Gamification | Technology for Teachers - 0 views
Game Dynamics of Learning: The Gamification of Training and Performance Impro... - 0 views
Gamification is not Game Design - 1 views
Digital Curation - 1 views
pedagogical affordances of social software functions « Taming the spaces - 0 views
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Social bookmarking and tagging are two separate concept that share two primary traits: 1) the ability of individuals to organize knowledge in a manner that is personally meaningful and 2) to share, network and collaborate with others who share similar interests. *examining the social bookmarks by using “Network” feature in del.icio.us . Del.icio.us and Digg are two prominent examples. Sites like Furl go beyond simple bookmarking by saving a copy of the site itself. Setting aside copyright concerns, Furl ensures that valuable resources don’t disappear when a link changes or a site closes. * Organizing references: Certain sites – like connotea and CiteULike – are useful for learners to organize references when working on research papers. In addition to organizing, the references can also easily be shared with others. * Group work – have learners post their individual or group work resources on a bookmarking site, so instructors and class members can learn from the research activities of others * Encourage readers to capture resources of interest in a social bookmarking service, so future search in particular subject areas can occur within the knowledge resource they have created * Create a personal knowledge repository through sites like furl which ensure important links are kept * Tie bookmarking into blogging activities…ask learners to create a blog where important reflections – coming out of social bookmarking – can be expressed and explored (and in the process, if blogs are public, enable learners to bookmark the writing of classmates).
Digital curation - Wikipedia, the free encyclopedia - 0 views
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Digital curation is the selection, preservation, maintenance, collection and archiving of digital assets[1][2].
Everything about gamification - 1 views
Using Diigo in the Classroom - 1 views
Design as Learning-or "Knowledge Creation"-the SECI Model - 0 views
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The basic argument is that knowledge creation is a synthesizing process through which an organization interacts with individuals and the environment to transcend emerging contradictions that the organization faces
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The Latest Sir Ken Robinson Video « Education Stormfront - 0 views
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The Latest Sir Ken Robinson Video http://j.mp/fD2s6W
Kwan Tuck Soon: "RT @absolutecorp: Great use ..." « Deck.ly - 0 views
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RT @absolutecorp: Great use of tech. RT @missnoor28: 5 Innovative iPad Apps That Will Evolve Your Classroom ht… (cont) http://deck.ly/~a9iLW
GeoGebra - 0 views
Misadventures in Learning: Learning Solutions 2011 (#LS2011) Backchannel - Collected Re... - 0 views
E-LEARNING - 0 views
Social Bookmarking for Education - 0 views
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