Category Archives: Technology

Common myths about digital piracy debunked: not as high as mentioned in reports from industry trade organizations

A new  large-scale analysis of BitTorrent file-sharing of computer games helps debunking some common myths on digital piracy. From the press release:

The team found that it is not just hardcore “shooter” games that get pirated on BitTorrent. They also recorded piracy of games across the board, from children’s and family games all the way to the major commercial titles. Furthermore, their results indicate that the actual number of illicit digital copies of computer games accessed on BitTorrent is not as high as those mentioned in reports from industry trade organizations, for instance.

During the period of monitoring BitTorrent, the research team found that about 12.6 million unique peers from over 250 countries/areas were sharing illicit copies of games, which included Fallout: New Vegas, Darksiders, Need for Speed: Hot Pursuit, NBA 2k11, TRON Evolution, Call of Duty: Black Ops, Starcraft 2, Star Wars the Force Unleashed 2, Two Worlds II, The Sims 3: Late Night. This represents a wide range of games vendors and games types encompassing simulations, sports and strategy as well as action games. They report that of the 173 digital games in the sample, the ten most popular games titles during the period analyzed drove more than 4 out of every 10 unique peers on BitTorrent and a mere 20 of the countries monitored were contributing to more than three-quarters of the total file-sharing activity.

For the most popular games, they add, there was an average of 536,727 unique peers sharing via Bit Torrent, and the geographical distribution of the unique peers paint a very diverse picture of where people who access illegally copied games on BitTorrent are positioned. For example, a number of countries stand out as having very large numbers of unique peers represented in the dataset, including Romania, Croatia, Ukraine, Greece, Poland, Italy, Armenia and Serbia. Portugal, Israel and Qatar also have more than 1% peers per Internet user. The results also point out that games receiving high critical acclaim tend to have higher numbers of unique peers than those which receive negative critique in media reviews.

While the games investigated covered all major hardware platforms, console games are much tougher to pirate than desktop computer games for the simple reason that one needs to modify the hardware of the console to use them. In contrast, to use an illicit copy of a PC game, one must commonly only modify the computer code itself. A recent turn towards cloud-based gaming could reduce the chances of games being copied illicitly still further but adoption relies on access to reliable broadband internet for gamers. Of course, better broadband also potentially means more efficient sharing of illegal copies of digital games.

Abstract of the research:

The distribution of illegal copies of computer games via digital networks forms the centre in one of the most heated debates in the international games environment, but there is minimal objective information available. Here the results of a large-scale, open-method analysis of the distribution of computer games via BitTorrent peer-to-peer file-sharing protocol is presented. 173 games were included, tracked over a period of three months from 2010 to 2011. A total of 12.6 million unique peers were identified across over 200 countries. Analysis indicates that the distribution of illegal copies of games follows distinct pattern, e.g., that a few game titles drive the traffic – the 10 most accessed games encompassed 42.7% of the number of peers tracked. The traffic is geographically localised – 20 countries encompassed 76.7% of the total. Geographic patterns in the distribution of BitTorrent peers are presented, as well as time-frequency distributions of torrents, and additional results.

1 Comment

Filed under Research, Technology

Interesting talk by Justin Reich about the darker side of educational technology

Very interesting talk by Just Reich about the darker side of educational technology. You can read an article about the talk here.

Reich is not a technophobe. But he says he’s deeply concerned about how online learning will change society. He says the pay-for-play model that online learning represents could change the nature of American policy.

Public education exists in part to educate young citizens, he noted. Online learning “positions them as consumers, and hopes that market will efficiently distribute these resources,” Reich said.

He warns that this is a fundamental shift in education. Schools of almost every stripe have been places where students shared experiences, and developed and deviated from social norms. In such a system, he argues, children are involved in collaboratively authoring their learning experiences.

