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![]() ![]() Airline expands Delta Connect free content for customers Mar 5, 2012 Delta Air Lines (NYSE: DAL) today announced the addition of free access to shop Amazon.com and Amazonwireless.com onboard all Delta and Delta Connection flights with in-flight Wi-Fi service. "Delta continues to offer new technology and innovation that delivers on our customer preferences while they travel with us," said Bob Kupbens, Delta's vice president – Marketing and Digital Commerce. "Our customers enjoy our free content options in-flight and free access to Amazon provides a convenient way to shop online at 30,000 feet for things they want on the ground." To access Amazon while in-flight, customers open their internet browser, access the Delta Connect Wi-Fi portal and click on one of the Amazon banners to begin shopping. Delta Connect also provides free access to real-time travel information, news content from The Wall Street Journal and People magazine, exclusive shopping deals and entertainment options by Delta and its on-board wireless provider Gogo. Delta operates the world's largest Wi-Fi-equipped fleet of aircraft, including its entire fleet of 550 domestic mainline aircraft. More than 800 Delta aircraft, including most Delta Connection two-class regional jets, are equipped with in-flight Wi-Fi service. The Wi-Fi enhancements are part of Delta's previously announced plan to invest more than $2 billion in enhanced global products, services and airport facilities through 2013. Delta is also installing full flat-bed seats on more than 140 widebody aircraft, adding personal, in-seat entertainment for both BusinessElite and Economy class customers on all widebody flights and improving terminal facilities for international customers at its two largest global gateways – Atlanta and New York-JFK. Delta Air Lines serves more than 160 million customers each year. During the past year, Delta was named domestic "Airline of the Year" by the readers of Travel Weekly magazine, was named the "Top Tech-Friendly U.S. Airline" by PCWorld magazine for its innovation in technology and won the Business Travel News Annual Airline Survey. With an industry-leading global network, Delta and the Delta Connection carriers offer service to 343 destinations in 62 countries on six continents. Headquartered in Atlanta, Delta employs 80,000 employees worldwide and operates a mainline fleet of more than 700 aircraft. A founding member of the SkyTeam global alliance, Delta participates in the industry's leading trans-Atlantic joint venture with Air France-KLM and Alitalia. Including its worldwide alliance partners, Delta offers customers more than 13,000 daily flights, with hubs in Amsterdam, Atlanta, Cincinnati, Detroit, Memphis, Minneapolis-St. Paul, New York-LaGuardia, New York-JFK, Paris-Charles de Gaulle, Salt Lake City and Tokyo-Narita. The airline's service includes the SkyMiles frequent flier program, a world-class airline loyalty program; the award-winning BusinessElite service; and more than 50 Delta Sky Clubs in airports worldwide. Delta is investing more than $2 billion through 2013 in airport facilities and global products, services and technology to enhance the customer experience in the air and on the ground. Customers can check in for flights, print boarding passes, check bags and review flight status at delta.com. SOURCE Delta Air Lines Delta Offers Free Access to Amazon With In-Flight Wi-FiATLANTA, March 5, 2012 -- Delta Air Lines (NYSE: DAL) today announced the addition of free access to shop Amazon.com and Amazonwireless.com onboard all Delta and Delta Connection... [Cont Reading] |
![]() ![]() Airline expands Delta Connect free content for customers Mar 6, 2012 REDMOND, Wash. — March 6, 2012 — Interactive learning is key to motivating and engaging students in today’s technologically advanced world. Given the digital nature of students’ lives, including their avid interest in playing video games, more and more educators are using immersive and game-based learning approaches to help students develop critical 21st century skills. In classrooms around the country, teachers incorporating Microsoft’s Kinect for Xbox 360 into their lesson plans are reporting tangible improvements in student engagement and learning. Kinect systems are being used as part of pilot programs underway in the Los Angeles Unified School District (California), Chicago Public Schools (Illinois), Houston Independent School District (Texas), Scottsdale Unified School District (Arizona), Flagstaff Unified School District (Arizona), Fairfax County Public Schools (Virginia) and Loudoun County Public Schools (Virginia). “As educators, we are always looking for the