Friday, April 20, 2012

Baby Einstein: Pro


Baby Einstein is a multiple award winning company which makes many products to help infants create connections and learn words and meaning from a very young age. They make extremely stimulating products like textured books, colorful play sets, and art kits. A parent reading one of their books, or any book at all, to their child (regardless of age), is integral to learning. “The association between hearing written language and feeling loved provides the best foundation for this long process [of learning to read]”, so a parent using a product such as this can set the child up for long-term educational success.
The most prolific product from the Baby Einstein line is no doubt their video line. While expensive, many of these stepping-stone videos are available on YouTube. These movies allow parents to scaffold with their children, helping them understand higher levels of language by using what they already understand (such as images and sounds) to grow on (Collins & Halverson, 19). Parents taking such a primary role in their children’s education is integral to their success, as “…responsibility for education is shifting away from the state and back to the parents (for younger children)… this movement reflects the emphasis on customizing education to the particular learners’ needs, interests, and abilities” (Collins & Halverson, 95).  In addition, according to Collins and Halverson, children who are homeschooled perform better than normally schooled children in standardized tests and are more involved in their own learning.
While these videos are not a replacement for a more traditional educational experience or one on one parenting time, they can be used as an extremely useful supplementary tool.


Thursday, April 19, 2012

World of Warcraft


World of Warcraft is a controversial, online, fantasy role-playing game. It is a completely immersive experience; requiring players to create fully realized characters with relationships, jobs, and skills. Thousands of academic studies have been conducted, investigating whether MMORPG’s such as this are hurting or helping the overall lives of their players. While there are negative side effects of this game, as there are with any new technology, it is in general a beneficial tool for developing social and practical skills.

First, players must learn the rules of the game, how to control the characters and their environment, how to earn goods in a capitalistic society, and work with other players to achieve common goals. All levels are able to beaten, and this pre-established sense of fairness is largely why players "stick with the difficult challenge and use the feedback of the game to get better" (Danforth, 2011). An internal and external rewards system is highly beneficial to gamification of learning – players can gain important spatial awareness, reasoning, and collaborative skills.

Similarly, playing is “a highly collaborative endeavor, a social life unto itself; you routinely check e-mail, talk to, and message the people you game with” (Turkle). Players who are socially disinclined, such as introverts or more extreme cases such as people with a schizophrenia or autism diagnosis, can learn people skills and create connections that could not necessarily in real life.

Finally, more women play WoW than any other similar game. This is partially due to a female player having the ability to create a character of any race, gender, or social class. WoW is an environment where the playing field has been leveled, and anyone with access to a computer and a monthly subscription fee can succeed to the same level as any other player (Eklund, 2011).

Although there are many great things about WoW, there are also some serious drawbacks. Firstly, this game causes addictions. Being nicknamed as the “crack cocaine of the gaming world,” World of Warcraft players spend endless hours playing and often lose site of reality. In fact, a fifteen-year-old boy was hospitalized after collapsing from playing the game for 24 hours. His addiction to the game kept him from eating or using the restroom, causing his seizure (Sparks). This addiction could be driven by the fact that the player can do certain things in the game that are not options in real life. Fighting, traveling, and immersing into the character’s special roles are some examples. Secondly, this game feeds in to addictions in real life such as gambling, drinking and inappropriate or risky behavior (Ebscohost). Secondly, this game allows for cyber bullying to take place. Because this game is very complex, amateur players are usually messed with by more advanced players. Even though the bullying does not occur face-to-face, the wounds are still just as deep behind a computer. Third and most importantly, this game promotes hiding behind a computer or technology to communicate as opposed to communicating with those in your surroundings. In Alone Together, Sherry Turkle writes heavily about second-life and MMORPG games and the role they play on society. She writes, “With sociable robots we are along but receive the signals that tell us we are together. Networked, we are together, but so lessened are our expectations of each other that we feel utterly alone. And there is the risk that we come to see each other as objects to be accessed—and only for the parts we find useful, comforting, or amusing (Turkle, 154). Although players interact with others through World of Warcraft, they are missing the physical interactions. Facial expressions, tone of voice, and physical embraces are all lost. I believe that this interaction over the computer is better than none at all, however, the addictive nature of this game draws players to prefer this interaction over physical. Playing this game instead of being with people in person is the same analogy as text messaging instead of face-to-face communication, in my opinion. There is a time and place for World of Warcraft when played in moderation for recreational purposes. Humans worldwide have hobbies and vices that are not the most communicative, like watching movies. However, the addictions are not nearly as prevalent. Just like a text message, this game is better than no interaction at all, but so many important communicative qualities are lost.

