April 27, 2011

Wordpress: new feature to help you write

Amplify’d from en.blog.wordpress.com

Writing made easy with Writing Helper

We know the hardest part of blogging is actually writing posts. And most blogging software,  and even word processors, do little to help writers write. Today at WordPress.com we’re  proud to announce a new kind of feature, aimed at helping the writing process, called Writing Helper. It’s a new box that appears underneath the edit box on the Add a Post Screen (the entire box can be dragged to the right side if you want it next to the edit box, instead of underneath).

First up is Copy A Post. You can now reuse the hard work of previous posts as the basis for the next one. Simply hit the Copy A Post button, pick a post, and we copy the title, content, tags and categories for you, saving you steps. If you often have similarly tagged or formatted posts, this will save much time. We will always show your most recent posts in the list, but you can search by title too.

Next is Request Feedback. You can now share a private draft of a post with a friend before it is published. They can help you find typos, suggest improvements and give advice to make the post amazing before your publish it to the world.

When you click on Request Feedback, you can enter email addresses of friends who are willing to help. They’ll receive a special private link to see your draft, where they can leave feedback on your post (see image above). Their feedback will appear in your post’s Request Feedback area when it arrives, so you can make changes to your draft accordingly.

For more about how Writing Helper works, read the support pages for Copy a Post and Request Feedback.

Read more at en.blog.wordpress.com
 

April 20, 2011

A radical experiment in empathy

Can you empathize with your students?

Amplify’d from www.ted.com
Sam Richards: A radical experiment in empathy

By leading the Americans in his audience at TEDxPSU step by step through the thought process, sociologist Sam Richards sets an extraordinary challenge: can they understand -- not approve of, but understand -- the motivations of an Iraqi insurgent? And by extension, can anyone truly understand and empathize with another?


Sam Richards is a sociologist and teacher of the largest race relations course in the US. He argues that empathy is the core of sociology. Full bio and more links

Read more at www.ted.com
 

April 12, 2011

Free Fonts to Use in E-Learning Courses

Amplify’d from www.articulate.com
The Rapid E-Learning Blog - 150 free fonts

Google has been actively promoting web fonts through an open source initiative.  You can learn more about this from the Google Web Fonts blog.  In addition to promoting the use of web fonts, they’ve been putting together a nice collection of open source fonts.

The Rapid E-Learning Blog - free Google Web Fonts

From the site you can preview and download the fonts.  The only problem with that is you have to download them one by one.  What if you want access to all of them at once?

Joe Maller to the rescue!  The other day I ran across this blog post that detailed how Joe Maller had individually downloaded all of the current fonts and put them in a single folder for download.  You’ll need an application like 7zip (which is free and the one I use) to decompress the files.  Once they’re decompressed, you can easily install the fonts on your computer.

Are these really free?

Anytime I do a post about free resources, I get questions about the licensing.  The fonts that Google makes available have been submitted by the creators and each one has a link to the licensing agreement.  You can learn more by reading about the Open Font License

The Rapid E-Learning Blog - How to download free Google web fonts

When you download the fonts you have the option to pay the developers.  Paying someone for their work isn’t a bad idea and probably motivates them to create some more fonts and make those available, as well.

Read more at www.articulate.com
 

April 8, 2011

Time-saving E-learning Tips

Amplify’d from www.articulate.com
  • Production tips come from people who produce. Software vendors like Articulate create authoring software that has a bunch of features.  But it’s the users of that software that will come up with how to use it.  They also have all sorts of creative ideas based on their experiences that the vendors may never consider.  So tapping into that expertise can save you a lot of time trying to figure out how to do something with the tools you have.
  • Asking questions builds a pool of tips and tricks.  Some of my best ideas come from the questions I get from the community.  Someone will ask how to do something.  Initially, I may be a bit stumped.  But then I play around with some ideas and usually come up with some sort of solution. So asking questions provides answers; but it also helps the experts broaden their skills, which in turn adds additional value to the community.
  • There’s lots of free stuff.  Who doesn’t like free?  I like to build quick templates to practice some techniques. Then I give them away.  Ideally, you’d take the ideas and practice building your own templates.  But the reality is that you have limited time and if you get the template for free, why not just use it (which you’re free to do)?  So take advantage of all of the free assets in the user community.
Read more at www.articulate.com
 