best ways to help our students learn and retain the knowledge and skills they need in life,” said Adina Popa, technology resource teacher in Loudon County Public Schools, Virginia. “We know student engagement is a key factor in that, and with a tool like Kinect, we are able to strengthen our curriculum while engaging our students, making learning more effective and more fun.” When Microsoft Corp. launched Kinect worldwide in 2010, the controller-free gaming and entertainment system became a phenomenon overnight. Originally designed for the living room, Kinect has inspired a diverse group of hobbyists and academics to take advantage of the Kinect for Windows SDK to develop exciting educational applications and teachers to bring existing Kinect games into their classrooms to supplement their curricula. Educators are enhancing traditional lessons plans, special education, physical education, school communications and collaboration, and after-school programs with immersive full-body experiences that help students get engaged in learning, stay on task, and inspire creativity and camaraderie with peers. “We are doing this because we believe pedagogy needs to evolve if we want to inspire children,” said Sig Behrens, general manager for U.S. Education at Microsoft. “Gaming brings personalization to learning and learning to life. You can really see the connection — challenges are fun; there is less fear of failing, and children can learn instantly with instructional units in a gaming system.” Microsoft has made it easy for schools to start using Kinect to transform ordinary classroom lessons into immersive learning experiences. There are more than 200 ready-to-use classroom activities, designed by pedagogy experts, that align with Common Core State Standards, and because Kinect works with existing audio-visual equipment schools already own — televisions, projectors and white-board systems — setup is fast and easy. Stories From the classrooms Through the pilot programs, teachers are adding Kinect games to lesson plans to better engage students on subjects ranging from mathematics, language arts, science and social studies to physical education, adaptive P.E. and special education. In Loudon County Public Schools, teachers are using “Kinect Sports” to help teach math concepts such as patterns versus randomness, probability, and angles through bowling. Third-graders use Kinect Fun Labs Kinect Googley Eyes gadget to give a presentation on lessons they have learned, and fourth-graders use Avatar Kinect to produce late-night shows and commercials, strengthening their language arts skills. A fifth grade class conducted “Reading Idol” shows using Avatar Kinect to strengthen their reading skills; and a fourth-grade class used Kinect to conduct a videoconference simulation with Challenger Learning Center, a NASA-sponsored organization, and plans to hold additional conferences with students in Romania to broaden their cultural awareness. Avatar Kinect uses motion tracking in Kinect plus facial recognition to give each student his or her own avatar, a real-time on-screen representation of the student, which mimics the way that the participant smiles, nods, speaks and gestures. In the Los Angeles Unified School District, fourth-grade teachers at Middleton Elementary are using NAMCO BANDAI Games America Inc.’s “Body and Brain Connection™” for Kinect for Xbox 360 to teach math lessons on angles, probability and arithmetic. School leaders are witnessing improved student behavior, attentiveness and engagement when the Kinect is in use. Students with difficulty focusing in class are more willing to pay attention and actively participate throughout Kinect-centric lessons, work harder to complete the assignment, and even stay engaged during more traditional lessons. Teachers have also found Kinect helps create a sense of camaraderie among students, as they pair students together who need friends or would otherwise have difficulty getting along. Studying the Benefits of Active Learning Multiple studies have reached a consensus that physical activity has a positive impact on a child’s academic performance because it primes the brain for learning. Microsoft worked with Dr. John Ratey, associate clinical professor of psychiatry at Harvard Medical School, and author of “Spark: The Revolutionary New Science of Exercise and the Brain,” to conduct an independent evaluation of one Kinect pilot program in the Los Angeles Unified School District. Through a preliminary study of two classrooms at Middleton Elementary School, Dr. Ratey found that students who used Kinect: • Showed a trend of improved executive function, which is the portion of the brain responsible for planning, problem-solving