Contributed by EDUCAUSE Learning Initiative, Teaching and Learning, Learners, and E-Learning

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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Reflecting, Writing, and Responding: Reasons Students Blog

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Title:Reflecting, Writing, and Responding: Reasons Students Blog (ID: ELI3010)
Author(s):Carie Windham (North Carolina State University)
Origin:Contributed by EDUCAUSE Learning Initiative, White Papers (2007)
Type:Articles, Papers, and Reports
Abstract:

Faculty and students are recognizing blogging's learning potential, including the chance to practice writing, reflect on others' thinking, and respond to critical analyses of one's own work. In this paper, a graduate student explores the campus "blogosphere" to discover who is blogging and what they are posting, as well as how faculty are using blogs in their courses and the results they are seeing.

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2006 Horizon Report

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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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