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3D Content & E-Learning
3D Content in E-Learning-units, Virtual Learning Environments, 3D environments, 3D-Prototyping, Serious games, Gamification
Curated by Kathrin Jäger
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Neue GeoGebra Tablet Apps mit 3D

Neue GeoGebra Tablet Apps mit 3D | 3D Content & E-Learning | Scoop.it
Unser neues GeoGebra 5 mit 3D Ansicht ist jetzt auch für Android Tablets und iPads verfügbar - und die Windows Store Version wird bald folgen!

  

Damit haben Sie nun die ganze GeoGebra Power, die Sie vom Laptop und Desktop kennen, jetzt auch auf Ihrem ...

Via Carola Brunnbauer, LLZ Uni Halle
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GE Teach

"Overview video for GE Teach http://geteach.com/maps."


Via Seth Dixon, LLZ Uni Halle
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Seth Dixon's curator insight, September 12, 2014 3:51 PM

GE Teach is a powerful mapping platform that harnesses the power of Google Earth into a user-friendly format.  I've you've ever wanted multiple maps on the screen to compare and contrast, this is great tool.  Designed by an APHG teacher, this is a great way to bring geospatial technologies into the classroom.  With multiple data layers of physical and human geography variables, this becomes an interactive globe.  Click here for the video tutorial.  


Tags: googlemapping, virtual tours, geospatialAPHG, edtech.

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Bildung in virtuellen Welten

Bildung in virtuellen Welten | 3D Content & E-Learning | Scoop.it
Reale Bildung in virtuellen Welten' from netexplorer

Via Guido Knaus
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TigerJython – ein online Lehrmittel für ein Fach Informatik

TigerJython – ein online Lehrmittel für ein Fach Informatik | 3D Content & E-Learning | Scoop.it

Die Diskussion über ein Fach Informatik ist sowohl im Gymnasium als auch im Rahmen des Lehrplans 21 voll entbrannt. Eine Gruppe von drei Lehrpersonen legt bereits ein Lehrmittel vor, welches auf ein Fach Informatik für Anfänger ab dem 6. Schuljahr zugeschnitten und online zugänglich ist.


Via Guido Knaus
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Gamification von Unterricht

Gamification von Unterricht | 3D Content & E-Learning | Scoop.it

Gamification im Unterricht? Was bedeutet das? Elemente, die man von Spielen her kennt in den Unterricht und den Lernprozess integrieren – kann das funktionieren?

Bei der Gamifizierung von Unterricht werden spieltypische Elemente, also Highscores, Fortschrittsbalken, Ranglisten, Badges und verschiedene Spieldesigns für den Lernprozess verwendet.

Die in vorangegangenen Blogposts bereits erwähnten „LearningApps“ eignen sich hervorragend dazu. Im Prinzip benötigt man kein zusätzliches Unterrichtsmaterial mehr. Die Lernenden erstellen selbst die entsprechenden Apps oder nutzen bereits vorhandene Apps. Auf einer Blog- oder Wikiseite kann man alle Apps zum jeweiligen Thema sammeln oder in ein E-Book exportieren. Die Motivation und Lernkurve der Lernenden bei Gamification ist sehr hoch.

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Building Interactive Screenshots with Storyline

Building Interactive Screenshots with Storyline | 3D Content & E-Learning | Scoop.it

I have been researching hardware and software options for low-cost multi-rotor drones for a while, my inner-geek can’t wait to fly and program one soon. If I could only find the time! There I was only Friday afternoon, waiting for an open source flight planning software to download when I happened to see a tweet about Articulate’s weekly E-Learning Challenge: Interactive Screenshots for Online Training.

 

So I thought why not take one sample screen from the Mission Planner software and ‘bring it to life’. The Mission Planner software UI is very complex, with lots of dropdown lists, subwindows and parameter selections. For the E-Learning Challenge, I picked one element, a flight planner window that allows the user to select a way point and then zoom in and out of a Google maps display. I quickly set up a sample flight plan with six way points and captured the screen.

