Teague's Tech Treks - 10 Rep Learning

Learning Technology & Tech Observations by Dr. Helen Teague

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Bright Ideas ~ Best Practices for Engaging Lifelong Readers

Watch as Ms. Wright explains her strategy for engaging young learners with books!

 

Why Is This Strategy Effective?

Growth in reading requires building knowledge and vocabulary. This occurs through conversations about books with students and the students’ own reading experience, especially independent reading .

 


 

References

Beck, I. L. (1997). Questioning the author: An approach for enhancing student engagement with text. Order Department, International Reading Association, 800 Barksdale Road, PO Box 8139, Newark, DE 19714-8139.

Kerns, G. (2019, October 15). The Truth About Non-fiction Reading [Webinar]. In EdWeb ELA Webinar Series. Retrieved from https://www.edweb.net/.5c4f5a7b/

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Weekend Ed. Quote ~ October 11

“Wisdom is not a product of schooling, but of the lifelong attempt to acquire it.” ~~Albert Einstein

Wisdom Quote by Einstein

 

 


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Source of quote and photo from Quotation Celebration by Samuel Rodenhizer

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Nerd Research Minute: Video Games Before Bedtime

Does Playing Video Games Before Bedtime Affect Sleep?
Jeffrey A. Miskoff , Moiuz Chaudhri , Benjamin Miskoff

 

Abstract
Sleep serves a vital role in our ability to function on a daily basis and may be affected by various activities such as playing video games. Teenagers are one of the largest consumers of video games and if played before bedtime may lead to the release of certain neurotransmitters which may, in turn, alter sleep architecture and reduce sleep efficiency. The purpose of this study is to
measure 1) sleep efficiency 2) sleep latency 3) time spent in rapid eye movement (REM) stage with and without playing video games 30 minutes to 60 minutes before bedtime. For this study, one patient was recruited. The study was completed using a television, video game console, and a video game (Red Dead Redemption 4), Apnea Risk Evaluation System (ARES) nocturnal
polysomnogram (NPSG) unit, a bed and a blanket situated in a quiet room, a computer, printer, and a notebook for data recording. REM time and sleep latency were also measured. There were 45.6 minutes of REM with video games and 56.4 minutes of REM without video games. This was equivalent to 13.06% and 15.74% of the total sleep time, respectively. The sleep latency with
video games was shorter than without video games (11.4 and 23 minutes, respectively). Result suggests that there is no significant difference in sleep efficiency with and without video games. However, sleep latency decreased, and REM increased with video games.

 

Study Reference

Miskoff, J. A., Chaudhri, M., & Miskoff, B. (2019). Does Playing Video Games Before Bedtime Affect Sleep?. Cureus11(6). VideoGamesMiskoffChaudhriMiskoff2019

 

#PBSReaders4Life
#GCUTEC520

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More Nerd Research Minutes

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PBS Educator-Learners Creating Literacy Initiatives

 

Larger Version, Slightly Better Readability

Pause to read Learner’s Goals


#PBSReaders4Life

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Weekend Ed. Quote ~ October 4

Nobody can discover the world for anybody else. It is only after we have discovered it for ourselves that it becomes a common ground and a common bond, and we cease to be alone.

And the world cannot be discovered by a journey of miles, no matter how long, but only by a spiritual journey, a journey of one inch, very arduous and humbling and joyful, by which we arrive at the ground at our feet, and learn to be at home.

~ Wendell Berry

 

 


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Sign up for EdWeb Webinars!!! Munch and Learn~~

Here are excellent offerings from edWeb webinars… Click here to see many more topics and time options!

Sign up to receive edWeb Webinar announcements!

edWeb Webinars

 

#EdWebinar

 


 

Read more edWeb posts on this blog

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The Widget Feature from Goodreads

The Widget feature from Goodreads… would it be a forward-facing communication method for reading teachers?

