Once again, as we do at the start of every school year, we are hearing about the rampant cheating that goes on, especially online, but in fact, everywhere, and without remorse or regret.
As Nikhil Hoyal writes, "Cheating is an epidemic in schools across the nation. A 2010 survey of 2,000 Stuyvesant students revealed that more than 72 percent of students copied their homework from others and about 90 percent of seniors cheated on tests."
Daphne Koller, one of the two founders of Coursera, describes some of the key features of the Coursera MOOCs, and the lessons she has learned to date about teaching and learning from these courses. The video is well worth watching, just for this
In other words, Leet Noobs is a story of collaborative, technology-mediated learning. To some extent, it's a story about how people experience learning in gaming environments, which educators should take an interest in because an unbelievable amount of learning happens in these online spaces. What was the last time you worked together in a 40 person group for months to figure out how to solve a puzzle, failing over and over again until you succeed?
Investors love online education. If only employers did too.Washington Post (blog)That's how much was invested in education technology companies last year, according to Kevin Carey's excellent new piece in the Washington Monthly.
A new and innovative Open Education project launched by TED.
From the site: "TED-Ed's mission is to capture and amplify the voices of great educators around the world. We do this by pairing extraordinary educators with talented animators to produce a new library of curiosity-igniting videos."
The preliminary results of a multiyear study of undergraduates’ online study habits, presented by Ms. Morgan at a conference on blended learning here this week, show that most students shop around for digital texts and videos beyond the boundaries of what professors assign them in class.
That is an incredibly lofty title for a post that doesn't necessarily say anything original, but in the age of crowdsourcing perhaps we are pushing past notions of individual originality as a precursor for recognition? I hope as I am not inherently an original man, but more of a cobbler of other ideas. So, there is a great deal I am borrowing liberally from here, endless initiatives to embrace the intersection of cultural heritage, augmented reality, mobile learning, and the affordance of new technology in expanding their impact.
"Discussions abound about how to properly differentiate formal and informal learning. To make things even more complicated, some throw in the notion of non-formal learning as a further refinement. On the one hand, the distinction has been made loosely to differentiate between learning in schools (formal) and all the other learning (informal). As long as you don't think to deeply, this works. However, now that some want to start theorizing about informal learning (workplace learning, professional learning, ...) and environments are claimed to be developed for it (such as MOOCs), too loose a definition won't do anymore. I will make a suggestion here for a sharp distinction that is simple to apply yet allows us to continue most of the conversations about formal and informal learning that we have engaged in."
Ikea prints 211 million copies of its product catalog every year. That's more than 20 times the population of Sweden, the home of the build-it-yourself furniture empire.
"In early 2011, Ikea enlisted McCann to help bridge the gap between paper and digital. Replacing the paper catalog with an entirely digital catalog made little sense, Linus Karlsson, Global Chief Creative Officer of McCann, told Wired. “If you had a magazine that had 211 million copies in circulation, you just would’t end it. That would be crazy,” he said."
Role play in face-to-face contexts has been shown to be a powerful teaching design at all levels of education. The arrival of e-learning makes it possible to engage with different types of role play, for example inter-national and inter-institutional collaborations, role plays blending online and face-to-face interaction, role plays blending synchronous and asynchronous media including recordings of the sessions, and role play within distance learning contexts. It is now possible to conduct elaborate and responsive role play activities where the identity of the participants is not immediately apparent, where they may use avatars or inhabit 3D virtual worlds as part of the role play. This paper charts the development of role-based e-learning over the past 20 years in Australia using simple e-learning technologies such as email and online discussion forums and compares this with emerging forms of the e-learning design which are adopting newer technologies in America, Britain and Asia.
Pew Report: Future of Higher Education. In July, The Pew Internet/Elon University (USA) published results of a survey of about 1000 "nternet experts, researchers, observers and users". Most people thought there would be ...
The following are guiding questions for organizations interested in incorporating Open Educational Resources (OER) into their programs or activities. These questions are applicable to OER projects across academic disciplines and levels.