Contributed by EDUCAUSE Learning Initiative; Learning Space Design; and Articles, Papers, and Reports
7 Things You Should Know About Second Life
| Title: | 7 Things You Should Know About Second Life (ID: ELI7038) | | Origin: | Contributed by EDUCAUSE Learning Initiative, 7 Things You Should Know (06/11/2008) | | Type: | Articles, Papers, and Reports | | Abstract: | Second Life is a virtual world with tens of millions of square meters of virtual lands, more than 13 million “residents,” and a thriving economy. Large numbers of colleges and universities—or, in some cases, individual departments or faculty—are active in Second Life, not only for academic purposes but also for campus visits, recruiting activities for prospective students, and fundraising. Second Life lets educators easily build and modify learning spaces to test how different strategies for a physical space affect learning, and a similar approach can be taken toward educational activities in those spaces. 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. | | View this resource: | |
ELI Innovations & Implementations—The Learning Grid, University of Warwick
| Title: | ELI Innovations & Implementations—The Learning Grid, University of Warwick (ID: ELI5017) | | Origin: | Contributed by EDUCAUSE Learning Initiative (2006) | | Type: | Articles, Papers, and Reports | | Abstract: | The University of Warwick's Learning Grid is a flexible social learning space designed to challenge, motivate, and encourage students to explore new ways of responding to their courses. Wireless-enabled and open 24 × 7, the Grid boasts a range of technologies to facilitate student-led discussions, group problem solving, presentation development, and multimedia production. 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: | |
ELI Innovations & Implementations—The Computing Center at Cox Hall, Emory University
| Title: | ELI Innovations & Implementations—The Computing Center at Cox Hall, Emory University (ID: ELI5007) | | Origin: | Contributed by EDUCAUSE Learning Initiative (2006) | | Type: | Articles, Papers, and Reports | | Abstract: | In 2001, Emory University opened a student computing center designed to foster digital literacy and collaboration among students and faculty. The Cox Hall Computing Center reenvisions the traditional student computing lab as a creative, mixed-use facility where students drive their own collaborative initiatives and faculty use incubator classrooms to test new multimedia tools and collaborative teaching approaches. 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: | |
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