National Science Teachers Association's Position Statement regarding E-Learning in Science Education. How does e-learning fit with the goals and standards for science education?
Although research studies in education show that use of technology can help student learning, its use is generally affected by certain barriers. In this paper, we first identify the general barriers typically faced by K-12 schools, both in the United States as well as other countries, when integrating technology into the curriculum for instructional purposes, namely: (a) resources, (b) institution, (c) subject culture, (d) attitudes and beliefs, (e) knowledge and skills, and (f) assessment. We then describe the strategies to overcome such barriers: (a) having a shared vision and technology integration plan, (b) overcoming the scarcity of resources, (c) changing attitudes and beliefs, (d) conducting professional development, and (e) reconsidering assessments. Finally, we identify several current knowledge gaps pertaining to the barriers and strategies of technology integration, and offer pertinent recommendations for future research.
Thursday, 09 January 2014 20:47 If your learners aren't performing as well on their post-training evaluations as you'd hoped, you may want to try an e-Learning development technique to help them remember - content chunking. Maybe you've never heard this term, or you've heard it mentioned and wondered exactly how it works, where it came from and how to apply it to your e-Learning development.
Research Article written by the following authors:
Lisa A. Dieker (lisa.dieker@ucf.edu) is Pegasus Professor and Lockheed Martin Eminent Scholar Chair; Carrie L. Straub is director of research for TLE TeachLivE; Charles E. Hughes is Pegasus Professor of Computer Science and codirector of the Synthetic Reality Laboratory; Michael C. Hynes is Pegasus Professor of Education and director of the School
of Teaching, Learning, and Leadership; and Stacey Hardin is a doctoral candidate
in exceptional education. All authors are at the University of Central
Florida in Orlando.
Research Article written by the following authors:
Lisa A. Dieker (lisa.dieker@ucf.edu) is Pegasus Professor and Lockheed Martin Eminent Scholar Chair; Carrie L. Straub is director of research for TLE TeachLivE; Charles E. Hughes is Pegasus Professor of Computer Science and codirector of the Synthetic Reality Laboratory; Michael C. Hynes is Pegasus Professor of Education and director of the School
of Teaching, Learning, and Leadership; and Stacey Hardin is a doctoral candidate
in exceptional education. All authors are at the University of Central
Florida in Orlando.
Great article about the pros and cons of a Learn by Asking interactive e-classroom. Though it was written in the prime of e-Learning, it still has plenty of valuable information.
Nanoogo is an online e-portfolio. On this site students can create and share their ideas . This is a digital canvas that the students can share with classmates and parents. Parents can comment on students work. The site is currently free. It is recommended to sign on soon because they are considering charging a fee.
The "7 Things You Should Know About..." series provide quick reads with concise information about emerging technologies and practices. The Campus-Wide IT section addresses professional challenges in higher education, while the Learning Technology section discusses individual technologies or practices. I could bookmark at least a dozen of these relevant articles (microlectures, social content curation, educational design research, e-readers, cloud computing, and so on), which is why I'm saving the main page instead.
This article looks at gaming on a variety of levels and offers interesting stats (i.e.,"42% of gamers are women . . . (representing) a greater portion of the game-playing population than boys 17 or younger.") No wonder the White House is interested.
A superb example of "remixing" for popular culture content. While not, obviously, licensed for remixing (via Creative Commons or alternative), this parody (consistent with fair use of copyrighted materials) still showcases tactics involved in remixing (e.g., excerpting, re-sequencing, adding content elements) in a way that creates a new work from the old.
A recent study from CompTIA found that e-learning software, classroom management software, game-based learning and mobile apps are spreading throughout classrooms in the country.
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