元文化的视角
10.  大观园,曹氏风筝
·      英语的辅助问题
·      红学在民间的传播
·      通俗文化
·      文化传承,对中国群体价值观
·      三月:综述,理论
·      南京原貌;北京是延伸和后来的电视拍摄
·      中美学者做一些对比讨论
·      结果导向
·      rebirth of civilization

Adobe;
讲课留存
是一门科学

1.     关注点:观众的表情
2.     线上英语课
3.     场景(技术类的放大;少儿互动和吸引;国内外的无阻
4.     视频会议的效果

平台:

直播
回访剪辑

Japanese culture seminar


1.     Information on campus life at KGU
2.     Sightseeing bus tour in Kyoto including experience of Kimono
3.     Sightseeing Bus tour in Nara
4.     History of Japan
5.     Mind of Japanese, in comparison with Western people
6.     Structure of Kyo-Machiya and life of people in Kyoto
7.     History of Japanese Architecture
8.     Letters in Heian Era Style
9.     Tea Ceremony Experience
10.  Visit to Nishijin-Ori Factory
11.  Craft Experience at Kyoto Museum of Traditional Crafts
12.  Visit to Elementary and Junior High
13.  Weekend Homestay

Period
Name
Details
-300 BC
Jomon
The early Japanese were
300 BC-300
Yayoi
The introduction of rice agriculture evokes the development of a social hierarchy and hundreds of small courtiers that started to unify into larger countries
300-538
Kofun
Japan is for the first time more or less united; Kofun(tomb)
538-710
Asuka
538/552 introduction of Buddhism
645 the Taika reform is introduced. The Fujiwara era starts
710-783
Nara
710 Nara becomes the first permanent capital
794-1185
Heian
794 The capital moves to Heian (Kyoto)
1192-1333
Kamakura
1191 the Zen sect is introduced
1192 Minamoto Yoritomo is appointed shogun and establishes the Kamakura government
1274 and 1281 The Mongols try to invade Japan twice, but fail mainly because of bad weather conditions

1338-1573
Muromachi
1337 The emperor flees and establishes the Southern court in Yoshino
1392 unification of the southern and Northern courts
1542 Portuguese introduce firearms and Christianity to Japan

1573-1603
Azuchi Momoyama
1575 The Takeda clan is defeated in the batte of Nagashino
 1590 Japan is reunited after the fall of Odawara (Hojo)
1592-98 Unsuccessful invasion of Korea
1603-1867
Edo
1603 Leyasu is appointed shogun and establishes the Tokugawa government in Edo (Tokyo)
1839 Almost complete isolation of Japan from the rest of the world
1868-1912
Meiji
1868 Meiji restoration
1889 The Meiji Constitution is promulgated
1894-1895 Sino-Japanese War
1904-05 Russo-Japanese War
1910 Annexion of Korea
1912 Death of emperor Meiji

1912- 1926
Taisho
1914-18 Japan joins allied forces in WW1
1923 The Great Kanto Earthquake devastates Tokyo and Yokohama
1926-1989
Showa
1931 Manchurian Incident
1937 Second Sino-Japanese War starts
1941 Pacific War starts
1945 Japan surrenders after two atomic bombs are dropped over Hiroshima and Nagasaki
1946 The new constitution is promulgated
1956 Japan becomes member of the UN

Aimai : Ambiguity and the Japanese
Ambiguity, or Aimai, is defined as a state in which there is more than one intended meaning, resulting in obscurity, indistinctness, and uncertainty. To be ambiguous in Japanese is generally translated as aimaina, but people use this term with a wide range of meanings, including “vague, obscure, equivocal, dubious, doubtful, questionable, shady, noncommittal, indefinite, hazy, double, two-edged,” and so on (Oe, 1995 p. 187)


The Japanese are generally tolerant of ambiguity, so much so that it is considered by many to be characteristic of Japanese culture. Although the Japanese may not be conscious of aimai, Its use is regarded as a virtue in Japan, and the Japanese language puts more emphasis on ambiguity than most, for to express onself ambiguously and indirectly is expected in Japanese society. However, ambiguity can also cause of a good deal of confusion, not only in international communication but also among the Japanese themselves.

The origins of aimai
The geography of Japan is said to have had a great influence on the development of many of the country’s customs and cultural values


1.     Aimai: Ambiguity (9-16)
2.     Amae: dependent (19-21)
3.     天下Amakudari: descent from heaven (23-33)
4.     美学 bigaku: sense of beauty (23-40)
5.     武士道bushido: The way of the warrior (41-50)
6.     沉默:silence (51-59)
7.     男女关系:male and female relationship ( 61-70)
8.     : Do spirit of Japan (71-80)
9.     顽张: gambari: patience and determination (81-94)
10.  义理:Giri: Japanese social obligation 95-101
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egtitled.paint he right butou a ﷽﷽﷽﷽﷽﷽﷽﷽                            k                                                           跨文化之

在黑板上写下今天做什么
把一周的下来


千回百转的一天。从上周就计划周末去看二条的城堡,早餐完毕收拾完宿舍,便俩人背上书包第一次完全不明方向的出了门儿。车站遇到能说一丢丢英文的日本小哥,然后

一大早上就计划

11/13
How are "Aimai" and "Kawaii" related
Many different forms of Kawaii
Many different meanings
Create harmony with the group

Kawaii-- cute, imperfect

Questions:
Will Kawaii culture stay around?
How is Kawaii useful to political matters?
Does everyone love Kawaii?
Pros & cons
Creates harmony/show off individuality/destress
miscommunication/ comes across as childish to other culture
Discomfort
Frustration
Structure
Ambiguity

Miscommunication
Discomfort
Frustration
Slows down communication