Las llamadas metodologías activas están cada vez más presentes en el aprendizaje de muchos alumnos. Aprendizaje cooperativo, flipped classroom (clase invertida), trabajo por centros de interés o aprendizaje basado en proyectos son propuestas metodológicas que los docentes están incorporando a su práctica diaria o que, por lo menos, están interesados en conocer.
"An annual report by The Open University said the current key challenge for education specialists is to engage thousands of learners in productive discussions while learning in a collaborative, online environment."
In July 2013 we started developing a new web-based authoring tool for e-Learning. One of our focus points was to make it so easy that everybody could use it and would be able to create and share e-learning courses, quizzes and exams. We were hoping to attract a new audience with this, people who do not have an instructional design background like our ‘old’ audience has. I have to say we are positively surprised by the results. Easygenerator’s e-Learning software, is now live for one year and we have 7.500 users in 154 countries. But most surprising for us is that 5000 of them do not have an e-Learning background at all. They are teachers, trainers, subject matter experts, HR-employees and they are creating courses and quizzes with our tool. I believe it is an important generic trend in e-Learning and in this post I will share our experience and lessons learned from the past 12 months.
"Gamification is using the game mechanics that kids love in video games and infusing them into your classroom. In a good gamified classroom, mechanics like layered leaderboards, badges/achievements, experience points (xp) grading, blended learning, and a class store are common. Far too often, though, I hear gamification being talked about as a magic bullet. It isn’t."
Rotana Ty shares a wonderful essay on collective learning for Permamarks blog. He has curated ideas by many thought leaders on the topic including Marcia Conner, Nilofer Merchant, John Hagel, Tiffany Shlain, Gideon Rosenblatt, J. P. Rangaswami, Greg Satell, Mark Oehlert, and more. Rotana regularly explores learning on Permamarks, and has curated many rich lists for learning in the 21st century.
The MindShift Guide to Digital Games and Learning started as a series of blog posts written by Jordan Shapiro with support from the Joan Ganz Cooney Center at Sesame Workshop and the Games and Learning Publishing Council. We’ve brought together what we felt would be the most relevant highlights of Jordan’s reporting to create a dynamic, in-depth guide that answers many of the most pressing questions that educators, parents, and life-long learners have raised around using digital games for learning.
"At TechCrunch Disrupt this year, Coursera Co-Founder Daphne Koller claimed that 2014 is the year MOOCs will come of age. An ecosystem has now developed around MOOCs: hundreds of people employed full-time (the big three--Coursera, Udacity and edX--employ more than a hundred people each), thousands of people involved in the creation of MOOCs, many millions in funding, and, importantly, millions in revenue."
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