Going to a museum is an enhanced content-viewing experience; some of the work it takes to understand and appreciate art has already been done for you. That's the same confidence you feel when going t...
"This is the first post in a four-part series that presents instructional strategies addressing the unique needs of online students. In this post I’ll present a model that outlines three distinct learning phases inherent to an online course and how instructors can support the learner through each."
This is a nice simple introduction to SCORM. Anyone seen one for Project Tin Can?
This is a really nice, short video tutorial if you need to understand what SCORM is about. Helps everyone understand what's going on now, but also the foundation of what Tin Can API is working on upgrading and redeveloping right now. --techcommgeekmom
Much of what we hear when people talk about games for learning may be behind the potential of video games to teach traditional content, but there's also a very exciting, and increasingly popular trend in education of kids as game designers.
Date: Monday, September 24, 2012 Time: 2:00pm ET / 11:00am PT Duration: 1 hour Attend this webinar Learn all about the difficulties districts face as they try to address the unique logistical, educational and emotional requirements of these...
With so many educators today discussing the possibilities and promises of online learning, one key aspect of education often forgotten in the quest to tear down these learning walls is the ability to create classroom magic within those very same...
In May of 2012 a "fabrication workshop and design incubator" called TechShop was opened in Detroit in partnership with Ford Global Technologies. The facility charges a membership fee to allow average people access to high end industrial machines where they can invent their own products. Ford itself encourages the use of the machines by their employees to design innovations for Ford vehicles. This workshop and several others are part of a DIY-inspired "Maker Movement" that has people engaged in fixing, tinkering, and producing things outside of the mainstream, established production channels.
DIY education is a growing movement. It's not just the idea of homeschooling, but rather breaking from the standardizations that currently stand in order to better serve personal needs and objectives going forward. e-Learning and m-Learning are going to be--if they aren't already--a big part of this movement as time progresses. --techcommgeekmom
When The Westside School decided to grow its established primary school into a leading middle school program, parents, teachers, students and administrators mapped out an integrated project-based le...
We're trying to raise money to buy back Nikola Tesla's old laboratory, known as the Wardenclyffe Tower, and eventually turn it into a museum.
Nikola Tesla was one of the premier inventors and scientists in the last century, and responsible for many things that came out of Thomas Edison's labs,but he did not get credit until well after his death. This is an opportunity to help support STEM initiatives--get people excited about sciences and all the accomplishments this man achieved in his lifetime. You can read more about it here: http://theoatmeal.com/blog/tesla_museum. I urge you to contribute as much as you can--even if it's just $1.00-- to this worthy cause! I'm going to, and I hope it happens so that I can take my son there one day.
A good educational simulation may look a lot like a casual computer game. It may have stylized, fast moving graphics. There may be a timer during some part of a level, and exaggerated consequences of failure. The person engaging the sim may look very much like a gamer, hunched over with a hand tightly grasped on the mouse and eyes riveted on the screen. The student may even be in a flow state, and having a lot of fun.
Gamification is rapidly emerging as a means to address these challenges and create ways for more compelling and user driven engagement (versus the traditional keep sending emails and fill the inbox method).