Danforth, L. (2011). Why Game Learning Works. Library Journal, 136(7), 67.

Eklund, L. (2011). Doing gender in cyberspace: The performance of gender by female World of Warcraft players.Convergence: The Journal Of Research Into New Media Technologies, 17(3), 323-342. doi:10.1177/1354856511406472

Sparks, Ian. "World Of Warcraft 'more addictive than crack cocaine' as teenager suffers convulsions after 24-hour-long game." Mail Online 27 Feb 2009, n. pag. Web. 18 Apr. 2012. .

Wednesday, April 18, 2012

SmartBoard: Not Cool

When the SmartBoard is not malfunctioning, being used by someone who is trained and knowledgeable of its programming, and is an affordable option, it is a great tool to implement interactive technology into a classroom setting. However, a lot of times these setbacks render the SmartBoard more of a hassle than a help. As my classmates saw during our presentation, the SmartBoard can be very glitchy at times and even someone as familiar as I am with this technology couldn't get it to work for a majority of our presentation. In order for a teacher to become acclimated with this technology, it would either take a great deal of their personal time to self teach or the school would have to pay for instructional seminars for the teachers, which can be expensive. The price a school would have to pay to train its teachers would only be added to the actual expense of purchasing enough SmartBoards for each classroom in their school. And considering SmartBoards range from $2000-5000 depending on size and model, a school with a measly 20 classrooms would be looking at a minimum $40,000 purchase and $100,000 for larger or newer models.

Tuesday, April 17, 2012

Lumus PD-18-2 - Cons


The Lumus PD-18-2 is a cutting edge innovation in the realm of electronic displays. Along with its new technology and uses, new potential threats and dangers also arise. The Lumus is a pair of glasses that displays images and information on the lens itself which is in your direct field of vision. You would have to take them off entirely in order to completely clear your path of vision. Considering that the Lumus was initially created to assist drivers with a GPS system, it would be very dangerous to be using a pair of glasses that is constantly displaying moving images and flashing colors at you as you drive. A normal GPS contains sufficient dangers by itself which is located on the side of your field of vision and only makes up a small part of your entire vision. These glasses would take up your entire field of vision making it difficult to concentrate on anything beyond them, let alone the road. In addition to the Lumus being a distraction simply by its method of use, it would also be a distraction as users would have to focus on both the road ahead and the information being transmitted onto the lens. In terms of driving safety, this is very dangerous as a lack of concentration for a split second can be disastrous and is not helped by the fact that the lens is close to the eye, forcing the eye to refocus every time it looks at the road and lens, and vice versa due to a different in focal length.

The Lumus’ physical composition can also be a hindrance as it is relatively heavy due to the technology integrated. This may cause discomfort for users and may be impractical for long periods of usage such as out-of-town drives. The design of the Lumus also eliminates users’ peripheral vision, an aspect that is essential to drivers. This poses a huge danger as users’ ability to see and make judgments is significantly affected. Another limitation due to its composition is the fact that only one person can wear it at a time, which means only one person can use and see the display at a time. This difference between a regular GPS or display screen deprives users the ability to share information. For example, often drivers receive instructions from the passenger beside them who are looking at the GPS rather than the driver themselves. This way, it is safer as drivers can pay full attention to the road ahead rather than needing to multitask by attending the GPS simultaneously. With the Lumus, the driver has no choice but to look at the GPS as he is the only one who can see it.

