From the layman users to businesses, almost everyone is part of the online social ecosystem. Now, the education industry seems to be picking pace as things are getting social in schools and universities.
Via Kim Flintoff
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From the layman users to businesses, almost everyone is part of the online social ecosystem. Now, the education industry seems to be picking pace as things are getting social in schools and universities. Via Kim Flintoff No comment yet.
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One of the most comprehensive approaches to developing information fluency among students and teachers. Digital Information Fluency (DIF) is the ability to find, evaluate and use digital information effectively, efficiently and ethically. DIF involves Internet search skills that start with understanding how digital information is different from print information, knowing how to use specialized tools for finding digital information and strengthening the dispositions needed in the digital information environment. As teachers and librarians develop these skills and teach them to students, students will become better equipped to achieve their information needs. Originally started as a project of the Illinois Science and Math Academy. Via Jim Lerman, Kim Flintoff
Over the last few years I've done a lot of work developing writing and redeveloping online courses and course materials. In the initial rush to get learning online many organisations got themselves a Moodle platform and then attached a whole load of PDFs and .docs, added some forums and the odd video clip and called it an online course. It's no surprise then that drop out rates for online learning courses have been so high. Via Nik Peachey, Kim Flintoff
"For the first time in more than three centuries, Harvard and Yale will concurrently offer the same course — and its primary "text" won't be a book, but rather a video lecture series comprising the world's greatest thinkers and leading scholars."
"It's more important to learn how to ask the right questions than to find the right answers." Via k3hamilton, michel verstrepen, Jim Lerman, Kim Flintoff
Khan talks about what Khan Academy is learning about flipping classrooms, gamification and the end of higher education as we know it. Via Jim Lerman, Kim Flintoff
Doron Friedman of the Advanced Virtuality Lab (AVL), Israel, is leading a team of scientists developing the next generation of human-computer interfaces. Via Kim Flintoff
In This Post: Via JackieGerstein Ed.D., Kim Flintoff
From
vimeo
James Paul Gee discusses how video games provide situated meanings - often missing from traditional education. Via JackieGerstein Ed.D., Kim Flintoff
Barbara Macfarlan's comment,
May 19, 2012 6:21 PM
I love this talk by James Gee. His linguistic background situated this learning for me with my interest in language and learning.
Education is not the filling of a pail, but the lighting of a fire. –William Butler Yeats Via JackieGerstein Ed.D., Kim Flintoff
This paper will argue that the schema and elements that game designers use in creating games can analogously be used as frameworks for reconsidering the structures of classroom experiences, syllabi, and even program development. It will show how the lessons learned from the work game designers do and the experiences that gamers have in game situations can be utilized by teachers looking to evolve their practice in a manner that better prepares their students for contemporary society. Via JackieGerstein Ed.D., Kim Flintoff
Roxworthy wants both students and members of the general public to use the game as a way to understand how “Jim Crow and internment policies are rigid systems” and how “segregational systems could be programmed” much as software programs control how “movement is constrained by game engines.” However, because “each of the missions culminates in a performance,” students can also learn about “subverting systems” of segregation as they experience “sites of interracial code-switching, where they are transgressing laws in some ways.” Via JackieGerstein Ed.D., Kim Flintoff
Justin Hurd's curator insight,
April 16, 2017 6:14 PM
I absolutely love the idea of teaching history through video games. While this game may appear as too simple to the outside observer, it seems to do very well in helping people empathize with others who have been wronged in the past. A main argument brought forth in the article is that games like this won't appeal to kids, but if this were made a graded assignment in school I guarantee that kids would have a higher interest in this than in reading a textbook.
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New technologies are making it quicker and easier than ever to create digital portfolios of student work, a method of assessment experts say increases student engagement. Via Jim Lerman, Kim Flintoff
30.08.2010
ICT is becoming ever more ubiquitous within further and higher education, for e-learning, in research, e-administration and other ways. This creates many benefits, including ones of direct relevance to sustainable development such as improving accessibility for disadvantaged groups, and reducing environmental impacts by substituting virtual for physical activities (as when conferencing substitutes for face-to-face meetings). Via Kim Flintoff
Stephen's Web, the home page of Stephen Downes, with news and information on e-learning, new media, instructional technology, educational design, and related subjects (RT @TwitClass: We don’t need no educator: The role of the teacher in today’s... Via Kim Flintoff
Free online tool to automatically summarize any text in a few clicks. Via Kathleen Cercone, Jim Lerman, Kim Flintoff
TED Talks Games like World of Warcraft give players the means to save worlds, and incentive to learn the habits of heroes. What if we could harness this gamer power to solve real-world problems? Jane McGonigal says we can, and explains how. Via JackieGerstein Ed.D., Kim Flintoff
Shadow Quill 's curator insight,
July 31, 2013 3:13 AM
Inspiring video about how gaming can inspire heroes
Games scholar Constance Steinkuehler describes how games are well designed for learning and to capture interests. Via JackieGerstein Ed.D., Kim Flintoff
In this paper, the authors present theoretical, design, implementation, and evaluation details of PLEF, a framework for mashup personal learning environments. The primary aim of PLEF is to help learners create custom learning mashups using a wide variety of digital media and data. Via Kim Flintoff |
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