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Ibraghimova Irina

initiative to open access to medical research - 4 views

Patients and Carers Granted Access to Over 300 Wiley Journals Wiley Will Grant Access to Research Without Charge via patientACCESS John Wiley & Sons, Inc., has announced it will join patientACCE...

open access module6 publishing

started by Ibraghimova Irina on 13 Oct 14 no follow-up yet
Guaraciara Silva

LEARN ANY LANGUAGE WITH ZELLO APP - 4 views

Resource: ZELLO APP Website: www.zello.com It is a free tool and anyone can do until five profiles freely. It is available in 10 different languages as English, Portuguese, Spanish, Russian, Ital...

knowledge zello app resources access global network

started by Guaraciara Silva on 18 Oct 14 no follow-up yet
jmnavarr

La UOC impulsa un MOOC para mejorar la conversación en inglés y español - Eco... - 0 views

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    Todavia no hay muchas iniciativas en España sobre los MOOCs. Una de ellas es la siguiente: El próximo lunes, 3 de noviembre, en España se organiza un MOOC dirigido a estudiantes de inglés y español que quieran mejorar sus habilidades de conversación. Durara 6 semanas.
alibabas

Participatory culture anmd Ctizen journalism - 0 views

A newly discovered resources i found with reference to : Participatory culture and citizen journalism The web Link is : http://transmissionproject.org/projects/participatory-culture-foundation

Module 3 Knowledge Open MOOC open access Participatory culture Ctizen journalism Module3

started by alibabas on 31 Oct 14 no follow-up yet
Kaitie Warren

Environmental Attitudes Survey - 4 views

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    Test out this form of citizen science, a 2-3 minute survey on environmental attitudes and education. A friend is involved in this study at the University of Leeds.
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    Easy to take.
v woolf

A Day Without Media - 0 views

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    This study conducted by the International Center for Media & the Public Agenda (ICMPA), documented the experiences of 200 students at the University of Maryland as they "unplugged" from all media for 24 hours. The results were simultaneously astounding and totally predictable. Their top five findings were: 1. Students use literal terms of addiction to characterize their dependence on media. 2. Students hate going without media. In their world, going without media, means going without their friends and family. 3. Students show no significant loyalty to a news program, news personality or even news platform. Students have only a casual relationship to the originators of news, and in fact don't make fine distinctions between news and more personal information. They get news in a disaggregated way, often via friends. 4. 18-21 year old college students are constantly texting and on Facebook-with calling and email distant seconds as ways of staying in touch, especially with friends. 5. Students could live without their TVs and the newspaper, but they can't survive without their iPods.
ricbruno

DIGCOMP: A Framework for Developing and Understanding Digital Competence in Europe - 1 views

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    In week 3 we've addressed how open knowledge can promote active citizenship. A pre-requisite for that is that individuals are equipped with the right set of digital skills. Being digital native does not necessarily imply that one is digital competent. The promotion of digital skills is at least as important as ensuring accessibility to technology. This document is a reference framework to identify what are the different elements of digital skills as these go much beyond than merely knowing how to use a computer. This has been developed by the European Commission, engaging several different stakeholders from several countries, and is being used as a support to strategies for the promotion of digital skills.
Juan_Carlos Recuenco

Open Knowledge Management in Higher Education - 0 views

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    Este artículo abre la edición especial de la revista de información en línea Revisión de la Gestión del Conocimiento Abierto de la Educación Superior
eglemarija

Extremely inspiring (and "crazy" in a good way!) talk about using video games to change... - 9 views

