Learners and Instructional Technologies

Recent blog entries tagged with Learners and Instructional Technologies.

Tune In April 18 for a Free Web Seminar on Identity Management at Duke University

Created by Peggy Kurkowski (EDUCAUSE) on April 11, 2008

ELive Spotlight LogoThe EDUCAUSE Live! Spotlight on Identity Management series is a six-month series that will feature one or two speakers from a campus that have analyzed or solved a problem in a way that many people will find instructive.

The meaning of "student" is evolving at Duke University in response to many institutional and faculty outreach efforts. This trend is mirrored at many of Duke's peer institutions. In this free seminar on April 18, The Evolving Definition of “Student”: Identity Management at Duke University, presenters Klara Jelinkova, Director, Computing Systems, and Lynne O’Brien, Director, Academic Technology and Instructional Services, Duke University, will discuss the issues, concepts, and solutions surrounding identity management proposed and implemented at Duke University.

ELI White Paper on Authentic Learning

Created by Elisa Coghlan (EDUCAUSE) on June 25, 2007

ELI LogoThe Internet and a variety of emerging communication, visualization, and simulation technologies now make it possible to offer students authentic learning experiences ranging from experimentation to real-world problem solving. Explore authentic learning, what it is, how technology can support it, what makes it effective, and why it is important in Authentic Learning for the 21st Century: An Overview, by Marilyn M. Lombardi, ELI scholar-in-residence and director of the RENCI Center and senior IT strategist at Duke University. This piece is part of the ELI white paper series.

Richard Van Eck Presentation on Digital Game-Based Learning

Created by Gerry Bayne (EDUCAUSE) on June 18, 2007

In this podcast of the presentation "Generation G and the 21st Century," Richard Van Eck, associate professor of instructional design and technology at the University of North Dakota, discusses the theory behind the effectiveness of games in teaching and learning; what the past can teach us about if, how, and when to implement digital game-based learning; and what this will mean for colleges and universities.

This was presented as a general session at Immersive Learning Environments: New Paths to Interaction and Engagement, the EDUCAUSE Learning Initiative's Spring 2007 Focus Session, held at the Friday Institute for Educational Innovation in Raleigh, North Carolina, March 27-28, 2007. Additional resources from the event, including session recordings and audio interviews, video, presentation materials, and photos, also are available online.