A negative implication of this technology is overdependence on technology as a whole as relying on it heavily rather than using it as a tool. Technology follows us wherever we go and we start to lose other abilities such as reading and interpreting maps. Skills are being lost or simply never attained due to technology and in effect may make people lazier. The more we rely on technology, the harder it will be to survive without it if a situation or crisis occurs where there is no access to the technology. Another result of overdependence on technology is the reduced interaction with other people. In Alone Together, Turkle discusses this troubling concept as she points out that it is becoming a reality that we live with the continuous presence of screens. With socializing diminishing, we will start to lose current and past connections and relationships that are established, as well as potential future bonds that are less likely to be formed.

Sunday, April 15, 2012

Groupon- Not Cool for Merchants

Groupon is a social way to share coupons online. They negotiate deals with businesses and offer them to their subscribers with the promises that new, previously unreached customers will enjoy their experience and become regulars. One of the main problems is that the company is that they have no way to make sure their promises are held up and that they do not care what happens to the merchants after the daily deal is over. Some of the latest research by ForeSee shows that most of their income comes from a small number of people. This means that a few number of people will use Groupons very often, but they don't normally go back when they have to pay full price. These people are very frugal and are not likely to become regular customers. Also, people that would normally purchase items at full price from a merchant will go in with a Groupon which greatly reduces the merchant's overall revenue. This directly goes against the idea that it helps merchants and supports the local economy.
The social media aspect of Groupon puts unneeded pressure on consumers to purchase deals. Facebook and Twitter "friends" may pressure their followers to purchase unneeded Groupons and ultimately cause their followers to lose money if they never redeem their Groupon. Also, if news feeds are clogged up with advertisements and pleas to friends to purchase the Groupons they have invested money into, it could cause frustration. Sometimes "news feeds" can be so jammed with certain things, it is hard to actually use them for the purpose of seeing different status updates and tweets from more than just their avid Groupon-user friend.
Groupon is also a prefect example of hegemony. The  majority of the people using Groupon are more inclined to purchase those that have more purchases than others. A certain group of people that are regular Groupon users can use their purchasing power to lead others to believe that what they are buying is the right thing to buy. Groupon has a quota that makes sure a certain number of people buy each deal before the deal activates which contributes to the power of a small group of people to convince others that the deal they want is the interest that everyone should share, even if that interest is not actually shared. This can lead to a false sense of shared interests. (Storey, 79-80)
Overall, Groupon has many positive aspects that tend to outweigh the negative aspects for consumers. However, merchants tend to suffer and often regret their use of Groupon. For additional reading on the negative aspects of Groupon for merchants, please visit the reference links shown below.

Reference links:
What Daily Deal Companies Should Do to Help Merchants
10 Reasons Why Groupon is Terrible for Merchants
Groupon's Whale Problem

Video:
http://www.youtube.com/watch?v=b-WfiOGSAno

Thursday, April 12, 2012

Fourth Set - Communities and Connection

This is a list of the last set of presentations:

Wikipedia (Louis, Andrew, Danica)
Twitter (Jared, Joshua, Tyler)
World of Warcraft (Claire, Jennifer)
Augmented COmmunication (Dieu, Anna)
Linked in (Minhtrang, Wen)
YouTube (Mitchell, Amanda)
Facebook (Jocelyn, Elaina)
Groupon (Steven, Kristina)
Skype (James)

Third Set

This a list of the third set of presentations (Education and Learning)

Rosetta Stone (Louis, Andrew)
Baby Einstein (Jared, Jennifer)
Smartboard (Claire, Elaina)
ExmoBaby (Dieu, Anna)
Lumus (Minhtrang, Wen)
Adobe Connect (Joshua, Jocelyn Steven)
Gameification (James, Kristina)
Edmoto (Danica, Tyler)
Cellphones (Mitchell, Amanda)