and working memory. • Showed a trend of increased attention, which resulted in better engagement and behavior during classroom lessons. • Reported higher levels of social understanding and acceptance among their peers, which helped reduce personal conflicts among classmates. “The real reason we feel so good when we get our blood pumping is that it makes the brain function at its best,” Ratey said. “Physical activity sparks biological changes that encourage brain cells to bind to one another. For the brain to learn, these connections must be made, so including physical activity in the classroom creates an environment in which the brain is ready, willing and able to learn.” Although the results are preliminary, they are consistent with existing industry research that has found that increased physical activity goes hand-in-hand with increased engagement and knowledge retention. The results also demonstrate the potential of the technology to be a powerful tool to aid student learning and success. At SXSWedu, on March 6, Microsoft will join educator partners in a panel discussion to further explore the value of gaming and learning, drawing specific examples from stories about Kinect in the classroom. In only its second year, SXSWedu prefaces the famous interactive, music and film conferences held in Austin, Texas, each spring. The event is expected to draw some of the country’s top educators to discuss thought leadership topics in education. More information on Kinect for Xbox 360 in education is available on the Kinect in the classroom website. More information about how schools are using Kinect is available at the Microsoft News Center. In addition to this pilot program with classrooms, Microsoft helps empower youth to both imagine and realize their potential through partnerships such as Shape the Futureand Partners in Learning, and Microsoft programs including the Community Technology Skills Program, DigiGirlz and Imagine Cup. About Microsoft in Education At Microsoft, we are deeply committed to working with governments, communities, schools and educators to use the power of information technology to deliver technology, services and programs that provide anytime, anywhere learning for all. For more information: http://www.microsoft.com/education. About Microsoft Founded in 1975, Microsoft (Nasdaq “MSFT”) is the worldwide leader in software, services and solutions that help people and businesses realize their full potential. Teachers Are Using Kinect for Xbox 360 to Engage Students and Bring Learning to LifeREDMOND, Wash. — March 6, 2012 School districts across the U.S. pilot Kinect to help improve student success. [Cont Reading] |
![]() ![]() Acer has unveiled the V3 Series Mar 6, 2012 Acer has unveiled the V3 Series, a range of notebooks optimized for today's digital needs, available in 14-, 15.6- and 17.3-inch models. With excellent performance, entertainment enhancements, communication tools and a classy design, these notebooks are intended for tech-savvy users who want daily high-definition audio and visual experiences. The latest generation Intel® Core™ family processors,* plus NVIDA® GeForce® GT Series graphics* ensure excellent performance for multitasking with lots of apps, music, Internet video, movies, games and more. Specialized entertainment enhancements include the Acer CineCrystal™ HD+ 1600 x 900 LED-backlit display on the 17.3” screen and , Dolby® Home Theater® v4 and a Blu-ray Disc™ drive.* Users can even enjoy notebook entertainment on an HDTV via the HDMI®-out port. The V3 Series features Acer InviLink™ Nplify™ Wi-Fi CERTIFIED™ wireless connectivity and Gigabit Ethernet to keep users online, and the Acer Crystal Eye HD webcam guarantees high-resolution face-to-face communication. Acer clear.fi 2.0 automatically connects all digital-home devices. This lets users manage, share and enjoy media from any device in any room at home. Sharing files among other digital devices is also possible via a multi-in-1 card slot, Bluetooth® 4.0 and USB 2.0/3.0 ports (with USB power-off charging).* Design-wise, the cover has a glossy finish and its color matches the screen bezel and palm rest. The Acer chiclet keyboard is stylish, ergonomic and complemented by a multi-gesture touchpad for enhanced comfort and productivity. The V3 Series comes in Midnight Black, Dawn Gold, Nightfall Gray and Thunderbolt Silver. * Specifications vary depending on model. Acer Introduces the V3 Series - Brilliant all-around performanceHANNOVER, GERMANY - 6 Mar 2012 - Acer has unveiled the V3 Series, a range of notebooks optimized for today's digital needs, available in 14-, 15.6- and 17.3-inch models. These notebooks are intended for tech-savvy users... [Cont Reading] |









