Contributed by EDUCAUSE Learning Initiative, Teaching and Learning, Learners, and Instructional Technologies
Engineering Informatics for Bio-Inspired Robots
| 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
| 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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MARIACHI - An Authentic Learning Case Study
| 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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Confessions of a Podcast Junkie: A Student Perspective
| Title: | Confessions of a Podcast Junkie: A Student Perspective (ID: ERM0732) | | Author(s): | Carie Windham (North Carolina State University) | | Origin: | EDUCAUSE Review Articles, Contributed by EDUCAUSE Learning Initiative, White Papers (2007) | | Type: | Articles, Papers, and Reports | | Abstract: | This section of the ELI Guide to Podcasting was written by Carie Windham, Former Undergraduate, North Carolina State University, and Graduate Student, University of Ulster, Northern Ireland. It is also published in EDUCAUSE Review, Vol. 42, No. 3 (May/June 2007).
After becoming a podcasting convert, the author talked with other students at colleges and universities across North America about their iPod and MP3 use, their familiarity with podcasting, and how they see podcasting as part of the classroom.
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ELI Innovations & Implementations—Mekong e-Sim: A Cross-Disciplinary Online Role-Play Simulation
| Title: | ELI Innovations & Implementations—Mekong e-Sim: A Cross-Disciplinary Online Role-Play Simulation (ID: ELI5014) | | Origin: | Contributed by EDUCAUSE Learning Initiative (2006) | | Type: | Articles, Papers, and Reports | | Abstract: | Primarily developed by Australia's University of Adelaide and University of Technology, Sydney, the Mekong e-Sim is an online learning environment that immerses students in the complexities of authentic decision making, helping them develop the communication, collaboration, and leadership skills they will need for future success.
ELI's Innovations & Implementations series highlights innovative teaching, learning, and technology practices in higher education. Each Innovations & Implementations piece provides a practical overview of an innovation, focusing on its significance and implementation issues. Use Innovations & Implementations to explore innovative practices that might be of value to your institution. | | View this resource: | |
Simulations, Games, and Learning
| 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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2006 Horizon Report
| Title: | 2006 Horizon Report (ID: CSD4387) | | Origin: | Contributed by EDUCAUSE Learning Initiative, Horizon Report (2006) | | Type: | Articles, Papers, and Reports | | Abstract: | The annual Horizon Report is a collaborative effort between the New Media Consortium (NMC) and the EDUCAUSE Learning Initiative (ELI). Each year, the report identifies and describes six areas of emerging technology likely to have a significant impact on teaching, learning, or creative expression in higher education within three adoption horizons: a year or less, two to three years, and four to five years. The areas of emerging technology cited for 2006 are: • Social computing • Personal broadcasting • Cell-phone-accessible educational content and services • Educational gaming • Augmented reality and enhanced visualization • Context-aware environments and devices Each section of the report provides live Web links to example applications and additional readings.
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7 Things You Should Know About Augmented Reality
| 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. The "7 Things You Should Know About..." series from the EDUCAUSE Learning Initiative (ELI) provides concise information on emerging learning practices and technologies. Each brief focuses on a single practice or technology and describes what it is, how it works, where it is going, and why it matters to teaching and learning. Use ELI's "7 Things You Should Know About..." briefs to gain a no-jargon, quick overview of a topic and share them with time-pressed colleagues.
In addition to the "7 Things You Should Know About…" briefs, you may find other ELI resources useful in addressing teaching, learning, and technology issues at your institution. To learn more, please visit the ELI Resources page.
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