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Paul Harrington

Virtual learning environments: an evaluation of their development in a sample of educat... - 0 views

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    Virtual learning environments (VLEs) use computers to allow remote access to learning materials. As the routine use of computers becomes all pervasive, there is an expectation that VLEs will form a significant part of the next generation's experience of learning. This survey evaluates how VLEs are developing within a selection of providers.
Lee Davis

Dimension M - Where there's power in numbers - 0 views

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    DimensionM™is an immersive video game world that engages students in the instruction and learning of mathematics. Pre-algebra and algebra objectives are covered through a series of missions that bring math into a world that today's students understand. Students become so captivated in solving problems that they forget they're learning but they don't forget what they've learned.
Paul Harrington

Blended learning at Penn State University - 0 views

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    Blended Learning Initiative The Blended Learning Initiative is a University-wide effort funded by the Provost to enhance the undergraduate experience by creating both online and hybrid versions of key Penn State courses. These re-designed courses will improve instructional effectiveness and increase flexibility of course offerings for both students and faculty.
Lee Davis

powerup » video games in education - 0 views

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    This wiki was created to support two of my professional development sessions: Power Up: Video Games in Education (a one hour presentation) and Learning to Game and Gaming to Learn: Video Games in Education (a three hour hands-on workshop, which includes the presentation material). Use the navigation to the left to access various versions of these two sessions.
Lee Davis

Marc Prensky.com - 0 views

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    Marc Prensky is an internationally acclaimed speaker, writer, consultant, and designer in the critical areas of education and learning. He is the author of Digital Game-Based Learning (McGraw-Hill, 2001), the founder and CEO of Games2train (whose clients include IBM, Nokia, Pfizer, the US Department of Defense and the LA and Florida Virtual Schools) and creator of the sites www.dodgamecommunity.com and www.socialimpactgames.com .
Paul Harrington

Assessment & Teaching of 21st Century Skills - Melbourne University - 0 views

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    The purposes of the project are set out in the Call to Action issued by Cisco, Intel and Microsoft at the Learning and Technology World Forum in London on 13 January 2009. A briefer statement is provided in the Policy Brief. The purposes of the project are to: Mobilize international educational, political and business communities to make the transformation of educational assessment and, hence, instructional practice a global priority. Specify in measurable terms high-priority understanding and skills needed by productive and creative workers and citizens of the 21st Century. Identify methodological and technological barriers to ICT-based assessment. Develop and pilot new assessment methodologies. Examine and recommend innovative ICT-enabled, classroom-based learning environments and formative assessments that support the development of 21st Century skills.
Paul Harrington

Building MLEs in Higher Education : JISC - 0 views

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    Many HEIs and FE colleges wish to bring together their online learning systems and their information systems to create learner-centred Managed Learning Environments (MLEs). This 'joining up' of systems requires to use of cutting edge new technologies. To support and inform the HE and FE communities in this aim, JISC, through JCIEL, has funded a development programme that will prove the integration of technologies across different functions of higher education.
James Forbes Keir

Emerging Technologies for Learning series - 0 views

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    Bringing together news, articles, research, views and opinions on emerging technologies for learning
Lee Davis

World Wide Workshop - 0 views

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    The World Wide Workshop is a global foundation for developing open-source applications of social media technology and game production, to enhance learning, innovation, entrepreneurship, and an understanding of the world in economically-disadvantaged and technologically-underserved communities.
Paul Harrington

Penn State University Blended learning - 0 views

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    List of resources including conferences from professional organizations, training events, and scholarly articles.
Paul Harrington

VLE Report | 5. E-learning in UK further and higher education - 0 views

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    The phenomenal rise of e-learning in the last ten years has taken place against a complex backdrop of cultural and social change, advances in technology and shifts in educational theory and practice.
Clare Roberson

The Tao of Project Management - 0 views

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    I am an old project manager working at the University of Exeter. I originally started this blog towards the end of 2006 (while finishing work on my book (Project 2007 in easy steps). The blog is my attempt to observe project management life and how it maps onto Taoist philosophy and maybe learn some understanding of what happens in projects and life.
Lee Davis

Online Learning Policy Documents - 0 views

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    Ferdi Serim's document holder
Lee Davis

Globaloria: Social Networks for Global Learning - 0 views

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    A site by Idit Harel Caperton (president and founder of worldwide workshop) focusing on social media and key global issues.
Paul Harrington

VLEs in education: A look at Moodle - 0 views

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    A film about the use of Moodle as a VLE in both further education colleges and work-based learning, highlighting the experiences of Thanet College in Kent and A+ Training in Plymouth.
Lee Davis

Twenty Five Days to Make a Difference - 0 views

  • Giving my presentation helped me organize all of my thoughts about blogging and everything we’ve been able to do–my readers and me–for the charities we help
    • Lee Davis
       
      Reflection on what and how Laura learned
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    Laura Stockman's blog
Lee Davis

Serious Games Initiative - 0 views

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    The Serious Games Initiative is focused on uses for games in exploring management and leadership challenges facing the public sector. Part of its overall charter is to help forge productive links between the electronic game industry and projects involving the use of games in education, training, health, and public policy.
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