Twitter as a professional social network

I've been discussing the merits of Twitter as a professional social network recently in conversation with colleagues. One of the regular objections to using Twitter professionally is that there is too great a noise-to-signal ratio. In other words, people are reluctant to get too deeply involved with Twitter because they think they will be swamped with people talking about what they had for breakfast, how their cat was sick on their auntie Bessie, or other niff naff and trivia. Professionals don't have a lot of spare time, and want to maximise the time they do have. I don't blame them. But they should also realise that Twitter can actually save them time if used in an appropriate manner.
Firstly, see Twitter as a fast moving stream. You can choose when to dip your toes in the water and when to let the stream flow past. You don't have to be online all the time, and you don't have to have Twitter on all the time. Use it when you need to, to learn, discover, share, connect and communicate.

Secondly, filter by choosing to follow the right people. There are at least three ways to choose the people you should most likely follow. 1) Go on the recommendations of people you trust. If they have been on Twitter for a while, they will know the ropes and they will know the dopes. Ask for their advice, or simply trust them and follow the people they recommend in their Twitter lists. 2) Choose to follow people on the basis of their content - look at their profiles and the Tweets they post, and you'll soon see whether or not it will be worth your while following them. 3) Don't forget that you can also discover people to follow on Twitter through serendipity. This may be because someone else you follow has retweeted them or simply because you spot them online. If they look interesting, follow them - you have nothing to lose - and you can always unfollow later if it all gets a little too tedious.

Thirdly, you can filter your Twitter stream by using keywords to search for specific content. You can also be very specific by following hastags for say, events such as conferences, or breaking news stories. Keeping an eye on trending topics can also be useful occasionally, especially if you want to lock into something that is breaking news. These three levels of filtering should enable you to enjoy Twitter as a useful PLN, without you being swamped with spurious content. Third party tools such as Tweetdeck can also compartmentalise content and make it manageable. You can choose what each of your columns contains, including your own mentions or DMs (Direct, private messages to you from friends).
Read more at steve-wheeler.blogspot.com
 

Games, Virtual Worlds and Real Life Work

How India Inc can benefit by smart use of new-age games?

A couple of months ago, Madana Kumar, the head of learning at IBM for India and South Asia, was trying to gauge ways and means to manage a diverse workforce. If some employees were found struggling with work-life issues, others had strands of gray that couldn't quite handle a young workforce. There could even be issues relating to sexual orientation. Kumar seized the virtual initiative meant for IBM-ers the world over by creating an avatar of his in the online game Second Life.

Simultaneously, a virtual orientation center sprang up to familiarise global participants with the nuances of Second Life.

When participants (like Kumar) are in the 'Gay' Breakout Room in the game, they actually get to experience some of the difficulties faced by an individual who believes the environment inhibits him/her from expressing his/her sexual orientation. Again, in the 'Generational Diversity' Room, participants must choose the best person for a job and they experience the conflict and potential biases that age can place on this decision-making. "We were able to experience this by building a Brick Wall in Second Life and being invited to break the wall. We'd never be able to do that in real life for fear of hurting someone but Second Life avatars don't experience physical pain," says the 52-year-old Kumar.

Across the management spectrum of India Inc , companies are gradually waking up to gaming and simulation techniques to solve real issues. While it's tempting to think there's little more to games than racing, shooting or managing orchards on Farmville , they can be applied to a wide range of situations. These include cracking the art of negotiation in deals, complex HR issues at the workplace, creating an awareness tool, or even making a job easier for clients. "Companies are increasingly briefing us about their objectives based on which we design games as an initiative from the top management that may or may not be linked to returns on investment," says Yashraj Vakil, COO of Dream 11 Gaming , an online game creator. Apart from developing a board game for the financial world called Game Of Life, Dream 11 is now installing a CSR game as a companywide initiative for Apollo Tyres.

