Contributed by EDUCAUSE Learning Initiative, Teaching and Learning, and Social Computing

ELI Discovery Tool: Guide to Blogging

Added by the EDUCAUSE Librarian
Title:ELI Discovery Tool: Guide to Blogging (ID: ELI8006)
Author(s):Elisa Coghlan (EDUCAUSE), Justin Crawford (University of Colorado at Boulder), Julie K. Little (EDUCAUSE), Cyprien P. Lomas (The University of British Columbia), Marilyn M. Lombardi (Duke University), and Diana G. Oblinger (EDUCAUSE)
Origin:Contributed by EDUCAUSE Learning Initiative (08/10/2007)
Type:Tools
Abstract:

The ELI Discovery Tool: Guide to Blogging offers practical information about how blogging can be used in teaching and learning and walks users through the important considerations for implementation. It presents real-life examples and first-hand accounts of class blogging; advice on important planning questions, engaging stakeholders, faculty support, and assessment; and an annotated list of helpful resources.

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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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2006 Horizon Report

Added by the EDUCAUSE Librarian
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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