drop out loud from high school.
Education-2020 - The Classroom - 1 views
Center for the Future of Museums: The (Authentically Fictional) Future of Education - 1 views
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Will they stay dropped out? Will they school themselves, or abandon learning altogether? What was it that education was supposed to do for them? Will museums play a role in their learning? The Zed Omegas will be listening; will the people of the Internet be able to make this turn out right?
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school
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RoadwayToLA - Net Gen Ed Project - 0 views
Canvas Analytics - 0 views
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I'm impressed with the learning analytics that are in the Instructure Canvas offering. Instructure canvas is open source - you can download and use for free but if you host in the cloud, you can host through Instructure. They have just launched a K12 offering and the simple streamlined look and integration with social media has this on the top of my list as we look at an LMS for our school. WE don't have a lot of money but want simple and robust and I'm impressed with what I see. I had a call with the founder.
Preconference #1: Playing the Past: Gaming, History, and Technology | WebWise - 1 views
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This workshop session at WebWise 2012 shows that museums are looking at gamifying just like everyone else. Anything to increase engagement. Whether you like it or not, it is time for some serious scholarly research. "Last year, Nielsen Research found that online games overtook personal email to become the second most heavily used internet activity behind social networks. While most museum and library professionals aren't aiming to create the next FarmVille or Angry Birds, games have the potential to be meaningful learning tools and prompt real-world action."
What is Mystery Matters - 0 views
How 3D Printing Inspires Technological Education - 0 views
Gamification - Wikipedia, the free encyclopedia - 0 views
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this site has the defintion of gamification and applications for gamification
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Wiki page on Gamification
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Gamification is the use of game thinking and game mechanics in a non-game context in order to engage users and solve problems. Gamification is used in applications and processes to improve user engagement, Return on Investment, data quality, timeliness, and learning.
Learning antylitices - 0 views
Learning antylitics - 0 views
Learning antylitics - 0 views
Learning antylitics - 0 views
Why MOOCs May Drive Up Higher Ed Costs | Inside Higher Ed - 0 views
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