GPAs don't really show what students learned. Here's why. - 0 views
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An interesting look into the problem of GPA not being representative to what a student knows, learned, or can demonstrate in any given course. This certainly isn't a new issue and solutions vary - from competency based education (CBE) to utilizing metrics like GPAM. I think one of the big takeaways here is that utilizing any singular metric to measure student achievement is missing the forest for the trees.
The Truth About Teaching to Learning Styles, and What to Do Instead? : Research Library... - 0 views
In learning styles debate, it's instructors vs. psychologists - 1 views
The Art of Unlearning - 0 views
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I see two main views of learning. The first is like stamp collecting. The person wants to collect more and more knowledge, mostly for the purposes of showing it off to people they want to impress. The knowledge here is largely inert and unimportant for their lives—it’s just a collecting hobby accruing more facts and ideas. There’s nothing wrong with stamp collecting. Knowing facts and ideas, even if they aren’t particularly useful or central to our lives, isn’t a bad thing. It’s probably a superior hobby to many other pursuits, since knowledge can, at least some of the time, spillover to more practical consequences. The other view of learning, however, is centered around unlearning. This is the view that what we think we know about the world is a veneer of sense-making atop a much deeper strangeness. The things we think we know, we often don’t. The ideas, philosophies and truths that guide our lives may be convenient approximations, but often the more accurate picture is a lot stranger and more interesting.
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A good meta-belief to this whole unlearning endeavor is to be comfortable with the idea that everything you know is provisional, and that underneath what you know is likely a more complex and stranger picture. Human beings seem to be naturally afraid of this groundless view of things. I’m not quite sure why that is. It may be that this kind of epistemic flexibility might start to question societal norms and rules of conduct, and so people who think too much about things may have an amoral character. That’s certainly the perspective of many traditional religious viewpoints on things, which discourages open-ended inquiry in favor of professing allegiance to dogma.
MOOCs Find Their Audience: Professional Learners and Universities | EdSurge News - 0 views
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In my last year’s analysis of the MOOC space, I concluded that there’s been a decisive shift by MOOC providers to focus on “professional” learners who are taking these courses for career-related outcomes. At the recently concluded EMOOCs conference, the then CEO of Coursera, Rick Levin, shared his thoughts on this shift. He thinks that MOOCs may not have disrupted the education market, but they are disrupting the labor market. The real audience is not the traditional university student but what he calls the “lifelong career learner,” someone who might be well beyond their college years and takes these online courses with the goal of achieving professional and career growth.
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One of the lessons I learned from running Class Central is that to make money, you need to make others money. By targeting professional learners, MOOC providers are trying to exactly do that. To better serve this audience, every MOOC provider has launched products that range from tens of dollars to tens of thousands of dollars. As a professional learner, I feel a certain amount of comfort knowing that high-quality educational material exists for skills that I would want to learn in the future. But if you are true lifelong learner—the ones that helped start all the hype in the first place—the MOOC experience has largely been reduced to basically a YouTube playlist with a cumbersome user interface. Unless, of course, you are willing to pay.
Trends in Digital Scholarship Centers | EDUCAUSE - 2 views
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Although sometimes confused with digital scholarship centers, digital humanities centers are often specialized research centers led by a group of faculty and serving only select disciplines rather than a broad campus community. Also, libraries often play only a peripheral role in digital humanities centers.1 In contrast, libraries or IT organizations have a key role in digital scholarship centers.
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Digital scholarship centers can build institutional capacity to address emerging and future scholarship needs.
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Considering options for presenting or publishing completed projects
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Young Men Are Playing Video Games Instead of Getting Jobs. That's OK. (For Now.) - Reas... - 0 views
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Video games, like work, are basically a series of quests comprised of mundane and repetitive tasks: Receive an assignment, travel to a location, overcome some obstacles, perform some sort of search, pick up an item, and then deliver it in exchange for a reward—and, usually, another quest, which starts the cycle all over again. You are not playing the game so much as following its orders. The game is your boss; to succeed, you have to do what it says.
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Instead of working, they are playing video games. About three quarters of the increase in leisure time among men since 2000 has gone to gaming. Total time spent on computers, including game consoles, has nearly doubled. You might think that this would be demoralizing. A life spent unemployed, living at home, without romantic prospects, playing digital time wasters does not sound particularly appealing on its face. Yet this group reports far higher levels of overall happiness than low-skilled young men from the turn of the 21st century. In contrast, self-reported happiness for older workers without college degrees fell during the same period. For low-skilled young women and men with college degrees, it stayed basically the same. A significant part of the difference comes down to what Hurst has called "innovations in leisure computer activities for young men." The problems come later. A young life spent playing video games can lead to a middle age without marketable skills or connections. "There is some evidence," Hurst pointed out, "that these young, lower-skilled men who are happy in their 20s become much less happy in their 30s or 40s." So are these guys just wasting their lives, frittering away their time on anti-social activities? Hurst describes his figures as "staggering" and "shocking"—a seismic shift in the relationship of young men to work. "Men in their 20s historically are a group with a strong attachment to the labor force," he writes. "The decline in employment rates for low-skilled men in their 20s was larger than it was for all other sex, age, and skill groups during this same time period." But there's another way to think about the change: as a shift in their relationship to unemployment. Research has consistently found that long-term unemployment is one of the most dispiriting things that can happen to a person. Happiness levels tank and never recover. One 2010 study by a group of German researchers suggests that it's worse, over time, for life satisfaction than even the death of a spouse. What video games appear to do is ease the psychic pain of joblessness—and to do it in a way that is, if not permanent, at least long-lasting. For low-skilled young men, what is the alternative to playing games? We might like to imagine that they would all become sociable and highly productive members of society, but that is not necessarily the case.
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A military shooter might offer a simulation of being a crack special forces soldier. A racing game might simulate learning to handle a performance sports car. A sci-fi role-playing game might simulate becoming an effective leader of a massive space colonization effort. But what you're really doing is training yourself to effectively identify on-screen visual cues and twitch your thumb at the right moment. You're learning to handle a controller, not a gun or a race car. You're learning to manage a game's hidden stats system, not a space station. A game provides the sensation of mastery without the actual ability. "It's a simulation of being an expert," Wolpaw says. "It's a way to fulfill a fantasy." That fantasy, ultimately, is one of work, purpose, and social and professional success.
What Can Higher Ed Learn from Libraries? | Inside Higher Ed - 0 views
Welcome to the GEODE Initiative! - 0 views
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"The Geographic Data in Education (GEODE) Initiative at Northwestern University is dedicated to improving public understanding of our world through education about the Earth's physical, biological, and social systems. Toward that end, the GEODE Initiative is engaged in a program of integrated research and development in the areas of learning, teaching and educational reform. The GEODE Initiative develops and studies curriculum, software, and teacher professional development. "
Three evolving thoughts about flipped learning - 0 views
How one faculty's approach to flipping has changed
DH Infrastructure Symposium - HumTech - UCLA - 0 views
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"We enthusiastically invite you to join us at UCLA on November 15, 2018 for the third annual Digital Humanities Infrastructure Symposium. Our focus this year is on some real-world built and building platforms and methods to support DH researchers. We welcome anyone interested in learning from what has been done in practical, infrastructure-building terms - especially technologists, library staff, and those involved or getting started in building DH capacity."
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