See on Scoop.it – Learning Happens Everywhere!
Nine universities are testing technology that allows them to track their students’ progress with digital textbooks.
#Digital publishing x Learning Analytics# CourseSmart says the data it collects now is a beginning. “We’ll ultimately show how the student traverses the book,” Mr. Devine said. “There’s a correlation and causality between engagement and success.”
See on www.nytimes.com
See on Scoop.it – Learning Happens Everywhere!
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See on prezzip.com
An infographic that explores the changes taking place in our schools. Sections include:
* A look at high-tech teaching
* Now tablets are joining the classroom
* Teachers have ’em, love ’em
* Teachers use more and more tech…Does it help?
* Tech is used to teach outside the classroom, too
* So it’s not surprising that..
For more information on this “tech-teaching phenomenon, and why teachers love it so much” check out this infographic.
Game players regularly exhibit persistence, risk-taking, attention to detail, and problem-solving, all behaviours that ideally would be regularly demonstrated in school.
– The Education Arcade at MIT
Recently I’ve been playing a super addictive game – Sugar Crush Saga in my leisure time. I would say it is by far one of most difficult games on Play/App Store. As you progress throughout the game, the margin between level up and lossing lives grows increasingly slim, eventually you would yourself start to running out lives. In this case, you can choose either buying lives from Play/App Store, or simply requesting lives via Facebook friend. Most likely I would choose the second option, so the game re-shapes itself with social gaming experience, friends would help each other out to save lives or unlock the challenges.
While I was playing this game, I started to wonder if we (as Learning Activists) could also create the entire learning experiences as enjoyable as playing Sugar Crush Saga. Adding a bit delicious elements to the eLearning course modules, or consider to design a bright and cheerful game-boards alike structure for the course hosting LMS. Small changes we could easily implement; throw in some vivid interactive graphics with our course intro/ and the course complete screens such as the wording of the achievement screens between levels are really sweet, in the very best way, with incentive graphics that are pefect suited to a game. In our case, we may consider to use interactive simulations as engaging tool to enhance student’s learning experiences.
The Sugar Crush puzzling song is absolutely infectious, I’m unabashedly humming the main song to myself now :D.
Gamification [n]: the use of game design elements in non-game contexts. It is the process of using game thinking and game mechanics to solve problems and engage users.
Gabe Zichermann is an entrepreneur, author, highly rated public speaker and gamification thought leader. He is the chair of the Gamification Summit and Workshops, and is co-author of the book “Game-Based Marketing, where he makes a compelling case for the use of games and game mechanics in everyday life, the web and business.
When I used to work at the Internet Cafe back in High School, I was always wondering why there are so many young adults would play video/online games for endless hours. I am not a gamer personally but surrounded by dozen of heavy gamer friends. With my Instructional Design (ID) work, I often asked my gamer friends for their ideas of having “FUN” before starting UI and UX design for the eLearning modules. I can see a number of game elements have been implemented in my previous ID portfolio, such as freedom to choose a path to follow to complete the class successfully specific rules you need to follow for each path different badges for different achievements along with a statement of achievement a system that rewards you with even more than a badges if you score in the top of the class.
I guess this is all done with the sole purpose of making it more entertaining and motivational to participate in the class. Games allow the player multiple chances to experiment and try various routes to reach the same goal.This ultimately will lead the player to a discovery of what works and what doesn’t. We see this in the game Angry Birds, which at its core is just a game about experimenting until you find the solution, yet it somehow keeps us coming back for more. This freedom to experiment encourages us to make our own decisions and determine what steps they will take to accomplish a larger task. As we accomplish small, manageable sub-tasks we feel a more immediate reward for our actions, thus leading us to a greater appreciation of what the benefits of our long term goals are.
Pearson’s vision utilizes technology to increase usability and productivity of students in and outside of the classroom. This is the potential for personalized and connected learning.
Some of my favorite quotes on minimalism:
“Be Content with what you have; rejoice in the way things are. When you realize there is nothing lacking, the whole world belongs to you.” – Lao Tzu
“Perfection is achieved, not when there is nothing more to add, but when there is nothing left to take away.” – Antoine de Saint-Exupe
“Fear less, hope more; eat less, chew more; whine less, breathe more; talk less, say more; love more, and all good things will be yours.” – Swedish proverb
“The secret of happiness, you see, is not found in seeking more, but in developing the capacity to enjoy less.” – Socrates
“Nature does not hurry, yet everything is accomplished.” – Lao Tzu