As part of their green initiative, Apollo Tyres was looking for employee engagement in their conservation programme and reached out to Dream 11 to make a game wherein a young boy has to climb a hill with multiple obstacles en route. Each hurdle comes in the form of a query on the environment and a wrong answer is duly greeted with foul weather. "We have given an eco-friendly feel to the game as per our client's requirement," says Vakil.

Harshita Pande , Head of CSR at Apollo Tyres, plans to roll out the game in the next couple of months. "It's targeted at increasing awareness (of the environment-related work done at Apollo Tyres) among are employees," he says.

For UTV, another client of Dream 11, it's a more cricket-driven requirement, with the World Cup serving as a backdrop. Some 150 people of the production house now play Balla Bol, a game customised for them, wherein every participant gets to select his/her cricket team which is then updated with actual on-ground performances and real scores to boot. The game deftly intersperses the UTV signage "creating brand recall among our people", says Kunal Mukherjee, Head-Marketing. "We're in the process of building teamwork through gaming. We're looking at more online development of such games."

One of India's premier IT companies commissioned Indusgeeks Solutions to create a leadership training module to train senior managers. According to Siddharth Banerjee, founder and CEO, Indusgeeks Solutions, "They had a few issues since many of their managers were expats and spread around the world. How do you test for soft skills like courage or integrity? Multiple choice questions only go so far." Indusgeeks came up with both single and multi user games. The former are used for self learning while the latter bring in group dynamics and roleplay. The situations the managers encounter are diverse; a far cry from being cooped up in a room staring at other people in suits. Says Banerjee, "They could be wandering through a virtual jungle while testing leadership skills. The results on how people react to situations are surprising. You catch them off guard more than you would in a structured training or even structured web based learning programme."

Ninad Chhaya, COO of Playcaso (short for Play, Casual, Social), a subsidiary of gaming company Nazara Technologies , is upbeat about a fresh burst of demand coming in from companies for internal team building. "Games are being incorporated as a part of the corporate training module, where various levels attempt to gauge how much the trainee has learnt," says Chhaya. In the business for over 15 years, Chhaya recalls conceiving of a game for a pharma company that made beta-blockers for cardiac patients. "The game was created in such a way that a medicine has to remove the blocks in the bloodstream. We made the game without showing blood and simulating a traffic situation since the medical fraternity that would play the game are used to seeing so much blood in daily life. Your score, obviously depends on the number of blocks you remove," he says.

War games simulate real conditions in a competitive scenario that helps a team decide its plan of action before diving in to the actual marketplace. The global pharmaceutical industry faces multiple threats on various fronts like competing companies, technologies, physician bodies and regulatory agencies, so companies here execute war-gaming exercises to devise strategies to respond to competing threats. "Owing to the increased pressure on margins, global pharmaceutical players are now increasingly looking at offshore partners who can support them in developing accurate, usable, and relevant gaming material," says Manish Gupta, CEO of the Bangalore-based Indegene Lifesystems .

Indegene largely helps its clients in two key areas through gaming - competition mapping and technology mapping. "Unlike other sectors, considering the regulatory environment and changing momentum, pharmaceutical gaming scenarios are expected to be steeped in scientific accuracy and reflect real-time data. The insights provided add value to decision-making and intensify the engagement of senior management as they evaluate and compete with their colleagues in the gaming environment," says Gupta.

But not all games are custom-made. Off-the-shelf hits that have quite possibly been part of a young executive's teenage years are quite common too. Capture The Flag a popular mod on shooters like Quake, Unreal Tournament and Counter-Strike, makes teams work out their attack and defence strategies, raiding enemy territory for a flag and attempting to take it back to a safe area on the map. Another popular title is Microsoft's Age Of Empires series where a player builds his 'empire' managing resources, waging wars for expansion and trying to ensure calamity-free progress. Chhaya, though, is quick to add a caveat. "It may take 3-5 years to develop a game like Age Of Empires depending on the rich user interface, but the demand for corporates result in flash games that take anywhere between a week to two months," he says.

Varying complexity of games has given a new edge to at HCL's Top Gun programme, which prepares employees for leadership roles. One facet of the programme simulates a business situation the participant must counter. "We give unique situations everyday and the player has to come up with a strategy to crack it, creating competition among teams. This is a high intensity game and the winners are called Top Guns," says Kunal Purohit, Head of Sales Excellence at HCL Technologies . In essence, the game helps players to gauge their competitive strengths and draw strategies appropriately. "It is an aspirational programme and fast-tracks growth and visibility within the organisation," says Purohit.