Leave a Comment

Filed under Education, Technology

The history of typography (video)

Leave a Comment

Filed under Technology

Good overview: Fight the MOOC-opalypse! and Reflections on the Aporia of Learning,

This presentation by Fred G. Martin is a #mustsee or rather #mustread. He not only gives a good overview but also sees the good elements and the problems (despite the title of the presentation).

Click on the image to open the presentation:

fight

Leave a Comment

Filed under Education, Technology

Online learning: varying lectures with tests improves attention, note-taking, and retention

Staying alert during classes is sometimes not that easy, but when studying online… can classes offered online cut through the maze of distractions – such as email, the Internet, TV and more – that face students as they sit in front of a computer?

New research by Harvard Researchers Szpunar, Khan, and Schacter gives an answer to this problem: by interspersing online lectures with short tests, student mind wandering decreased by 50 percent, note-taking tripled and overall retention of the material improved!

From the press release:

Ironically, Schacter said, while online classes have exploded in popularity in recent years, there remains “shockingly little” hard scientific data about how students learn in the virtual classroom.

“A lot of people have ideas about what techniques are effective,” he said. “There’s a general folk wisdom that says lessons should be short and engaging, but there’s an absence of rigorous testing to back that up.”

To get at that question, he, Szpunar, and research assistant Novall Khan devised two experiments.

In the first, a group of students were asked to watch a lecture that had been broken up into four segments of approximately five minutes each. After each segment, students were asked to do several math problems. Some students were then tested on the material from the lecture, while a control group did several more math problems.

In the second experiment, participants were separated into three groups. Similar to the first experiment, all began watching a lecture that had been broken up into four segments. The difference was that students were interrupted, and asked whether their mind was wandering.

“It was surprising how high the baseline tendency to mind-wander is,” Schacter said. “In our experiments, when we asked students if they were mind-wandering, they said yes roughly 40 percent of the time. It’s a significant problem.”

Following each segment, all three groups again did a set of math problems. Some students were then tested on the lecture, some did more math problems, and some were given the chance to re-study material from the lecture.

Surprisingly, Schacter said, in both experiments, students who were tested between each segment – but not the others, even those who were allowed to re-study the material – showed a marked drop in mind wandering and improved overall retention of the material.

“It’s not sufficient for a lecture to be short or to break up a lecture as we did in these experiments,” Schacter said. “You need to have the testing. Just breaking it up and allowing them to do something else, even allowing them to re-study the material, does nothing to cut down on mind wandering, and does nothing to improve final test performance. The testing is the critical component.”

Those tests, Schacter and Szpunar believe, act as an incentive for students to pay closer attention to the lecture, because they know they’ll have to answer questions at the end of each segment.

“Whether it’s in the classroom or online, students typically don’t expect to have to summarize a lecture in a way that makes sense until much later on,” Szpunar explained. “But if we give them an incentive to do that every now and then, students are actually much more likely to set everything else aside, and decide they can get to that text after class, or they can worry about their other class later, and they’re able to absorb the material much better.”

Another surprising effect of the testing, Szpunar said, was to reduce testing anxiety among students, and to ease student fears that the lecture material would be very challenging.

Going forward, Schacter said, he hopes to research whether the testing effect can also reduce mind-wandering in the classroom.

“We know that there is mind-wandering in classroom lectures,” he said. “Testing intervention hasn’t been tried yet, but I think both Karl and I expect it would have similar, and possibly even stronger, results, because these experiments were conducted in a very controlled setting.”

As online courses are touted as the future of higher education, Szpunar said he hopes the findings lay out a blueprint that can ensure students get the most out of the experience they can.

“At the very least, what this says is that it’s not enough to break up lectures into smaller segments, or to fill that break with some activity,” he said. “What we really need to do is instill in students the expectation that they will need to express what they’ve learned at some later point. I think it’s going to be a very sobering thought for a lot of people to think that students aren’t paying attention almost half the time, but this is one way we can help them get more out of these online lectures.

