Our gadgets are our saviors and our worst enemies. As parents, we have tools to reign in our children’s time spent online, but it may be harder to impose restrictions on ourselves.
As I’ve mentioned before, the tools are not the culprits. It’s what we, as busy-as-can-be, super-productive, highly efficient humans, do with them.
To that end, Lifehacker recently provided a characteristically useful set of instructions on how to avoid burning out on all the gadgetry around us.
Some highlights below.
Train yourself to just keep the phone in your pocket more often. Find other ways to check the time. Decide to check your email a little less. If it gets problematic, don’t take the phone with you or turn it off when you go out at night. Technology exists to make things easier, but if you’re making your life more difficult by interacting with your devices, too often it ends up being more of a problem.
If you want to form good habits with your technology, consider interacting with one device at a time to avoid multitasking and the poor prioritization of digital interaction over real interaction.
Email is one of the toughest things to get under control and there are more solutions out there than you could ever really try.
Advice that’s easy to put to work, immediately. As soon as you put your smart-phone down.
Leslie Rule is studying at the Harvard Graduate School of Education in the Technology, Innovation, and Education (TIE) program. She specializes in hands-on, in-depth, project-based workshops using geo-apps, mobile devices, and storytelling techniques to explore place and community.
By Leslie Rule
We first got wind of the iPad in January 2010, released April 3, 2010 and by June 30 (end of Apple’s fiscal quarter), 3.43 million had been sold. Yes, it’s the latest fad.
As a device, it is amazing. For education, it is an innovation of sea-change magnitude. So how does this amazing, game-changing faddish device become the future of education? Let’s start at the beginning. Continue reading
From the Fort Morgan Times:
Fort Morgan School District students will have a chance to use the Wii video game system for some physical education classes starting soon.
Not every student can play soccer or kickball during physical education due to their disabilities, and the Wii system is helpful for disabled kids to learn eye-hand coordination, balance and using both sides of their bodies, said Tammy Johnson, director of special education, during Monday`s meeting of the Fort Morgan Board of Education.
Every wonder how design-thinkers work? Take a look at Ideo’s vision of the future of the book.
What place do video games have in a classroom? Aren’t they just a distracting waste of time for kids who should be memorizing multipication tables? Sara Corbett eloquently answers these questions in her illuminating article in the New York Times, which aptly sums up some of the controversies around bringing technology into the education system.
My favorite passage in the piece, which will appear in Sunday’s New York Times magazine:
What if teachers gave up the vestiges of their educational past, threw away the worksheets, burned the canon and reconfigured the foundation upon which a century of learning has been built? What if we blurred the lines between academic subjects and reimagined the typical American classroom so that, at least in theory, it came to resemble a typical American living room or a child’s bedroom or even a child’s pocket, circa 2010 — if, in other words, the slipstream of broadband and always-on technology that fuels our world became the source and organizing principle of our children’s learning?
The more time we spend working, learning, and living, the more data we amass. We’ve been warned to back up our hard drives religiously — and for good reason. You never know when your screen will suddenly go black, never to return to life.
For students of all ages who’ll be creating important content that needs to be protected and saved at all cost — and for that matter, for any of us who want to protect our data — Crunchgear suggests a few different option for data storage, from servers that exist in the ether to tangible boxes that can hold a veritable museum’s worth of information.