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The Secret to Effective e-Learning Games

Designing Effective e-Learning GameAn effective game doesn’t have to be heavily produced and full of animations, but it does need to be heavily designed from an instructional design perspective. During the storyboarding process, consider where people will go wrong, what the consequences for an incorrect choice should be and how to gradually increase the difficulty throughout the game. Let the learner make choices, but don’t let the correct choices be too obvious. Every wrong choice’s consequence should give just enough of a hint about what the learner should have done. This gives your learner a nudge to try it again because now he or she thinks success is within reach. With a believable storyline and outcomes that are closely linked to your learner’s business needs, you can show why it’s important that your learner succeeds in the e-Learning game.Take a look at these 5 essential elements found in effective e-Learning gamesClear Goals and Objectives

The learner must be able to clearly see and understand the goal he or she is trying to achieve within the game. This is where you tie the learning to relevant business tasks or objectives. For more tips on creating clear goals and objectives, check out this blog: 4 Tips for Creating Effective e-Learning Objectives.


Thematic Coherence
Every game is in a genre (or blends several), and the action within the game must be consistent to the theme or model world we develop. Out of place elements or themes will distract your learner and lessen your game’s credibility.


Balanced Challenge
We’ve all played games that are too hard at the start, so we just give up and never go back. Your e-Learning game needs to achieve a balance between too easy and too difficult at the start. As the learner improves, gradually increase the level of challenge.


Choices of Action
There needs to be (at least a perception of) a variety of choices the player can make at any time. Here are some game types that offer different action choices: adventure games, building games, reality testing games, role-play games, puzzles, and sport games.


Direct Interaction and Action Coupling
The learner should be able to directly impact where the game goes. These actions should cause reactions that are represented back to the player as consequences in the game world. Never just say, “That’s wrong. Try again.” Make consequences for incorrect choices as realistic as possible. For tips on creating realistic experiences, take a look at this blog:Building Scenario-Based e-Learning Courses.

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Google führt Kartenarchiv Maps Gallery ein

Google führt Kartenarchiv Maps Gallery ein | 3D Content & E-Learning | Scoop.it
Es handelt sich im historische Karten und topografisch aufbereitete Daten von Google und Partnern wie National Geographic, Das Projekt nutzt die letztes Jahr eingeführte Google Maps Engine. Das Material findet sich auch in Google Earth und über die Websuche.

Via Guido Knaus
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Physikalische Chemie 2.0 - Game-based Learning an der Hochschule Fresenius - YouTube

An der Hochschule Fresenius wurde das Konzept spielbasierten Lernens in der Vorlesung "Physikalische Chemie" im Wintersemester 2013/14 erfolgreich eingesetzt...
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Historische Orte virtuell erkunden | seguProjektor

Historische Orte virtuell erkunden | seguProjektor | 3D Content & E-Learning | Scoop.it

Wie sehen Orte, an denen in der Vergangenheit wichtige historische Ereignisse stattfanden, heute aus? Das lässt sich am besten herausfinden, indem man die Orte aufsucht und besichtigt. Weil Exkursion aber oft mit großem organisatorischem Aufwand verbunden sind, könnte sich alternativ eine virtuelle Erkundung mit Street View anbieten. Durch eine vertiefte Recherche beispielsweise mittels alter Fotos können Fragen beantwortet werden nach der Bedeutung der jeweilige Ort in der Vergangenheit, und ob und wie sich seine (Be-)Deutung im Laufe der Geschichte gewandelt hat.

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20 Minuten - Lehrbücher 2.0 machen nun auch bei uns Schule - News

20 Minuten - Lehrbücher 2.0 machen nun auch bei uns Schule - News | 3D Content & E-Learning | Scoop.it
Bewegliche 3-D-Modelle, Lernvideos, Animationen und Übungen: Ab sofort sind Multi-Touch-Lehrbücher auch im Schweizer iBooks Store verfügbar.
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Why games are good for learning?

Why games are good for learning? | 3D Content & E-Learning | Scoop.it

Via Beth Dichter, Elke Lackner
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Francesco G. Lamacchia's curator insight, November 21, 2013 11:48 AM

Giocando....s'impara! 

Julio Cirnes's curator insight, November 25, 2013 3:46 PM

Please teacher, more games!

