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Alexis Szmodis

Welcome to Learning Analytics ~ Learning Analytics - 1 views

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    This site has a good video about learning analytics.
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    A Massive Open Online Course(MOOC) is a way of learning analytics.
Elena Ares

Why Your Next PC Will Be a Tablet | PCWorld - 1 views

  • The primary computer for most users today is not a PC; it's a phone.
  • What we used to call a tablet was just a laptop with a screen that swiveled around and folded back, yielding a bulky machine that was uncomfortable to carry as a slate and awkward to use as a laptop. That unsatisfactory hybrid was simply where the state of technology took us in previous efforts to create "tablet" or
  • "slate" computers.
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  • In fact, the iPad altered everything we thought we knew about tablets, and other hardware manufacturers are following up on Apple's success quickly.
  • Today's tablet is exactly what the name implies: a thin slab, dominated by its screen
  • The software for tablets has changed, as well. Instead of struggling to run a full-fledged version of Windows, which requires a significant amount of processing power and isn't optimized for use with a touchscreen, most new tablet models released nowadays run a relatively lightweight, touchscreen-focused mobile operating system such as Apple iOS or Google Android.
  • We need a device that bridges the gap between what PCs do and what mobile phones do. That device has arrived. Welcome to the age of the tablet
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    Why laptops are helpful, but why tablets are better
amandam_pphs

Microsoft Buying Gesture Technology - 1 views

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    The New York Times reports on how Microsoft is buying a company based completely on gesture technology, which could have a huge impact on its emerging technology. "We have a really broad mission to enable everyday devices with the ability to see."
HALY L

Interface: The Journal for Education, Community, and Values - 1 views

  • While today the most popular forms of gesture-based computing are designed for gaming and simulation/training purposes, there is a growing interest in applying these technologies to K-12 education. Perhaps one of the best examples of such application is the collaboration between Nintendo and the National Association for Music Education to integrate Wii consoles and music software into secondary school music classes
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    This is quite informative and has a few examples about gesture based compting is already beign used in the educational system.
Vicki Davis

Gesture-Based 'Gmail Motion' April Fools' Day Prank Gets Real - Techland - TIME.com - 1 views

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    I love this! Gmail motion was Google's april fools day prank and many people fell for it. Heck, if I'd had time, I might have played with it but after thinking I realized what day it was! Tee hee. But a lot of people WANTED this -even though the gestures were designed to be silly (who is going to do a jumping jack for making a star on an email.) so ICT used a kinect camera and actually made Gmail actions work! Watch the video and enjoy. People actually WANT this just not with the exaggerated motions and definitely not a shot that requires the camera to see your feet.
nate bracalente

Education-2020 - The Classroom - 1 views

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    this article is about how gesture based computing is integrated into learning environments and how old beliefs are changing.
nate bracalente

Freedom helps launch students' careers - University of Hull - 1 views

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    this website is an example of a university that understands that freedom can increase a students motivation and therfore help kickstart 
John Langley

Horizon Report 2012 Higher Education Edition - 1 views

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    The 2012 Horizon Report from the Educause site
Vicki Davis

The Littlest Schoolhouse - Magazine - The Atlantic - 1 views

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    This article is one people still point to when discussing personalizing learning for students. It is a great op-ed in the Atlantic. Software customizes the learning process so that students learn in ways that help them and progress at their own pace. 
Vicki Davis

What is Gamification? | Gamification.org - 1 views

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    This wiki is about the gamification of websites including those in education. The entire wiki is dedicated to this technique. This was also one of the trends in the 2012 HOrizon Report.
nate bracalente

Gesture-based Computing | Civica Library & Learning Blog - 1 views

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    this is a gesture based computing blog that various people have posted on, saying what they think about gesture based computing
Vicki Davis

Foldit, crowdsourcing, and labor. - Slate Magazine - 1 views

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    I know that some are saying that we can't gamify education. But what happens when problems become a game and we compete to find answers? This article talks about foldit and how crowdsourcing has become a possibility for something that can work when it becomes a game. This is a great read for those exploring how we will use games in education. I would suggest that this is an approach that we could use. ". Foldit, a novel experiment created by a group of scientists and game designers at the University of Washington, had asked the gamers-some still in middle school and few boasting a background in the sciences, much less microbiology-to determine the how proteins would fold in the enzyme. Within hours, thousands of people were both competing against (and collaborating with) one another. After three weeks, they had succeeded where the microbiologists and the computers had failed. "This is the first example I know of game players solving a long-standing scientific problem," David Baker, a Foldit co-creator, wrote at the time."
Vicki Davis

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."
Sloane Smith

Soldiers, Customization & Music: New Apps Enter Apple's Top Grossing Apps List for iOS - 1 views

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    This article shows that society desire to be able to customize their devices could result in someone's fortune. Pimp your Screen was a recently published app that allows people to select their own skins, screens, and icon shelves for only 99 cents. The article also mentions other mobile apps that are predicted to be Apple's top grossing apps.
Vicki Davis

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."
Vicki Davis

Learning Analytics: EDUCAUSE - 1 views

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    Learning analytics presentation (a trend from the Horizon 2011 report) from George Siemens.
Sarah Bandy

6 Ways It Could Change Our Daily Lives - 1 views

  • 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.
  • 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.
  • “digital wallet”
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  • smart cards and readers, meaning it could easily be integrated into the public transit payment systems in cities that already use a smart card swipe
  • For another project, infotags were installed in schools. Students could get their individual daily schedule, announcements, and information about homework by waving their phones past the tags. A trial held in one pub allowed customers to tap cards with their NFC-enabled phones for more information about products
  • The company applied more than 250 NFC-tag stickers at various locations in Berlin that users would swipe their phones past in order to alert their friends that they were “checked in” at that location.
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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.
Andrew Backenstoe

Making Learning Fun - 1 views

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    This is a website with printouts and activities that are supposed to help young students learn and have fun!
Vicki Davis

2011 Horizon Report | EDUCAUSE - 1 views

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    The horizon report is out and will be the subject of our NetGenEd Project this year. Current trends: Time to adoption: One Year or Less * Electronic Books * Mobiles Time to adoption: Two to Three Years * Augmented Reality * Game-based Learning Time to adoption: Four to Five Years * Gesture-based Computing * Learning Analytics
Susan D

simSchool - About - 1 views

  • simSchool is a classroom simulation that supports the rapid accumulation of a teacher's experience in analyzing student differences, adapting instruction to individual learner needs, gathering data about the impacts of instruction, and seeing the results of their teaching.
  • improvement in general teaching skill improved confidence in using technology increased belief that the teacher has the skills and ability to make a difference in a child's life improvement in pre-service teachers' performance in teacher preparation courses and attitudes toward inclusion of special needs students significant positive impact on the mastery of deeper learning capacities that comprise the readiness to teach increased "staying power" on the path to the field of teaching acquired through rapid development of strong self-efficacy and resilience
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    simSchool is a simulated classroom that supports rapid accumulation of a teacher's experience in analyzing student differences, adapting instruction to individual learning needs, gathering data about the impacts of instruction, and seeing the results of their teaching. This is a place where instructors can explore instructional strategies, examine classroom management techniques, and practice building relationships with students that will translate into increased learning. The results are highlighted below and are proved to be real and measurable.
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