5 Important Web Tools Students Can Use to Create Educational Games ~ Educational Technology and Mobile Learning on Teach and tech curated by Luísa Lima (5 Important Web Tools Students Can Use to Create Educational Games ~ Educational Technology and...
"Stanford computer scientists have created a website to help organizers plan events that are more likely to succeed or allow them to pull the plug on impending flops before they occur.
The website, called Catalyst, is based on a behavioral science concept known as the threshold model of collective action, which posits that people may be reluctant to commit to participating in activity until they see others taking part, at which point interest surges and the activity becomes successful. But if participation doesn’t reach this threshold point, the event is likely to fail.
Catalyst builds this principle into software. The website allows people to enter a few details, such as date, time, description of the event and the number of participants needed to make it a success. If signups don't hit this threshold point by the deadline, Catalyst emails organizers and would-be participants a warning."
The prospect of handling the combined traffic of tens, perhaps hundreds of thousands of devices is enough to make any wireless network buckle -- and some already are. At colleges and universities across the country, chief information officers are exhausting their budgets just to maintain their existing networks while congestion threatens to choke their online traffic.
Empty a student’s bookbag, and you’re likely to find a laptop and a smartphone -- perhaps even a tablet. Back in their dorm rooms, students may have hooked up a gaming console or two. And if wearable computers, like smartwatches and -glasses, enter the mass market, students could in a few years bring twice as many devices to campus as they do today.
No wonder the Educause IT Issues Panel named the “device explosion” its No. 1 issue of 2013.
A Google Glass-wearing surgeon transmits video of major knee surgery to colleagues and students. It's a first-of-its-kind moment in the US and a big step for wearable tech. Read this article by Christopher MacManus on CNET.
"Much will be revealed by the results of the forthcoming renewal of the Higher Education Act, which is the main law governing how federal dollars are distributed to colleges and students. Caution: History teaches that government regulatory programs grow and rarely decline
To meet the inevitable political challenges, an honest appraisal of the current situation must be confronted by academe. Specifically: Accreditation is not voluntary. It is not nongovernmental. It does not demonstrably provide definable quality assurance. It is overly keyed to an institution’s mission, making impossible some generic meaning of what a college or graduate is. And the underlying purpose—to maintain college independence through self-regulation and accountability—is seriously undermined, if not already at an end."
A number of education trends made their mark in 2013, from massive open online courses to evaluating colleges based on their graduation rates. The underlying forces that drove change this year aren't likely to change anytime soon: declining public funding, changing demographics, advancing technology, and a tough job market.
Are you interested in improving your eLearning? These 5 techniques will help you leverage the power of Mind Maps and encourage you to utilize online Mind Maps in particular. Follow these tips to transform your eLearning using online Mind Maps.