Ryan McDonough's curator insight, July 7, 2014 8:19 AM

Self explanatory visual on the benefits of gaming as a means of learning. Outlined are the rewards, mastery, engagement, intensity, exercise, readiness, and competitiveness. These types of graphics need to be displayed in the classroom. There's always parents who are unsure of how gaming qualifies as teaching. Can't they just sit their kid in front of an iPad all day at home? Well, in the appropriate setting, with the right direction and guidance, games are certainly good for learning. Some people just don't know that from experience yet.

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Gamification - What is it and What it is in Moodle

This presentation focuses on a number of areas. It first deals with an ov

Via Sigi Jakob
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Raquel Oliveira's curator insight, November 10, 2013 9:27 AM

o tema já é familiar. Mas boas dicas sobre como adaptar com os recursos do moodle.

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Foto-Drohnen für Luftbilder sind flexibel und sparen Kosten | PIT-Business Mediengestaltung

Foto-Drohnen für Luftbilder sind flexibel und sparen Kosten | PIT-Business Mediengestaltung | 3D Content & E-Learning | Scoop.it
Um Objekte aus der Luft zu fotografieren oder zu filmen, bietet sich seit einiger Zeit ebenfalls der Einsatz von Drohnen an, die mit professionellem
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What Game Based Learning Can Do for Student Achievement (EdSurge News)

What Game Based Learning Can Do for Student Achievement (EdSurge News) | 3D Content & E-Learning | Scoop.it

Like its devotees, gaming has come a long way. And more than ever before, we understand that different students learn in different ways. Providing a multi-layered approach is essential for ensuring that everyone is learning.


Via Nik Peachey
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Nik Peachey's curator insight, June 1, 2014 3:44 AM

Good article with some good game suggestions.

Joe Pereira's curator insight, June 2, 2014 8:44 AM

A nice little article with a few good game suggestions to use in the classroom, although it is extremely disappointing not see any paser-based IF mentioned when they've included 'Gone Home' and 'Myst', described as a 'first-person puzzle game'. Both these games are a direct graphical evolution of the standard text adventure. One thing I don't like in the article though, is the author's decision to discuss both the topics of Digital Game-based learning and Gamification. I don't think Gamification should be discussed at all with educators, when real video games can be used for learning, instead of game-like concepts.

 

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Pragmatismus statt Euphorie » Wissenschaft Forschung Lehre Hochschule Professor Universität Habilitation Bachelor Bologna-Reform Exzellenzinitiative » Forschung & Lehre

Pragmatismus statt Euphorie » Wissenschaft Forschung Lehre Hochschule Professor Universität Habilitation Bachelor Bologna-Reform Exzellenzinitiative » Forschung & Lehre | 3D Content & E-Learning | Scoop.it

Pragmatismus statt Euphorie

Virtuelle Lernwelten in der Universität | Bernhard Kempen

Für die Einen ist es ein vielversprechendes Zukunftsmodell, für die Anderen ein „Hype“, der bald wieder vorüber­geht. Was ist dran an den Massive Online Courses (MOOCs)? Was bedeutet eine verstärkte Nutzung der virtuellen Online-Welten für die Beziehung von Lehrenden und Lernenden an der Universität? Eine Positionsbestimmung.

Als vor Jahren in den USA – wo sonst – die ersten massive open online courses an den Start gingen, war die Euphorie groß.

Von einer neuen Qualität des Lehrens und Lernens war die Rede, von besseren Bildungschancen für sozial Benachteiligte, von hunderttausenden und Millionen Studienteilnehmern in aller Welt, kurzum: von einer neuen Epoche.

Einige Präsidenten von US-Spitzenuniversitäten glaubten und glauben, dass kostenpflichtige MOOCs eine lukrative Einnahmequelle bilden, einige von der Digitalisierung gebeutelte Wissenschaftsverlage hofften und hoffen auf ein neues Geschäftsfeld, und die Finanzminister witterten schon, dass in den neuen Formaten riesige Einsparpotentiale schlummern.

Warum soll die Vorlesung „Statistik“ für Erstsemester in jeder Universität von jeweils einem Professor gelesen werden, wenn das doch genau so gut, wenn nicht besser ein einziger Professor einer hochgerankten Spitzen-Elite-Forschungsuniversität online für alle Studierenden erledigen kann? Es dauerte nicht lange, da fühlten sich die ersten Professorinnen und Professoren wie die Droschkengäule bei der Erfindung des Automobils.

