Contributed by EDUCAUSE Learning Initiative, Instructional Technologies, Teaching, and White Papers

Engineering Informatics for Bio-Inspired Robots

Added by the EDUCAUSE Librarian
Title:Engineering Informatics for Bio-Inspired Robots (ID: ELI3018)
Author(s):Carie Windham (EDUCAUSE)
Edited by:Diana G. Oblinger (EDUCAUSE)
Origin:Contributed by EDUCAUSE Learning Initiative, White Papers (10/16/2007)
Type:Articles, Papers, and Reports
Abstract:

Engineering Informatics for Bio-Inspired Robots is an NSF-funded project trying to break down barriers to collaboration between engineering and computer science departments. Faculty members participating in the project are teaching the next generation of engineers and computer scientists to produce intelligent design by reaching across disciplines. The goal is to ensure that students are better prepared to tackle the multidisciplinary demands of the engineering and computing industries. As part of the project, participating institutions are leveraging cyberinfrastructure to share expertise, store research results, and advocate for multidisciplinary instruction, demonstrating the power of inter-institutional cooperation for teaching and learning.

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nanoHUB - An Authentic Learning Case Study

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Title:nanoHUB - An Authentic Learning Case Study (ID: ELI3015)
Author(s):Carie Windham (EDUCAUSE)
Origin:Contributed by EDUCAUSE Learning Initiative, White Papers (08/09/2007)
Type:Articles, Papers, and Reports
Abstract:

nanoHUB is an online portal for nanotechnology researchers, instructors, and students created by Purdue University and the National Science Foundation. It uses cyberinfrastructure to provide access to scientific tools for research, demonstration, and collaboration, as well as instructional materials. Users can run experiments, review research, or download lectures. nanoHUB is a virtual toolkit as well as a community where students and faculty contribute to the science of nanotechnology.

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Approaches That Work: How Authentic Learning Is Transforming Higher Education

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Title:Approaches That Work: How Authentic Learning Is Transforming Higher Education (ID: ELI3013)
Author(s):Marilyn M. Lombardi (Duke University)
Edited by:Diana G. Oblinger (EDUCAUSE)
Origin:Contributed by EDUCAUSE Learning Initiative, White Papers (07/27/2007)
Type:Articles, Papers, and Reports
Abstract:

Authentic learning aligns well with the needs of today's participatory learners. The challenge is to channel their online and collaborative abilities and interests into academic pursuits, helping them develop the higher-order thinking skills they may not acquire on their own. This second paper in the EDUCAUSE Learning Initiative's authentic learning series presents case studies on how institutions have used technology to foster authentic learning and thus better meet learners' needs.

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MARIACHI - An Authentic Learning Case Study

Added by the EDUCAUSE Librarian
Title:MARIACHI - An Authentic Learning Case Study (ID: ELI3014)
Author(s):Carie Windham (EDUCAUSE)
Origin:Contributed by EDUCAUSE Learning Initiative, White Papers (08/02/2007)
Type:Articles, Papers, and Reports
Abstract:

The Mixed Apparatus for Radar Investigation of Atmospheric Cosmic-Rays of High Ionization (MARIACHI) project is setting a new standard for authentic learning—enabling students to learn by doing. Under the direction of scientists, students are building, monitoring, and analyzing data from devices that detect ultra high-energy cosmic rays in the atmosphere. They are also learning how to connect those devices to a larger cyberinfrastructure so they and the scientific community can learn more about these highly charged energy particles.

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Using Needs Assessment as a Holistic Means for Improving Technology Infrastructure

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Title:Using Needs Assessment as a Holistic Means for Improving Technology Infrastructure (ID: ELI3012)
Author(s):Joni E. Spurlin (North Carolina State University)
Origin:Contributed by EDUCAUSE Learning Initiative, White Papers (06/20/2007)
Type:Articles, Papers, and Reports
Abstract:

This paper describes a four-step needs assessment process that institutions can use to determine the gaps between current and desired states of technology infrastructure, facilitating rapid decision making. The framework described focuses on aligning learning outcomes and technology tools and can help institutions compare the current state of technology infrastructure with a desired state to best meet identified learning outcomes.

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Authentic Learning for the 21st Century: An Overview

Added by the EDUCAUSE Librarian
Title:Authentic Learning for the 21st Century: An Overview (ID: ELI3009)
Author(s):Marilyn M. Lombardi (Duke University)
Origin:Contributed by EDUCAUSE Learning Initiative, White Papers (2007)
Type:Articles, Papers, and Reports
Abstract:

Learning-by-doing is generally considered the most effective way to learn. The 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. This white paper explores what constitutes authentic learning, how technology supports it, what makes it effective, and why it is important.

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Technology and Learning: Defining What You Want to Assess

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Title:Technology and Learning: Defining What You Want to Assess (ID: ELI3005)
Author(s):Joni E. Spurlin (North Carolina State University)
Origin:Contributed by EDUCAUSE Learning Initiative, White Papers (2006)
Type:Articles, Papers, and Reports
Abstract:

Asking whether technology improves learning may seem straightforward, but the answer is not simple. The challenge begins with defining assessment and is compounded by the complexities of people, technology, and educational organizations. This paper clarifies technology assessment by exploring the definitions, methods, and realistic expectations it can address.

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Simulations, Games, and Learning

Added by the EDUCAUSE Librarian
Title:Simulations, Games, and Learning (ID: ELI3004)
Author(s):Diana G. Oblinger (EDUCAUSE)
Origin:Contributed by EDUCAUSE Learning Initiative, White Papers (2006)
Type:Articles, Papers, and Reports
Abstract:

Exploring games and education is inherently controversial. Even the name implies games don't involve work. However, today's games are complex, require collaboration and strenuous time commitments, and involve developing values, insights, and new knowledge. They are immersive virtual worlds often augmented by complex communities of practice. In many ways, games have become complex learning systems.

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