There is little doubt that games enhance the learning experience. "People coming out of virtual classrooms tend to understand content better," says Chandrasekhar Sripada, VP and Head HR, India and South Asia, IBM. "We use a handful of games at any given point since enough due diligence should go into game effectiveness." IT-enabled games used as tools of learning, blur the lines between play and work, improving engagement, and hence, the degree of learning, retention and the likelihood of what's learnt being incorporated in everyday work. A step further is gamification, where the principles of game design are applied to websites, intranets & enterprise IT applications, to increase usage and levels of user engagement.

Games, whether full-blown competitive war games or simulations, serve as laboratories where managers can experiment with strategies or large-scale operational changes with no risk. "They are laboratories of the mind where the top manager has the freedom to try, test and fail in the privacy of his office," says Mohit Malik, Partner at Anoova Consulting . Malik has been conducting war games for leading organisations over the last five years.

In Wargaming for Leaders - Strategic Decision making from the Battleship to the Boardroom, Mark Herman , renowned war game developer for Booz Allen Hamilton , along with co-authors Mark Frost and Robert Kurz , come up with examples from the government, corporates and public policy to gauge the effectiveness of gaming. There is the example of a large equipment manufacturer who must determine whether a merger is strategically right for its growth and which technologies to drop in the process. Then there's the instance of a four-star US general testing his war plan for Iraq and uncovering fixes that that might have prevented a prolonged conflict in the desert. Quoting Marcel Proust, Malik says the real voyage of discovery consists not in seeking new lands, but in seeing with new eyes. Games, if done right, help top managers look at the world with new eyes.
Read more at economictimes.indiatimes.com
 

ExitReality: Internet 3D

Amplify’d from www.techlider.com.br

A principal novidade do programa é que ele visualiza qualquer página da internet em um ambiente 3D. É só entrar em www.exitreality.com, baixar o plug-in gratuito e digitar um endereço de página.

O programa usa um sistema similar ao do Second Life, em que o usuário tem um avatar e pode andar por todo o site.

Ao entrar no MySpace, por exemplo, você tem o seu apartamento, que é uma versão da sua página inicial. Você pode adicionar móveis e objetos, colar sua foto e as de amigos na parede e arrastar vídeos e músicas de outros sites para o seu.

Em teoria, o programa pode realmente fazer com que toda a internet se torne 3D. Na prática, o ExitReality, em sua versão beta (de testes), possui várias limitações. A mais grave é que os links de uma página 3D abrem no tradicional formato 2D.

Assim, se você transformar a página inicial do Orkut em 3D, quando você fizer o login a sua página irá aparecer em outra janela em 2D. A mobilidade do avatar, feita pelo teclado ou mouse, é ruim –em alguns casos, demora-se muito tempo para executar uma ação simples como abrir um link.

Outro aspecto que precisa ser melhorado é o da leitura de textos, que aparecem em um retângulo 3D no meio da tela. A fonte é pequena demais.

Apesar do problemas, a idéia é interessante. Confira por você mesmo, com Internet Explorar, Firefox e Chrome. O site não é compatível com Mac.

Read more at www.techlider.com.br
 

April 7, 2011

Conhece as suas âncoras de carreira?

Amplify’d from www.psico.ufsc.br
Âncoras de Carreira v.1.0

            A âncora de carreira é uma combinação das áreas percebidas de competência, motivos e valores que a pessoa não abandonaria, representa o seu verdadeiro “eu”.  Sem o conhecimento desta âncora a pessoa pode buscar outro trabalho que no futuro não serão satisfatórios porque ela sente que “o trabalho não responde realmente a seu eu” (“não tem nada a ver comigo”).  Analisar o momento presente da carreira e as decisões futuras poderão ser mais fáceis e ter mais valor se a pessoa tem um claro entendimento de sua orientação pessoal para o trabalho, seus motivos, seus valores e sua auto-percepção de talentos.

