As a college student, you are probably striving to become an exceptional component to whatever industry you are seeking to be a part of. And while that means putting in a lot of time and work in order to gain the skills and knowledge necessary, it all pays off in the end when you're are a prominent leader within your field.
"Opening Up Education argues that we must develop not only the technical capability but also the intellectual capacity for transforming tacit pedagogical knowledge into commonly usable and visible knowledge: by providing incentives for faculty to use (and contribute to) open education goods, and by looking beyond institutional boundaries to connect a variety of settings and open source entrepreneurs."
Lara N. Madden's insight:
Hmmm. I wish this was an OPEN document and not a $20 purchase.
"Occasionally we need to be reminded that the concepts of distance and area are important to the day-to-day understanding of breaking news stories, as well as many of our daily personal decisions. Although modern communications and transportation have reduced the roles of distance and area in some activities, by no means has it eliminated the utility of these concepts."
There is mounting evidence that complementing or replacing lectures with student-centric, technology-enabled active learning strategies and learning guidance—rather than memorization and repetition—improves learning, supports knowledge retention, and raises achievement. These new student-centered blended learning methods inspire engagement, and are a way to connect with every student right where they are while supporting progress toward grade level standards.
This article reviews a range of literature of computer games and learning theories and attempts to establish a link between them by proposing a typology of games which we use as a new usability measure for the development of guidelines for game-based learning. First, we examine game literature in order to understand the key elements that constitute games. This is then followed by the theoretical discussion of the relationship between the game components and the learning theories, namely behaviourism, cognitive constructivism, and social constructivism. Ten games are analysed using the...
Incorporating video into eLearning courses is a great way to facilitate learning through the use of multimedia. According to the Schwartz and Hartmann model for using digital videos for learning, there exist four major learning outcomes: Engaging, Doing, Seeing and Saying. Engaging Videos that show relevant information can be very effective at increasing interest and …
Lara N. Madden's insight:
Another example of why using video is useful in eLearning.
"There are 1.2 billion people between the ages of 15 and 24 in the world today — and that means that many countries have populations younger than ever before. Some believe that this 'youth bulge' helps fuel social unrest — particularly when combined with high levels of youth unemployment. Youth unemployment is a 'global time bomb,' as long as today’s millennials remain 'hampered by weak economies, discrimination, and inequality of opportunity.' The world’s 15 youngest countries are all in Africa. Of the continent’s 200 million young people, about 75 million are unemployed.
On the flip side, an aging population presents a different set of problems: Japan and Germany are tied for the world’s oldest countries, with median ages of 46.1. Germany’s declining birth rate might mean that its population will decrease by 19 percent, shrinking to 66 million by 2060. An aging population has a huge economic impact: in Germany, it has meant a labor shortage, leaving jobs unfilled."
edX recently commissioned a study of nearly 1,000 videos, segmenting them out by by video type and production style, and discovered this among their other findings:
Shorter videos are more engaging. Engagement drops after 6 minutes.Videos with a more personal feeling are more effective than high-fidelity studio recordings. Videos in which the instructor speaks quickly and with high enthusiasm are more engaging.Khan-style tablet drawings are more engaging than power point slides.
Via Dennis T OConnor
Why Connected Learning? For more than a century, educators have strived to customize education to the learner. Connected Learning leverages the advances of the digital age to make that dream a reality — connecting academics to interests, learners to inspiring peers and mentors, and educational goals to the higher order skills the new economy rewards. …
Lara N. Madden's insight:
The goal here is clear and needed in this day of confusing ideas. Connect, learn, make it relevant there is so much access to information our learners need to understand the WHY
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