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    Dr Jane McGonigal (a professional game developer) talks about the time spent playing video games (which approximates to the span of human evolution), and that this time has to increase to make any major changes to the world. I have selected this resource partially in relation to week 3's Clarke's lecture (and others), which talks about using our idle time to do something meaningful - participate in citizen science games, for example. Dr McGonigal's talk very much illustrates this point - except that it talks about solving global issues through indirect games, e.g. a World Without Oil online game simulates a world in which you have to survive oil shortage. Creator's research shows, that people maintain the skills and habits they have taken up after playing this intense game, which include making better choices for our changing environment. The only difference here from actual citizen science games is that Dr McGonigal's games are fictional (rather than providing direct data / input for actual scientific research), however, they empower people to influence global change, which is the topic of the other lectures this week, especially Morozov's thoughts about the power of internet and connectiveness to create "revolutions". Although Morozov has taken up a rather critical view, suggesting only those who want it, take the best from the Internet, Dr McGonigal's ideas might be what bridges the two - taking games, which are integral part of many people's lives, especially in the younger generation, and turning them into real "life schools" may help more people get the idea and the essential skills to "fix" their environments. In all honesty, this is a video I would watch again and again, and recommend it to anyone who would listen (and that doesn't happen often for me).
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    Very interesting view about gaming in a digital world and gaming in a real world. How to balance both world is the challenge that we are all facing. One can see the advantage of computer gaming but also the disconnect with nature that over gaming can create.
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    A very interesting perspective. I took a course of Organisational Analysis offered in Coursera by Stanford University and, in the modules of "Learning Organisations" and "Organizational Culture" we reviewed this issue. Gamers usually develop different skills by playing online games as World of Warcraft, such as: communication, decision making, collaborative work, frustration tolerance and goals setting. This is because they practice, in an alternative world, many different real life situations. In addition, in clinical psychology are using virtual games to treat pacients and educate chilldrens. So, for that reasons, i think it is something really possible.
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    A thought-provoking viewpoint of gaming related to reality.Gamers can become empowered in the real world through skills learnt through gaming. Gaming is changing the look of education. 'Latest games are finally unlocking the key to making learning more fun' by Emmanuel Felton. http://hechingerreport.org/content/latest-games-finally-unlocking-key-making-learning-fun_17380/
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    Gamification for learning - using game elements - sounds very promising. Prior to the internet, technology, there were board games or hands on projects - all with the intent to engage and interact with each other. So it is no surprise to me given the appropriate design/project that students can learn and solve real world problems. Letting students choose their persona and role also allows them to make their own future and take ownership for how they want to participate. Just like the original promise of multimedia training that was purported to replace the traditional classroom events and enable getting the "best" teacher recorded for all to have the same experience...I believe it was then thought that the learning experience needs o be "blended". Different techniques - online, face to face, etc.. This is not my field of expertise so these are just personal opinions. If the online game approach can be combined with face to face and tactile/outdoor activities, aka a blended approach - I think that might be very useful. I do also believe that design solutions should be encouraging win win situations to reinforce collaboration and the feeling that all can succeed. One question I might have is how do you measure success in learning?
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    Gaming promoters unfortunately for me have a commercial agenda and its always difficult to make that balance of pure learning and commercialization aspect
jurado-navas

GNOSS - La universidad 2.0 - Identidad digital - Informal learning - 4 views

Os dejo un enlace muy interesante, dentro de la comunidad de GNOSS, centrado en la comunidad universitaria y en lo que debería ser la Universidad del futuro, con profesores, alumnos e instituciones...

module2 mooc open knowledge informal learning Dr. Alec Couros

started by jurado-navas on 14 Sep 14 no follow-up yet
jurado-navas liked it
inmeterdia

Research on activities used in the Stanford MOOC „Open Knowledge" - 19 views

We would definitely like to publish the outcome of our survey here on Diigo and in the discussion forum. Unfortunately we don't have enough responses yet so we haven't got any significant results. ...

MOOC open knowledge social bookmarking survey research

alaskagreen

Investigación sobre actividades usadas en el MOOC „Open Knowledge" de la univ... - 8 views

!Muchas Gracias a todas las personas que ya han participado en nuetra encuesta! Nos ayudaran muchisimo, si aun mas gente participa. Cada respuesta cuenta!

MOOC open knowledge social bookmarking survey research

tazzain

The Internet Archive - 0 views

shared by tazzain on 10 Dec 14 - No Cached
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    The Internet Archive, a 501(c)(3) non-profit, is building a digital library of Internet sites and other cultural artifacts in digital form. Like a paper library, we provide free access to researchers, historians, scholars, the print disabled, and the general public.
Jannicke Røgler

http://www.research4life.org/wp-content/uploads/2014/05/Unsung-heroes-v11.1-webversion.pdf - 3 views

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    It's unquestionable that Research4Life has had a significant impact in improving access to research information for communities in developing countries. I do have a number of criticisms about how the program is organized and delivered, however. 1. Publisher participation in the program is 'entirely voluntary', without 'a single contract (being) signed between any of the partners' (Aaronson, 2004), meaning that publishers can opt out at any point. This issue was highlighted in 2011 when Elsevier, Lipincott Williams & Wilkins, Springer and the American Association for the Advancement of Science (AAAS, publisher of Science Magazine) withdrew access to over 2500 journals through the HINARI system. Following international attention, and widespread condemnation, publishers restored access, with Elsevier announcing that they were in discussions with the government in Bangladesh to transition towards a paid licensing scheme (Wise, 2011). 2. Countries that meet the eligibility criteria of the program (which are based on the World Bank's listing of Lower and Lower Middle Income Countries) are sometimes excluded. Take for example India or Pakistan- although these countries are in the lists of eligible countries, the publishers deliberately exclude participation to protect whatever business they may have in these countries. So although hundreds of institutions could benefit, they exclude access to protect the business they receive from a handful of institutions. 3. Access to content is delivered through a single username and password for each institution. This is problematic for librarians, as they are unable to ensure the security of the password (a well-meaning researcher may share the password with a colleague in another institution, violating the license agreement). Abuse of institutional accounts has severe consequences, and librarians are sent messages from Research4Life threatening to not only cut off the institution, but all institutions in their country if they
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    Research4life is a great program by committed government and non-government organizations dedicated to produce valuable researches that will improve the life of people. Librarians play an important role in assisting researchers find valid, current, relevant information in order to produce a reliable output or results that will help humankind's betterment of living.
Ignoramus OKMOOC