            Pesquisas sobre as âncoras de carreira mostraram que a maioria das pessoas vê, ela própria, em termos das oito categorias descritas a seguir, mas estas categorias não significam nada fora do contexto do passado histórico da pessoa e de suas aspirações  futuras. Segundo Edgar Schein, autor de “Career Anchors: Discovering your real values”,é o pensar e o falar sobre a carreira e os acontecimentos de vida, que gradualmente vai dar maior compreensão das prioridades e valores pessoais.

           

Clique aqui e descubra as suas âncoras de carreira agora mesmo!
Read more at www.psico.ufsc.br
 

April 6, 2011

Educators: No Mass Exodus from #SL

Amplify’d from www.hypergridbusiness.com

In March, I asked educators on the SLED and EDUCAUSE Virtual Worlds lists to tell me how their ownership of land in virtual worlds compares to their holdings a year ago.

Here are the results.

Analysis: No Mass Exodus

I had expected a larger exodus from Second Life, but the survey design made it hard, without biasing its design, to factor in the two-year pricing Linden Lab offered nonprofits and educational institutions.

The two-year reduced tier may have swayed many colleagues with ongoing projects that are hard to transplant to stay in Second Life.

With 15.4 percent noting that they would own more land in Second Life, and 23.1 percent noting that they would own less, there’s hardly a mass migration out of Second Life to OpenSim or anywhere else. There may be a slow erosion of the user base among educators, but more data are needed for such a claim.

A difference of 8 percent between contraction and expansion might sound alarming to a company in other contexts. I could imagine executives losing sleep if their aggregate sales figures showed a similar change: more companies in the prior calendar year expanding their trucking fleets with more Chevy trucks than Fords, or more firms supplying their employees with Windows 7 rather than Blackberry smart phones.

For virtual-world users, however, the choices are not either-or: it is quite possible to rent server space from several providers to enable different projects. The survey respondents could, for example, have cut land holdings a little in SL, while renting server space for an OpenSim installation (or hosting it on campus). My own response would include “own less land in Second Life” (our campus presence has gone from a full island to my office, on a 512m mainland plot for which I pay no tier) and “own more land in non-SL grids” (I rent a sim in Jokaydia Grid).

With 27.9 percent noting more ownership of non-SL real estate than a had been the case a year ago, versus 1.9 percent saying less, educators are clearly trying other grids, perhaps as secondary experiments alongside work done in Second Life.

Faculty may simply be hedging their bets in case further changes from Linden Lab prove unsuitable to their needs, or they may be staking an early claim if OpenSim grids evolve in ways that make them match or exceed Second Life’s stability and quality of content.

One telling statistic: nearly a third of respondents pay out of pocket for their work in virtual worlds. That makes any further increases to tier difficult. For those paying the non-discounted tier in Second Life, it will be interesting to look again in a year, to see how many educators have changed their plans or stayed with Linden Lab’s grid.

Public knowledge of OpenSim has certainly grown; a year ago at the VWER meetings, we had to explain when OpenSim is. Now folks know, even if they have not spent much time on a non-SL grid. In time, more will travel, and their experiences with grids not quite as evolved as Second Life’s may influence future survey results.


Joe Essid directs the Writing Center at the University of Richmond, where he teaches courses in the departments of English as well as Rhetoric & Communication Studies. He holds a PhD in American Literature, with a specialization in the History of Technology, from Indiana University. As Ignatius, Joe can be found wandering Second Life or, as Iggy Strangeland, in Open Sim grids. He writes for Prim Perfect about grids beyond SL. He has published several articles about pedagogically effective ways to teach with technology in writing-intensive classrooms. He also publishes short work about gardening, history of technology, and sustainability. Ever a geek, Joe designs and plays old paper-and-dice roleplaying games. His at-times snarky blog, "In a Strange Land," combines these interests from Joe's perspective as neo-luddite who rides a bike, refuses to use a cell phone, works on a farm, yet thinks avatars provide an ecologically sustainable way of communicating and building immersive simulations.
Read more at www.hypergridbusiness.com
 

#SL gives isolated students a chance

Amplify’d from www.theage.com.au


Cyber virtual island gives isolated students a second chance

IN REAL life Mark Kent is a middle-aged, bespectacled teacher in a suit, holed up in an office in Thornbury. But like his virtual namesake Clark Kent, the assistant principal of Victoria's Distance Education Centre Victoria has an alter ego.


