Hype has affected our reason and has led many to fear technology as itself the agent of change. Hype has led us to believe that if we unleash software on our campus, a major change will occur.
These 25 libraries, in no particular order, demonstrate how libraries have become part of the cutting edge of information management, design and Web technology, and all of them can help you get some ideas on how to bring your library into the future.
They master a technology that they didn't know they could. And it's very empowering. Their self-efficacy is increased - and their ability to really process what it is an entrepreneur does…
A new distribution-and-display technology is nudging the book aside and catapulting images, and especially moving images, to the center of the culture. We are becoming people of the screen.
As the phrase suggests, it is the telling of stories using Web 2.0 tools, technologies, and strategies. Since the name is fairly recent (and not yet widely used), it may not bear out as the best term for this trend. Another name may emerge, one better suited to describing this narrative domain. However, the term seems to have met with quiet acknowledgment to date, so it may serve as a useful one going forward.
It's worth noting that in this particular study "social media" includes text messaging. Combined with blogging and social networking, these three technologies are used by 50% of U.S. adults for communication
Lester Ray, a development executive with Apple, hosted the afternoon session of UD's Summer Faculty Institute, during which he addressed the frequent divide between technologically savvy college students and traditional lecture hall teaching practices.
The educational possibilities through Second Life allow teachers and employers to reach out to students beyond their traditional classrooms and school districts, expose young children to global issues and new friends around the world, design their own avatars and environments for highly customized training sessions and interactive discussions, practice real-world skills and manage real-life situations in a safe environment, and most of all keep students engaged in a technologically-driven society.
1. Student Learning and Creativity
2. Digital-Age Learning Experiences and Assessments
3. Model Digital-Age Work and Learning
4. Digital Citizenship and Responsibility
5. Professional Growth and Leadership
Just because 50-minute classroom sessions are the norm on a college schedule does not make that the ideal duration for students outside the lecture hall.
A personal dumping ground for various cool quotes, the odd stat, as slides to talk around when describing how things are changing online and in media & communications generally.
One qualitative study, which surely won't be welcomed by manufacturers of basic word processing software, found that students who create and edit documents using Web-based collaboration tools include more complex visual media in their assignments - and come away with a better understanding in the process. Another ongoing experiment finds, with statistical significance, that instructors can be more effective in grading students' work if they record their comments directly into documents as audio.
Ideas are powerful, especially when they have become beliefs and have been unquestioned for generations. Three in particular may be standing in the way of more faculty using our new learning tools in enlightened ways.
Assuming learning is about acquiring content is a distortion of reality. Learning is about learning how to learn. It is a social process: For young people the social process must be tangible, present, and immediate; for more advanced learners, the social context is internalized but still indispensable.