Abstract of the research published in PNAS:

The recent emergence and popularity of online educational resources brings with it challenges for educators to optimize the dissemination of online content. Here we provide evidence that points toward a solution for the difficulty that students frequently report in sustaining attention to online lectures over extended periods. In two experiments, we demonstrate that the simple act of interpolating online lectures with memory tests can help students sustain attention to lecture content in a manner that discourages task-irrelevant mind wandering activities, encourages task-relevant note-taking activities, and improves learning. Importantly, frequent testing was associated with reduced anxiety toward a final cumulative test and also with reductions in subjective estimates of cognitive demand. Our findings suggest a potentially key role for interpolated testing in the development and dissemination of online educational content.

Leave a Comment

Filed under Education, Research, Technology

A cheat sheet for educational technology

Found this cheat sheet here.

Leave a Comment

Filed under Education, Technology

A different voice in the debate: Do television and electronic games predict children’s psychosocial adjustment?

There has been quite some discussions about the negative effects of screen time on children, but this new research by Alison Parkes, Helen Sweeting, Daniel Wight and Marion Henderson published in Archives of disease in childhood shows a slightly more moderate outcome. In their longitudinal study they found just a little negative effect of TV on the development of young children.

Abstract of the research that can be read online:

Background Screen entertainment for young children has been associated with several aspects of psychosocial adjustment. Most research is from North America and focuses on television. Few longitudinal studies have compared the effects of TV and electronic games, or have investigated gender differences.

Purpose To explore how time watching TV and playing electronic games at age 5 years each predicts change in psychosocial adjustment in a representative sample of 7 year-olds from the UK.

Methods Typical daily hours viewing television and playing electronic games at age 5 years were reported by mothers of 11 014 children from the UK Millennium Cohort Study. Conduct problems, emotional symptoms, peer relationship problems, hyperactivity/inattention and prosocial behaviour were reported by mothers using the Strengths and Difficulties Questionnaire. Change in adjustment from age 5 years to 7 years was regressed on screen exposures; adjusting for family characteristics and functioning, and child characteristics.

Results Watching TV for 3 h or more at 5 years predicted a 0.13 point increase (95% CI 0.03 to 0.24) in conduct problems by 7 years, compared with watching for under an hour, but playing electronic games was not associated with conduct problems. No associations were found between either type of screen time and emotional symptoms, hyperactivity/inattention, peer relationship problems or prosocial behaviour. There was no evidence of gender differences in the effect of screen time.

Conclusions TV but not electronic games predicted a small increase in conduct problems. Screen time did not predict other aspects of psychosocial adjustment. Further work is required to establish causal mechanisms.

Leave a Comment

Filed under Research, Technology

Interesting Hype Cycle on MOOC’s by Les Schmidt

I have the feeling MOOC’s are moving through the hype cycle at a very fast pace, I think Les Schmidt agrees if you look at his hype cycle on MOOC’s. Check his blogpost here.

 

Leave a Comment

Filed under Education, Technology

The Great Brain Experiment

Reblogged from thInk:

Click to visit the original post

As part of Brain Awareness Week 2013, a team of researchers from the Wellcome Trust Centre for Neuroimaging are launching an experimental app. Rick Adams tells us more. 

Have you ever wondered how your brain works? How it compares to other people’s? Or what scientists are doing to try to understand the workings of the mind? Well now you have a chance to find out - ‘

Read more… 574 more words

Great idea which brought neuroscientists and a game programmer together.

Leave a Comment

Filed under Research, Technology

Why the MOOCopalypse is Unlikely

Reblogged from Computing Education Blog:

Click to visit the original post


The article from The Chronicle referenced below helped convince me that the MOOCopalypse is unlikely to happen. The MOOCopalypse is the closing of most of American universities ("over half" said one of our campus leaders recently) because of MOOCs. The Chronicle piece is about the professors currently offering MOOCs, and the survey (at left) is only with MOOC providers.

The first and greatest challenge to the MOOCopalypse is economic.  

Read more… 663 more words

Will the half of universities in the US close because of the MOOC's? Unlikely or not?

Leave a Comment

Filed under Education, Technology