 

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Weekend Ed. Quote ~ September 27

There are so many connections between teaching and sports! Consider this quote by pro tennis player Paul Annacone: 
“That is what great players do; they find solutions. They find how to win with what they have in the moment.” 
Paul Annacone, professional tennis player, coach, commentator during a September 21, 2019 telecast of the Laver Cup, [Tennis Channel]. 
The quote become even more applicable if the word “players” is switched out with the word “teachers.”

 


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Nerd Research Minute: Bedtime Use of Technology and Associated Sleep Problems in Children

Bedtime Use of Technology and Associated Sleep Problems in Children
Fuller, C., Lehman, E., Hicks, S., & Novick, M. B. (2017)

The purpose of this study (Fuller, Lehman, Hicks & Novick, 2017) was to explore bedtime electronic use and its impact on 3 health consequences—sleep quantity and quality, inattention, and body mass index. Parents of 234 children, ages 8 to 17 years, were surveyed to quantify hours of technology use (computer, video games, cell phone, and television), hours of sleep, and inattentive behaviors. Using any device at bedtime was associated with a statically significant increased use of multiple forms of technology at bedtime and use in the middle of the night, reducing sleep quantity and quality. Little association was found between technology use and inattention.

A statistically significant association was found between bedtime technology use and elevated body mass index.
Clinicians should discuss the impact of technology at bedtime to prevent harmful effects of overexposure.

“There was a significant relationship between average hours of sleep and technology use before bedtime (Figure 2). Children who watched television at bedtime were recorded to get 30 minutes less of sleep than those who did not watch television at bedtime (P = 0.025). Children who used their phone at bedtime reported approximately 1 hour less of sleep than those who did not (P < 0.001). Also, children who played video games at bedtime reported 30 minutes less sleep than those who did not, and were more likely (OR = 2.7; 95% CI = 1.30-5.75) to have trouble staying asleep. Children who used a computer at bedtime were reported to have approximately 60 minutes less sleep than those who did not (P < 0.001) and were more likely (OR = 2.1; 95% CI = 1.10-3.92) to have trouble falling asleep.”

 

The study referenced some indications toward tech use and B.M.I.

 

 

Study Reference Citation

Fuller, C., Lehman, E., Hicks, S., & Novick, M. B. (2017). Bedtime use of technology and associated sleep problems in children. Global pediatric health.Study retrieved from https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5669315/
Study pdf: TechAndSleepAtBedtime2017

#PBSReaders4Life
#GCUTEC520

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More Nerd Research Minutes

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Are Comic Books ‘Real’ Books?

From Eisner’s warning that “Comics as a reading form was always assumed to be a threat to literacy” (Eisner, 1985/2002, p. 3) seems at odds with the popularity of comic books, comic book stores, and online comic websites.
Comic books are an engaging component in a literacy book collection (Yarmi, Lestari, & Yufiarti, 2019). Not only can they provide reading opportunities, comic books form a writing and creating opportunities too (Griffiths, 2019).

That’s the research angle, but what is your perspective? Do comic books rise to the status of “Real Books’?                   To answer this question, let’s consider a wise perspective from Young Sheldon:

 

What would you choose for your superhero name? 

Mine would be the Notorious RPB  =  “ReadsPastBedtime”

Please leave a comment and share your superhero name!

#PBSReaders4Life

 

 

References

Eisner, E. (1985). Aesthetic modes of knowing. In E. Eisner and K. Rehage (Eds.), Learning and teaching the ways of knowing:
Eighty-fourth Yearbook of the National Society for the Study of Education (pp 23-36). Chicago: The University of Chicago
Press.
Eisner, E. (2002). The arts and the creation of the mind. New Haven: Yale University Press.
Griffiths, R. (2019). Young people express their feelings through creating and publishing comics. Children and Young People
Now
2019(2), 58-58.
Yarmi, G., Lestari, I., & Yufiarti, Y. (2019, January). Building Culture of Literacy through Child Fun Library. In International
Conference on Islamic Education (ICoIE 2018)
. Atlantis Press.
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