Brainstorm online with bubbl.us. Easily create colorful mind maps to print or share with others. Almost no learning curve. Businesses, universities, and other schools are using bubbl.us worldwide to generate ideas, map out processes and create presentations.
Traditionally computer sciences courses have been taught using laboratories full of expensive desktop computers. Although this approach may have been valid in the 80, 90s and even the early part of this decade, this paper suggests that buying, maintaining and replacing laboratories full of computers is no longer required. This paper raises the issues associated with attempting to use laptops – as thin/thick clients using virtual machines – to deliver the computer science curriculum and offers potential solutions that, in some cases, may make computer science courses at such ‘brave’ institutions more appealing.
The aim was to investigate the potential use and the student experiences of using virtual reality (Oculus Rift) devices for field trips. Virtual reality field trips have been used by a number of HE institutions for a number of reasons:
To give students the opportunity to prepare for a ‘real-life’ field trip (risk assessments, kit selection, project preparation etc)
To allow students to reflect on a recent field trip
To provide an additional field trip experience without incurring extra costs for the student or institution
To improve accessibility to field work experiences
To allow distance learning students to participate in field work
Reference librarian and guest blogger Paige Alfonzo cites EMS (experience sampling study) as a foundation for using social media as a formative assessment tool for students who already live in that world.
There has been much debate about how we might help secure the future of digital scholarship for the next generation of learners, teachers and researchers. The business end of how this might be achieved in regards revenue generation beyond host institutional support remains a challenge.
A concept inventory is a criterion-referenced test designed to evaluate whether a student has an accurate working knowledge of a specific set of concepts. To ensure interpretability, it is common to have multiple items that address a single idea.
The Guardian Learning analytics don't just measure students' progress – they can shape it The Guardian In each of these cases, learning analytics combine techniques for data analysis and visualisation with an understanding of the teaching and...
Centers for teaching and learning share how they help faculty retool for technology-enabled teaching.
When it comes to teaching with technology, or even teaching in general, most faculty could use a little support. To provide the resources, ideas and inspiration faculty need to become better instructors, higher education institutions typically create some form of Center for Teaching and Learning (CTL), devoted to fostering teaching excellence across the board.
The University of Northampton's Institute of Learning and Teaching in Higher Education hosted this one-day Learning and Teaching Conference, entitled Northampton 2018: Planning, Designing and Delivering Student Success, on 22 May in Avenue Campus.
A recent paper was presented by John Sinclair and co-authored by Stuart Allen, Linda Davis-Sinclair, Trish Goodchild, Julie Messenger, and Scott Turner at Northampton Learning and Teaching... [[ This is a content summary only.
Whether you are looking for resources related to integrating science, technology, engineering, and math (STEM) or infusing arts, design, and humanities to transform STEM into STEAM, this curated compilation will help you strategize around different...
Blogger Matthew Farber looks at video games as narratives, defines some game development terms, and suggests a range of tools and activities for students to tell their own stories through the gaming medium.