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The International Journal of Virtual and Personal Learning Environments (IJVPLE) provides readers with comprehensive coverage of developments in learning technologies for an international readership of educators, technologists and trainers. The journal is a primary source for academics, professionals, corporate trainers and policy makers in information and communication technologies. The journal publishes high quality contributions (papers, book reviews) on a range of fields associated with Course Management Systems (CMS), Learning Management Systems (LMS), Virtual Learning Environments (VLE), Social Networking Sites (SNS), Personalized Learning Environments (PLE), and 3D virtual worlds, including for example Second Life (SL).
Articles published in the journal cover education and training, concentrating on the theory, application, and development of learning technologies. There is a particular interest in the application of new and emerging information and communication technologies in education and training.
John Seely Brown: "Even when children are high achievers and facile with new technology, many seem gradually to lose their sense of wonder and curiosity, notes John Seely Brown. Traditional educational methods may be smothering their innate drive to explore the world. Brown and like-minded colleagues are developing the underpinnings for a new 21st century pedagogy that broadens rather than narrows horizons.
John Seely Brown, former chief scientist at Xerox, has morphed in recent years into the "Chief of Confusion," seeking "the right questions" in a range of fields, including education. He finds unusual sources for his questions: basketball and opera coaches, surfing and video game champions. He's gathered insights from unorthodox venues, and from more traditional classrooms, to paint quite a different picture of what learning might look like.
The typical college lecture class frequently gathers many students together in a large room to be 'fed' knowledge, believes Brown. But studies show that "learning itself is socially constructed," and is most effective when students interact with and teach each other in manageable groups. Brown wants to open up "niche learning experiences" that draw on classic course material, but deepen it to be maximally enriching.
In basketball and opera master classes, and in architecture labs, he has seen how individuals become acculturated in a "community of practice," learning to "be" rather than simply to "do." Whether performing, creating, or experimenting, students are critiqued, respond, offer their own criticism, and glean rich wisdom from a cyclical group experience. Brown says something "mysterious" may be taking place: "In deeply collective engagement in processes...you start to marinate in a problem space." Through communities of practice, students' minds "begin to gel up," even in the face of abstraction and unfamiliarity, and "all of a sudden, (the subject) starts to make se
Promethean Planet: a free online community providing Activclassroom teachers around the world the ability to share lessons, access professional development materials, and connect with one another.
GimpGirl Community's mission is to bring women with disabilities together in the spirit of support, positivity and inclusivity. The world of women with disabilities is a complex place, often with no easy answers. We encourage an attitude of self-advocacy and self-efficacy with all of our members and are radically inclusive of all women with disabilities. With the strength of our members and allies throughout the global disability and women's worlds, we use the tools at our disposal to create a place for discourse, humor, art, research, resources, and most of all, community. We are a program of the 501(c)3 nonprofit People Helping People.
Steinkuehler, C., and Williams, D. (2006). Where everybody knows your (screen) name: Online games as "third places." Journal of Computer-Mediated Communication, 11(4), article 1. http://jcmc.indiana.edu/vol11/issue4/steinkuehler.html
Steinkuehler, C., and Williams, D. (2006). Where everybody knows your (screen) name: Online games as "third places." Journal of Computer-Mediated Communication, 11(4), article 1. http://jcmc.indiana.edu/vol11/issue4/steinkuehler.html