Contributed by EDUCAUSE Learning Initiative, Instructional Technologies, and Authentic Learning

7 Things You Should Know About Wii

Added by the EDUCAUSE Librarian
Title:7 Things You Should Know About Wii (ID: ELI7039)
Origin:Contributed by EDUCAUSE Learning Initiative, 7 Things You Should Know (07/21/2008)
Type:Articles, Papers, and Reports
Abstract:

The Wii is a video game system that uses a wireless controller capable of sensing position and motion, allowing users to interact with the game applications through physical movements. The controller has captured the interest of academic researchers and hackers, who have used the technology to create applications such as a collaborative choreography tool and an inexpensive, interactive whiteboard. Wii technology is used as an input device in virtual worlds and as a training tool that allows learners to perform physical tasks in a digital, risk-free environment.

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.

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CyberBridges—An Authentic Learning Case Study

Added by the EDUCAUSE Librarian
Title:CyberBridges—An Authentic Learning Case Study (ID: ELI3016)
Author(s):Carie Windham (EDUCAUSE)
Edited by:Diana G. Oblinger (EDUCAUSE)
Origin:Contributed by EDUCAUSE Learning Initiative, White Papers (09/14/2007)
Type:Articles, Papers, and Reports
Abstract:

CyberBridges trains graduate students how to use cyberinfrastructure (CI) -- a combination of computing systems, applications, and virtual organizations. Supported by NSF, CyberBridges hinges on the hypothesis that technical training of graduate students will not only lead to more rapid scientific discovery but will also trigger greater CI adoption in academic departments. Students are trained in networking and grid computing and then integrate what they have learned into their research to develop innovative tools or approaches. Due to the success of the initial program, CyberBridges has gone "global," involving students in China, Hong Kong, and Brazil.

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nanoHUB - An Authentic Learning Case Study

Added by the EDUCAUSE Librarian
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

Added by the EDUCAUSE Librarian
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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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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7 Things You Should Know About Augmented Reality

Added by the EDUCAUSE Librarian
Title:7 Things You Should Know About Augmented Reality (ID: ELI7007)
Origin:Contributed by EDUCAUSE Learning Initiative, 7 Things You Should Know (2005)
Type:Articles, Papers, and Reports
Abstract:

Augmented reality adds information and meaning to a real object or place. Unlike virtual reality, augmented reality does not create a simulated reality. Instead, it takes a real object or space and uses technologies to add contextual data to deepen students' understanding of it. To the extent that instructors can furnish students with a broad context for understanding the real world, students are more likely to comprehend and remember what they are learning. Through exposing students to an experiential, explorative, and authentic model of learning early in their higher education careers, augmented reality may help shift students from passive to active learning modes and thus become more successful learners.

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