Enterprise immersive software is a collection of collaboration, communication, and productivity tools unified via a 3D or pseudo-3D visual environment. In this computer-generated environment, one or more people engage in work activities like meetings, conferences, and learning and training. The software provides a shared, interactive, multichannel experience through presence awareness, voice chat, active speaker indication, text chat, and many other features, often including avatars.
The Enterprise Immersive Software Decision-Making Guide is a use case-based guide designed to aid business decision makers in the enterprise immersive software selection process. In this report, we present "if/then" scenarios and highlight good-fit vendors for common situations, with a focus on the most prevalent use cases: meetings, conferences, and learning and training. The report offers guidance on how to: 1) ask core business questions to frame the discussion, 2) choose a research-and-demo, do-it-yourself, or combination approach, 3) identify requirements based on your use case, and 4) filter your options based on important limiters.
"Curatr is a new platform for delivering learning experiences over the web. Curatr advocates learning through exploration, taking a path through content that suits your individual needs, getting rid of the dreaded 'next' button once and for all."
Due for release summer 2010.
Recommendations to improve search experience - an OU project using library logs - eg "Other students on your course are also searching for ..." At an early stage but worth watching.
"What a difference a year makes. Twelve months ago the most adventurous business schools were experimenting with e-readers - Kindles - to replace paper case studies and textbooks, and Facebook to boost student recruitment. Today, e-readers are passé; Facebook ubiquitous." --Someone tell WMS!
Most tasks our users perform in Moodle they also carry out with other applications or websites, but the workflow patterns they need to learn in order to use Moodle are unfamiliar to them. By tweaking these Moodle patterns to be more similar to those used by other websites we find we are often able to improve our users' experience of Moodle.
"The BehaviourComposer is a web-based tool designed to support teachers, learners and researchers, including those with little or no programming experience, to build, share, and discuss computer models."
"'The creation of video and the publishing of video is getting to the point where it's almost as easy as creating a written assignment,' says Kyle D. Bowen, Purdue University's director of informatics."s recent experience.
"This user guide is for educational organisations interested in developing open education practices using popular social media. It is based on an analysis of the Otago Polytechnic experience 2006-2009, where a small group of teachers used social media to develop open education practices."
Spaces for Knowledge Generation is an ALTC project which was undertaken as a partnership between La Trobe University as lead institution, Charles Sturt University, Apple and Kneeler Design Architects. The context of the learning experience necessarily changes over time, with technological, economic and social developments influencing the types of learning spaces learners and teachers require to achieve their learning outcomes, and this $220,000 project was designed to inform, guide and support sustainable development of learning and teaching spaces and practices, maximising flexibility so as to be used by as many disciplines as feasible. The project was based on the philosophy that constructivist approaches to learning, as well as to research and study, should make use of technologies and approaches that students favour, and that learning spaces should therefore be organised to accommodate learner-generated aspects of learning. Spaces for Knowledge Generation provides a model for designing student learning environments that is future-focused and sustainable for the medium term.
"All students today are increasingly expected to develop technological fluency, digital citizenship, and other twenty-first century competencies despite wide variability in the quality of learning opportunities schools provide. Social network sites (SNSs) available via the internet may provide promising contexts for learning to supplement school-based experiences. This qualitative study examines how high school students from low-income families in the USA use the SNS, MySpace, for identity formation and informal learning. The analysis revealed that SNSs used outside of school allowed students to formulate and explore various dimensions of their identity and demonstrate twenty-first century skills; however, students did not perceive a connection between their online activities and learning in classrooms. We discuss how learning with such technologies might be incorporated into the students overall learning ecology to reduce educational inequities and how current institutionalized approaches might shift to accommodate such change."
Supported by the principal bodies and agencies in UK post-compulsory education, the Committee was set up in February 2008 to conduct an independent inquiry into the strategic and policy implications for higher education of the experience and expectations of learners in the light of their increasing use of the newest technologies.
The W3C recommendations for improving user experience of the Web on mobile devices. They have been abstracted to allow them to be device and language independent.
"...an experiment to develop and employ mobile technologies for teaching and learning... Students used digital cameras, smart phones and social software to document and catalog the ephemeral graffiti and street art throughout the five boroughs of New York City..."