In the internet virtual world of Second Life, Mr Kent is a black man, with rippling biceps and a white muscle T-shirt, who wanders the island of Skoolaborate admiring his students' artwork in a space called Art Crimes.


While Art Crimes features graffiti tags that would be vulnerable to being scrubbed off any concrete wall by a zealous council officer, there are no punitive bylaws on Skoolaborate. ''You can do whatever you like,'' Mr Kent says as his black alter ego strolls through the virtual gallery. Case in point: ''As I get older my avatar gets younger.''


Skoolaborate is a pilot program where students studying via distance education centres in Melbourne, Cairns and Brisbane meet in a virtual world to share their art, wikis and blogs.


In May, five students from each of the distance education centres will be selected to attend a four-day workshop with artist Daniel ''Wally'' Wallwork in Cairns.


The students will produce a ''real world'' graffiti wall that will be simultaneously developed in the Art Crimes gallery ''inworld''.


Mr Kent said Second Life was a fantastic way of bringing together students who were disadvantaged by geographical isolation, medical issues or a lack of opportunity for social interaction.


''If you live on a sheep station thousands of kilometres away, this is a way of meeting study requirements to share work,'' he said.


Maddison Scott, 15 ,of Point Cook, is a Second Life fan. A diabetic, who must inject insulin four times a day, Maddison decided to study via distance education this year, after struggling at a bricks and mortar school.


Maddison is a brunette; her avatar Madd is a kick-arse blonde with tatts. Maddison says she used to be terrible at art and could only draw stick figures, but the Japanese-themed work ''Madd'' displayed in Art Crimes attracts rave reviews from other avatars.


Aside from exhibiting her art on Skoolaborate, ''I've tried flying and trapping teachers in buildings,'' Maddison says. Madd also chats with other avatars.


Mr Kent says he sometimes goes online to monitor conversations, but has never witnessed any bullying or put-downs from other students. He hopes to extend the use of Second Life; next year the centre may build a virtual chemistry lab.


He also hopes federal Schools Minister Peter Garrett will attend the workshop in Cairns in May, in real life or virtually. After all, there must be a rock musician avatar who dances like a praying mantis somewhere in Second Life.

Read more at www.theage.com.au
 

A virtual choir 2,000 voices strong

Amplify’d from www.ted.com
Eric Whitacre: A virtual choir 2,000 voices strong

In a moving and madly viral video last year, composer Eric Whitacre led a virtual choir of singers from around the world. He talks through the creative challenges of making music powered by YouTube, and unveils the first 2 minutes of his new work, "Sleep," with a video choir of 2,052. The full piece premieres April 7 (yes, on YouTube!).

Read more at www.ted.com
 

April 5, 2011

Evolution's gift of play

With never-before-seen video, primatologist Isabel Behncke Izquierdo (a TED Fellow) shows how bonobo ape society learns from constantly playing -- solo, with friends, even as a prelude to sex. Indeed, play appears to be the bonobos' key to problem-solving and avoiding conflict. If it works for our close cousins, why not for us?

About Isabel Behncke Izquierdo: TED Fellow Isabel Behncke Izquierdo studies the social behavior (and play behavior in particular) of wild bonobos in DR Congo.

Amplify’d from www.ted.com
Isabel Behncke: Evolution's gift of play, from bonobo apes to humans
See more at www.ted.com
 

The Evolution of the Virtual Workplace

Amplify’d from www.youtube.com

Work in Second Life - The Evolution of the Virtual Workplace
See more at www.youtube.com
 

April 4, 2011

Hands Free 3D: SL Navigation Demo

Unfortunately this project seams to have died back in October 28th, 2008 (http://www.handsfree3d.com/blog/).

