"When smartphones first became popular, the struggle was to shrink Internet Explorer to the size of a playing card. The internet browser was the de facto app installed on every computer—it allowed you to browse the web. For many, the web browser is a computer. (See Google Chromebooks.)
It quickly became clear that squeezing desktop actions on handheld technology was backwards. Mobile-first thinking changed things. Facebook became mobile-first—which meant that it’s designed to not just be accessed on your phone, but work better on your phone. Websites are often now responsive, scaling to the size of your screen."
he human body’s immune system works as a complex network whose different parts coordinate to fight off a wide range of threatening pathogens. But educators run into challenges bringing textbook teaching about the immune system to life. Ink and paper just don’t do justice to explain the complexity and the interactivity of the immune system at work.
Scientists have teamed up with game developers and engineers to develop a new game that shows – and teaches – how the immune system works. ImmuneQuest, the latest example of games in education, was developed with financial support from the National Science Foundation.
Parents and teachers are often wary of letting kids spend time playing video games, and would rather they spend time playing outside or reading. But a number of game developers are introducing exciting mods of popular games like Minecraft and SimCity into the classroom and re-imagining how video games can support traditional educational objectives, like learning about ecology, math, and physics.…
the external developments that are putting pressure on university and college teaching, the day to day implications for instructors, teaching assistants, and students themselves some of the ways that instructors and institutions are successfully responding to such pressures, a set of strategies for redesigning your teaching that will help handle these pressures in a positive way.
Although the book contains many practical examples, it is more than a cookbook on how to teach. It looks closely at the nature of knowledge, and how that results in different approaches to teaching the science behind how students learn best, the features that distinguish between different technologies from an educational perspective, and from this the implications of using different types of technology for teaching some alternative ways to design your courses so that they better meet the needs of your students some suggestions for managing your teaching work load.
In other words, the book examines the underlying principles that guide effective teaching in an age when everyone,and in particular the students we are teaching, are using technology. I provide you with a framework for making decisions about your teaching, while understanding that every subject is different, and every instructor has something unique and special to bring to their teaching.
In the end, though, the book isn’t really about you. It’s about you helping your students to develop the knowledge and skills they will need in a digital age: not so much the IT skills, but the thinking and attitudes to learning that will bring them success. For that to happen, though, your students need you to be on top of your game. This book is your coach.
"With so much attention given to elearning today, the seemingly minor details start to take on a greater significance. Major universities are using elearning to deliver their courses to a larger audience, so it only makes sense that the smaller items are examined more closely. In particular, does color impact the effectiveness of training?"
"We are now in the age of visual information where visual content plays a role in every part of life. As 65 percent of the population are visual learners, images are clearly key to engaging people in eLearning courses."
There is an emerging opportunity to boost student achievement and improve working for teachers here in the U.S--and a huge opportunity to expand access to quality learning to every young person on earth.
Emmanuel Davidenkoff, directeur de la rédaction de l'Etudiant et chroniqueur sur France Info, est l'auteur du livre "Le tsunami numérique" (Stock). Il raconte comment l'enseignement est en passe d'être radicalement transformé sous l'influence du numérique.
The MindShift Guide to Digital Games and Learning explains key ideas in game-based learning, pedagogy, implementation, and assessment. This guide makes sense of the available research and provides suggestions for practical use.
Dans cet article nous allons examiner des expériences 3D interactives qui ne sont pas des Serious Games à proprement parler mais qui peuvent représenter un intérêt pédagogique en termes de sensibilisation et/ou d’acquisition de connaissances. Si ces expériences sont attrayantes, l’on ne peut toutefois pas les qualifier de Serious Games car elles ne contiennent aucune notion de quête, de challenge, de points à acquérir…
Le cerveau est l’objet le plus complexe de l’univers connu. Les sciences de l’esprit, science cognitives et neurosciences, ont fait des progrès ces dernières années et s’attaquent à des sujets de plus en plus difficiles. Ainsi, dans le domaine de la perception et du “machine learning”, on est passé d’une étude de la reconnaissance des formes à celle de l’interaction avec l’utilisateur.,