Open data - the dark side, with Alan Patrick - 2 views

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    At the January 31st lunchtime lecture, Alan Patrick, co-founder of Broadsight, examined what lessons can be learnt from past technologies such as search, and the most likely safeguards required over the next few years. How do prevent abuse of open data by those with ill-intent, or is this a pipe dream? Open data is expounded as a force for good but is there a risk of glossing over its potential for harm? Main points: There is no such thing as anonymized data and data does not create clarity. He suggest the following consequences: 1. Accept there is a dark side. 2. Stopp hackers. 3. Understand whose data it is. 4. Start the governance early rather than late.
Mark Cardwell

AidData 3.0 | Open data for international development - 1 views

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    An organization dedicated to visualizing open data around international aid
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    Interesting examples for those of us who work in those fields. To get people to communicate and start producing material, sharing educational resources and other, it takes those knowledges you present here about open data in the International perspective.
z01284827

Opening Science - Springer - 1 views

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    How the Internet has evolved to effect our society in terms of collaboration, government, participation, intellectual property, content, and information as a whole
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    Open Access book - Opening Science: the evolving guide on how the internet is changing research, collaboration and scholarly publishing / edited by Sonke Bartling and Sascha Friesike. 2014
hednhart

Teaching Students to Become Curators of Ideas: The Curation Project - 4 views

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    A great resource on curating ideas created by Corinne Wiesgerber, a professor at St. Edwards University, for her communications class. Includes a slide-share with helpful definition of curation. You can follow Corinne on Twitter: @corinnew.
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    Thanks for sharing this! I particularly like the emphasis on using social search in addition to a standard google search. Thoughtful curation is a critical part of effect learning networks.
geeta66

Open Education | OKFN:LOCAL India - 0 views

shared by geeta66 on 08 Sep 14 - No Cached
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    A local group of the open knowledge foundation 1. Push for Open Science and Research practices in Indian research institutions. . 2. More involvement of citizens in the spirit of Open Knowledge Involvement of the masses in order to work towards making ourselves a better managed nation. Constitutional instruments like the Public Interest Litigation (PIL), the Right To Information (RTI), etc., lose their relevance without complete transparency in the dissemination of government as well as non-government data. Building a mass-based system of knowledge-banks can help us a lot in achieving our goal. We can assist the governments for making more information public, wherever necessary. 3. Push for education. Involving the masses can to a great extent result in a quicker transformation of the present scene (for example, we can have citizens making study material open and free and also involve them more in the dispersion of education). We aim to arrange for vocational profession-based education for the adult population.
pavioli

Why does Wikipedia even work? - 1 views

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    Why it "works" Network Effect Wikipedia benefits tremendously from the network effect. The network effect is when a user of a product benefits more from a product if other people also use the product. Telephones are a textbook example. If only a few dozen consumers have telephones, then the telephones aren't very useful. But if millions of consumers have telephones, they become more useful since each telephone owner can contact many people. The large number of Wikipedia users benefits Wikipedia. First, the more editors there are, the the higher the accuracy and quality of the articles. Secondly, it gives an incentive to users to edit. Since editors know the each article will be read by thousands of users, the sheer influence of each article is a strong enough incentive to edit, even though Wikipedia is free. Openness Wikipedia is free and open for any user to edit, even anonymously. This means there is a very large number of editors. This helps Wikipedia ensure accuracy since each mistake and inaccuracy will have to get by hundreds of editors. With so many writers, the scope of Wikipedia articles is very large, minimizing the amount of missing information. Although the openness of Wikipedia provides a powerful self-correcting method, it also makes Wikipedia vulnerable to vandalism. In addition, editors are anonymous and may have a conflict of interest, or might have inadequate knowledge of the article's subject. Yet, because Wikipedia is open to any edits, it is also likely to be corrected. It operates by a system of checks and balances from many editors. However, it has some guidelines to protect it against misinformation and bias: 1. Verifiability principle. To prevent bias and to protect the encyclopedic quality of its articles, all edits on Wikipedia must in theory be a verifiable fact. Moreover, it must have a reliable source to verify each fact. 2. No Original Research. As an encyclopedia, it is mean to be a secondary source of infor
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