»Es dauerte nicht lange, da fühlten sich die ersten Professoren
wie die Droschken­gäule bei der Erfindung des Automobils.«

Heute ist in den USA, wenn ich verschiedene Beiträge im amerikanischen Chronicle of Higher Education lese, eine gewisse Ermattung eingetreten. Nicht, dass die MOOCs tot wären, aber es ist ruhiger um sie geworden. Und das bietet uns eine gute Gelegenheit, sich mit den Chancen und Risiken virtueller Lernwelten auseinander zu setzen.

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Vida Systems Launches Innovative, Engaging, Game-Based Elearning Application for Skeletal Anatomy

Vida Systems Launches Innovative, Engaging, Game-Based Elearning Application for Skeletal Anatomy | 3D Content & E-Learning | Scoop.it

Vida Systems, an innovative edtech startup that delivers highly engaging learning products, today announced that its game-based skeletal anatomy application, Bone Genius™, is now available on Apple’s iTunes. Bone Genius™ is the first iOS application for tablet from Vida Systems.

Bone Genius™ is a skeletal anatomy game designed for students of all ages, including nursing and pre-nursing students, pre-med and students taking high school or higher-level anatomy courses. Bone Genius™ covers four anatomical regions (arms, legs, skull and torso), each with three levels of play scaled for multiple learning levels. Complete with beautiful 3D graphics, fun elements for delivering positive feedback, scoring and tracking, and Game Center integration, students will quickly forget they are working their way through arduous course materials, and instead easily master the subject.

“Bone Genius™ is unique in its approach to integrating engaging game play with adult-level content and learning,” said Jill Wilson, president and CEO, Vida Systems, Inc. “Vida Systems brings a new philosophy to edtech. We believe it is time to fully embrace gaming in coursework. By coupling the advances in graphics, digital publishing and gaming platforms, we will be able to transform the educational market through simple-to-use, engaging, mobile elearning applications.”

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Higher education teaching in virtual worlds

Higher education teaching in virtual worlds | 3D Content & E-Learning | Scoop.it
Download the full report: HE teaching in virtual worlds [pdf, 872kb] Summary Immersive virtual worlds are online environments that aim to simulate aspects of the real world. They were first develop...

Via David W. Deeds
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Deanya Lattimore Schempp's curator insight, March 17, 2014 7:26 AM

Thanks, David Deeds -- best scoop of the week!  :)

Ramprasad Rangarajan's curator insight, April 4, 2014 4:11 AM

Check out this report by Centre for Distance Education @ University of London

Marko Teräs's curator insight, May 25, 2014 9:12 PM

Some ideas quoting e.g. Gartner Hype Cycle arguing that the IVEs time is nigh. Thank goodness it also comments on virtual worlds mediating more active learning. We've seen too many virtual talking heads already that haven't changed the pedagogy itself.

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Interactive VR in 3-D, the newest learning tool

Interactive VR in 3-D, the newest learning tool | 3D Content & E-Learning | Scoop.it

Interactive Virtual Reality In 3-D, The Newest Learning Tool

 

Watch what happens when the Oculus Rift headset and the Leap Motion 3-D gesture controller are combined to help kids learn the periodic table.


Via Kim Flintoff
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David W. Deeds's curator insight, March 4, 2014 7:13 AM

Thanks to Jason D'Argent.

Henrik Safegaard - Cloneartist's curator insight, March 4, 2014 10:27 AM

Remember the days when students would come to class armed with only a notebook and a textbook?

Click the picture.

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The Free eBook: How Gamification Reshapes Learning

The Free eBook: How Gamification Reshapes Learning | 3D Content & E-Learning | Scoop.it
The Learning Professionals' Free Gamification eBook. Would you be interested in the Most Effective Uses of Gamification in Learning? In the Free How Gamification Reshapes Learning ebook you will find useful Gamification Tips provided by 23 Gamification professionals.

Via Christopher Pappas
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Christopher Pappas's curator insight, February 24, 2014 11:41 AM

The Free eBook: How Gamification Reshapes Learning

 

The Learning Professionals' Free Gamification eBook.