Here's an idea: Linden Lab should join Nintendo to develop a Wii version of Second Life. :))

Amplify’d from www.youtube.com

Hands Free 3D: Second Life Navigation Demo
See more at www.youtube.com
 

Hands Free 3D: SL Object Editing Demo

Amplify’d from www.youtube.com

Hands Free 3D: Second Life Object Editing Demo
See more at www.youtube.com
 

História de uma empreendedora virtual

Kasi Nafus, utilizadora do Second Life desde 2003 e 'empreendedora virtual', explica como começou o seu V-Business.

Descubra mais sobre esta forma de empreendedorismo no curso 'V-Business: Negócios Virtuais; Receitas Reais'. As inscrições para a edição de Maio de 2011 encontram-se abertas. Mais informações: info@maisconteudos.com

Amplify’d from www.youtube.com





Second Life documentary


See more at www.youtube.com
 

The last several decades have brought about significant change in the information cycle (creation, validation, sharing, repurposing) and in how people interact with each other. Each era creates institutions that reflect the information-based needs they face. Libraries in Alexandria, the Academy in Greece, churches in the middle ages, and schools/universities (~800 years ago). If we want to understand the institutions a society will create, we must first understand the nature and attributes of information of that era.

- Stephen Downes http://amplify.com/u/bxmcb

April 3, 2011

As armadilhas das redes sociais...

... e como se proteger delas.



Para ler (e reler) especialmente por aqueles que (ainda) acreditam existir privacidade ou anonimato na Internet.

Amplify’d from economico.sapo.pt


Como se pode proteger das armadilhas das redes sociais


Multiplicam-se os casos de despedimento pela utilização descuidada das redes sociais e os riscos de uso abusivo dos dados pessoais.

As redes sociais alteraram a relação entre utilizadores, a Internet e o resto do mundo. O Facebook ou o Twitter são muitas vezes usados para partilhar dados sobre a vida pessoal dos utilizadores ou para "desabafos" relacionados com o local de trabalho. Mas a Internet é um local público e muitas vezes os comentários podem virar-se contra quem os faz. Se não criticaria o seu empregador publicamente ou não divulgaria o seu número de telefone a quem não conhece, por que razão o faz numa rede social.

"A regra fundamental é pôr o mínimo de dados pessoais ou quaisquer outros dados da vida privada, seja do próprio ou de outra pessoa, que podem vir a ser usados de forma incorrecta e com más intenções", explica Vicky Fernandes, especialista em etiqueta, ao Diário Económico. Apesar da informação a partilhar ser sempre "do foro pessoal", é importante ter em atenção que a publicação de informações detalhadas sobre a vida pessoal ou hábitos de fim de semana pode levar a "verdadeiros riscos de sérios crimes". Por isso mesmo, há limites relativamente à informação a partilhar, que deve ser seleccionada com cuidado. O Diário Económico apresenta dez exemplos do que não deve escrever nas redes sociais.

Read more at economico.sapo.pt
 

Para ler em tempos de crise (e não só)

O Projecto Gutemberg disponibiliza gratuitamente mais de 33 mil livros em formato digital.



A lista de livros em português pode ser consultada em http://www.gutenberg.org/browse/languages/pt

Amplify’d from www.gutenberg.org

Free eBooks by Project Gutenberg

Project Gutenberg is the place where you can download over 33,000 free ebooks to read on your PC, iPad, Kindle, Sony Reader, iPhone, Android or other portable device.

Read more at www.gutenberg.org
 

Royal Society disponibiliza arquivo

Para aceder, basta visitar http://royalsociety.org/turning-the-pages/

Amplify’d from www.publico.pt


Séculos de testemunhos de cientistas da Royal Society estão disponíveis ao público

Um dos 20 documentos é uma carta de Benjamin Franklin

Desde 1660 que a Royal Society de Londres tem recolhido documentos enviados por exploradores e cientistas de todo mundo. Agora, alguns destes objectos foram digitalizados e estão disponíveis no site da instituição desde esta sexta-feira.
Read more at www.publico.pt
 

April 2, 2011

5 Ways to Prepare & Be a Winner

Tom Kuhlmann, autor de 'The Rapid E-Learning Blog', profissional com mais de 20 anos de experiência a desenvolver cursos online, oferece 5 conselhos para gostaria de triunfar nesta área.


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