Games are often trumpeted as the perfect tool for creating learner engagement. But what do we really know about how engagement works? What opportunities and risks do games present as tools for increasing engagement?
Interesting article on factors that influence students in terms of a good or poor learning experience using games
* Computer screen, video recording is possible. * Have large video formats to support more than 4GB. * Recording sound from your computer. * Recording area of the keyboard can be easily controlled. * Can record the full screen and window area. * During recording, the mouse cursor can be set to be included.
“As instructional designers, we have to know what cognitive requirements our learning designs impose and ensure that our learners can meet those requirements. We don’t want to distract the learners from the essential learning task at hand. All aspects of design should focus on adding value to the learning experience.”
Online statistics related to Canada plus a variety of models for online and flexible learning at selected institutions. What seems absent in most of these models is a focus on constructivist views related to learning
Who should be taking online courses? Are online courses equally appropriate for all students? Can any content be taught in an online format or do some kinds of material lend themselves to mastery in an electronic environment?
Apps are connected to specific learning tasks. A video on how to use Evernote is also included. Some apps are mainly for elementary students, but I think this site is well worth a look for every level.