Game-Based Learning: How to Delight and Instruct in the 21st Century (EDUCAUSE Review) ... - 0 views
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erein lies a moral about how videogames (arguably one of the most sophisticated forms of information technology to date) are influencing higher education. To learn more about videogames in academe, I sought out the insights of five leading-edge thinkers in the field: James Paul Gee, J. C. Herz, Randy Hinrichs, Marc Prensky, and Ben Sawyer. All five had traveled to San Jose, California, in March 2004 for the Serious Games Summit at the annual Game Developers Conference.
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Herein lies a moral about how videogames (arguably one of the most sophisticated forms of information technology to date) are influencing higher education. To learn more about videogames in academe, I sought out the insights of five leading-edge thinkers in the field: James Paul Gee, J. C. Herz, Randy Hinrichs, Marc Prensky, and Ben Sawyer. All five had traveled to San Jose, California, in March 2004 for the Serious Games Summit at the annual Game Developers Conference.
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This topic is detailing on how video games are addicting, and one of the ways to learn from them is to bring about a game that is addicting, but also ignites learning. Among this bookmark is lots of questions and answers from educated professionals that explains new dimensions of learning and new transitions our mind is making in different ways.
Changing Telecommunications Marketplace - 0 views
A Mobile Education: Student-created Apps -- Campus Technology - 0 views
6 Ways It Could Change Our Daily Lives - 1 views
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In the realm of new technologies, near field communication (NFC) is not a new or sexy concept, but it does have clear potential and practical uses.
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Unlike many other wireless technologies, NFC has a short range of about 1.5 inches. This makes it a good choice for secure transactions, such as contactless credit card payments. MasterCard and Visa are both members of the NFC Forum, and both companies have been involved in pilot programs that use NFC-enabled phones as a flash payment option. Phones could “tap and go” using infrastructure already in place for credit card systems such as MasterCard’s PayPass program or Visa’s payWave.
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“digital wallet”
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near field communication with contactless payments and infotags
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This website talks about how this is used in our daily life. I think that there are a lot of good examples on how this is used in our daily life such as; info tags, smart objects, and contactless payments. This is very handy for many different kinds of job and it even works in the school systems.
Thumbs up for gesture-based computing - 0 views
http://kmi.open.ac.uk/publications/pdf/kmi-11-01.pdf - 0 views
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This paper studies the technological needs of implementing accurate learning analytics in an online academic setting.
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This takes Learning Analytics and applies it to social things.
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More information. Basically repeating myself but we need as much websites as possible to do this.
Technology in the Classroom - Intel® Learning Series - 0 views
Research and Data Services for Higher Education Information Technology: Past, Present, ... - 0 views
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Enter data. Enter research. Enter analytics. Analytics, and the data and research that fuel it, offers the potential to identify broken models and promising practices, to explain them, and to propagate those practices. Information technology now supports and enables all aspects of higher education
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Research on effective models of cross-institutional collaboration
SoftKinetic Speeds Up 3D Gesture Recognition - 0 views
Kid2Kid Connection - 0 views
Tablet Computers in Education « Educational Technology Debate - 3 views
In South Korean classrooms, digital textbook revolution meets some resistance - The Was... - 1 views
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South Koreans realize that technology doesn't always bring progress. Not going as ebook as planned according to this washington post article. "But South Korea, among the world's most wired nations, has also seen its plan to digitize elementary, middle and high school classrooms by 2015 collide with a trend it didn't anticipate: Education leaders here worry that digital devices are too pervasive and that this young generation of tablet-carrying, smartphone-obsessed students might benefit from less exposure to gadgets, not more. Those concerns have caused South Korea to pin back the ambition of the project, which is in a trial stage at about 50 schools. Now, the full rollout won't be a revolution: Classes will use digital textbooks alongside paper textbooks, not instead of them. First- and second-graders, government officials say, probably won't use the gadgets at all."
Nine Elements - 2 views
Youth APPLab | HASTAC - 1 views
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This is a winner in the digital media badges for lifelong learning competition. "In the Youth APPLab, middle and high school students in the District of Columbia design software and mobile apps in an after-school program that supplements their formal learning in computer science. They conceive, develop and co-create their own Android Apps. Ultimately, students and their apps will compete for internships with technology-based startup companies in and around the DC area."
Ebooks Get the Respect They Deserve at 'Download the Universe' - Rebecca J. Rosen - Tec... - 0 views
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A community of writers and scientists are reviewing and discussing scientific ebooks at Download the Universe. eBooks aren't where they are going to be. I'm toying with the idea of producing my own ebook after this next project because I haven't really seen what I think is possible in an ebook but have already storyboarded my own private thoughts in this area. This is a fascinating once in history experience to be part of a major trend as books evolve from paper to ebook. I'm excited! Take a look. "e-readers have opened up a period of great innovation in how we convey and consume "books," but, as of yet, these new products have not met with the sorts of rigorous and routine reviews that new printed books receive. But a new project, Download the Universe, aims to change that. Led by a set of some of the top science writers in the country -- including Carl Zimmer, Steve Silberman, and Atlantic contributor David Dobbs -- the site aims to provide reviews of new straight-to-ebook science books."
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."
3D Printing - 0 views
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