How can I tell if a website is credible? - 0 views
Gamification | Coursera - 0 views
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Gamification Kevin Werbach University of Pennsylvania (on Coursera) Gamification is the application of game elements and digital game design techniques to non-game problems, such as business and social impact challenges. This course will teach you the mechanisms of gamification, why it has such tremendous potential, and how to use it effectively."
Why Web Literacy Should Be Part of Every Education | Co.Exist: World changing ideas and... - 1 views
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Why Web Literacy Should Be Part of Every Education Cathy Davidson and Mark Surman Making web literacy the fourth literacy begins with the premise that not only are humans capable of learning together--we're doing it, contributing to peer learning online, every day of our lives. That is a major educational paradigm shift, the great gift we've been given by those who built the web on open architecture. Web literacy explains the world we live in and gives us the tools to contribute to that world.
A Class to Teach You How to Use Google - NYTimes.com - 0 views
Learning Principles - Teaching Excellence & Educational Innovation - Carnegie Mellon Un... - 1 views
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"ecific goal or criterion, targets an appropriate level of challenge, and is of sufficient quantity and frequency to meet the performance criteria. Practice must be coupled with feedback that explicitly communicates about some aspect(s) of students' performance relative to specific target criteria, provides information to help students progress in meeting those criteria, and is given at a time and frequency that allows it to be useful."
Using Classroom Assessment Techniques: A Proactive Approach for Online Learning | Facul... - 2 views
7 Things You Should Know About Calibrated Peer Review | EDUCAUSE.edu - 0 views
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Abstract Calibrated Peer Review (CPR) is a system developed at UCLA for coordinating and evaluating peer reviews of student work. In CPR, students review one another's assignments in an anonymous system, providing feedback to other students while also learning how to recognize strengths and weaknesses of their own efforts. Peer review might hold particular promise for MOOCs and other high-enrollment courses that struggle with assessment and feedback, though the benefits of peer review can apply to any community of learners, large or small. The 7 Things You Should Know About... series from the EDUCAUSE Learning Initiative (ELI) provides concise information on emerging learning technologies. Each brief focuses on a single technology and describes what it is, where it is going, and why it matters to teaching and learning. Use these briefs for a no-jargon, quick overview of a topic and share them with time-pressed colleagues.
7 Things You Should Know About Competency-Based Education | EDUCAUSE.edu - 0 views
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"Abstract Competency-based education (CBE) awards academic credit based on mastery of clearly defined competencies. CBE replaces the conventional model in which time is fixed and learning is variable with a model in which the time is variable and the learning is fixed. CBE is built around clearly defined competencies and measurable learning objectives that demonstrate mastery of those competencies. Measuring learning by competency is not new, but various challenges facing higher education, combined with new models and technologies, have brought a new focus on CBE. A growing number of competency-based programs have been developed at all levels of instruction. CBE capitalizes on the potential of online learning, enabling new models that can reduce both the cost and time needed to earn credentials while better preparing students for their professional lives. The 7 Things You Should Know About... series from the EDUCAUSE Learning Initiative (ELI) provides concise information on emerging learning technologies. Each brief focuses on a single technology and describes what it is, where it is going, and why it matters to teaching and learning. Use these briefs for a no-jargon, quick overview of a topic and share them with time-pressed colleagues."
Using Badges in the Classroom to Motivate Learning | Faculty Focus - 0 views
How to Create Open Badge Criteria - Using Competencies | Creating an Open Classroom - 0 views
http://www.cwsei.ubc.ca/resources/files/CourseTransformationGuide_CWSEI_CU-SEI.pdf - 0 views
Using Formative Assessment to Evaluate Student Participation | Faculty Focus - 0 views
The lifetime learner: A journey through the future of postsecondary education - Deloitt... - 0 views
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"EXECUTIVE SUMMARY A new business landscape is emerging wherein a multitude of small entities will bring products and services to market using the infrastructure and platforms of large, concentrated players. The forces driving this are putting new and mounting pressures on organizations and individuals while also opening up new opportunities. But traditional postsecondary educational institutions are not supporting individuals in successfully navigating this not-too-distant future, nor are the educational institutions immune to these forces. Perhaps more than any other sector, postsecondary education is being affected by changing demand as the learning needs and preferences of the individual consumer rapidly evolve. Increasingly, individuals need both lifelong learning and accelerated, on-demand learning, largely as a response to the pressures of the broader evolving economic landscape. Rarely seen amid gross national statistics on the skills gap, employability, completion rates, and tuition hikes is a serious discussion of the unmet, and increasingly disparate, needs and expectations of individual learners. The costs to the individual are increasing, and the payoff is less certain. Students of all ages are more comfortable with technology and are less tied to traditional notions of the academy as fewer American adults between the ages of 18 and 22 achieve a four-year, full-time, campus-based degree.1 At the same time, technological advances reduce the lifespan of specific skills, and an increasingly globalized and automated workforce needs to continuously learn and retrain."
http://home.pearsonhighered.com/content/dam/ped/penak12/US/pearsonhighered/documents/CB... - 0 views
Game Design Toolkit Cards - 0 views
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Game Design Tool Kit http://education.mit.edu/blogs/carole/2014/11/05 The Learning Games Network (LGN) and FableVision have partnered to create the Game Design Tool Kit (GDTK), a free online resource designed to help teachers use game design more extensively in their curriculum. Offered as a series of resources, the GDTK is available for download by teachers at no cost as a comprehensive handbook. Features of the Game Design Toolkit include: - A lesson plan guide - Research and design prompts - Step-by-step instructions - Discussion guides Implementation of the GDTK can be condensed into as brief of a span of time as a few days or can be spread out over a quarter or a semester.
https://library.stanford.edu/using/copyright-reminder/recommended-practices/request-per... - 0 views
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