 

Would you be interested in the Most Effective Uses of Gamification in Learning? In the Free How Gamification Reshapes Learning ebook you will find useful Gamification Tips provided by 23 Gamification professionals.

 

http://elearningindustry.com/free-ebook-how-gamification-reshapes-learning

Valeria&Giorgia's curator insight, March 13, 2014 9:03 AM

Si possono trovare tantissime informazioni online che riguardano la gamification

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Create a Simple E-Learning Game - E-Learning Heroes

Create a Simple E-Learning Game - E-Learning Heroes | 3D Content & E-Learning | Scoop.it
E-Learning Heroes: Step-by-step tutorials for building better courses, fast answers to your e-learning questions, free downloads for your e-learning projects.

Via Ana Cristina Pratas
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Sieg Holle's curator insight, February 28, 2014 10:09 AM

Will try to use this to make a government cancer treatment game.

 

Alison Hewett's curator insight, February 28, 2014 3:51 PM

Interesting ideas for presenting questions in a board game format.

Anju Patel's curator insight, September 22, 2014 4:31 AM

These templates are really good.

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» Gamification an einer deutschen Hochschule Spielend zum Abschluss mit „Legende von Zyren“ - spielbar.de – Beurteilungen von Computerspielen

» Gamification an einer deutschen Hochschule Spielend zum Abschluss mit „Legende von Zyren“ - spielbar.de – Beurteilungen von Computerspielen | 3D Content & E-Learning | Scoop.it
Na liebe Jenaer Studies, wie wäre es? Mit und im Rollenspiel "zum selbständigen Lernen motivieren." ;) http://t.co/N4UJ2lEeCI

Via Klaus Meschede
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Ulrike Grabe's curator insight, February 10, 2014 5:19 AM

leider keine neue Erkenntnis zum Originalartikel der HHU aus 07/2013; mich würde interessieren, wie es gelaufen ist...

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My Paperless Classoom: SketchUp in Science, 3D Molecule Modeling in 7th grade

Seventh grade has created model of molecules using Styrofoam balls, or clay, or round fruit since anyone here can remember.

 

This year we decided to bring this science project into tech class and ask the students to create a 3-d model of their chosen molecule in SketchUp Make, a free 3-d rendering engine from the good folks at Google


The Obstacles


Once we decided on the program to use we needed to get it installed on our machines.  Even though I put in a request on Tuesday, the machines were not ready with the program by Thursday, so for Thursday's class we had students find and build 2-D drawings of their molecule and were prepared for 3-D drawing the following Thursday.

Class 2-Success

With the .net framework on the machines updated the program was loaded and the students were ready to go.  I did a quick walk through of the features and showed the class the 3-D model warehouse where I instructed them to download a sphere and get started designing their molecule.  Imagine my surprise when after the first class I discovered the students can download a 3-D model of a molecule tool kit!

Super Powers:Discovering the Molecule Model Tool Kit

Here is a short video with everything you need to get started with your class.  

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learning lab blog: Games for Learning: Stand der Forschung

learning lab blog: Games for Learning: Stand der Forschung | 3D Content & E-Learning | Scoop.it

Connolly et al. (2012) haben Untersuchungen zu Game Based Learning / Serious Games analysiert. Sie sichteten 7392 wiss. Publikationen zu dem Thema und reduzierten diese auf 129 empirische Artikel. Ein Drittel der Artikel (43) bezieht sich auf Simulationen, in denen reale Welten nachgebildet sind (und m.E. nicht im engeren Sinne zu "Spielen" gehören"). 22 von 129 befassen sich mit generischen Unterhaltungsspielen und 14 von 129 mit Action-Spielen. Kontrolliert experimentelle Studien sind insgesamt 12 zu finden, quasi-experimentell sind 65 Arbeiten angelegt. Reine Befragungen liegen in 43 Fällen vor.

Angesichts der wenigen Studien ist die Auswertung nicht als Meta-Analyse angelegt. Sie geht aber systematisch durch verschiedene Bereiche von Lerneffekten, etwa zu Trainingseffekte im Bereich kognitiver Fertigkeiten, motorisches Lernen, affektive und motivationale Effekte, soft skills und soziale Fertigkeiten, intentionales und inzidentelles Lernen und Transfereffekte.

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