Contributed by EDUCAUSE Learning Initiative and Instructional Technologies
7 Things You Should Know About Multi-Touch Interfaces
| Title: | 7 Things You Should Know About Multi-Touch Interfaces (ID: ELI7037) | | Origin: | Contributed by EDUCAUSE Learning Initiative, 7 Things You Should Know (05/16/2008) | | Type: | Articles, Papers, and Reports | | Abstract: | Multi-touch interfaces are input devices that recognize two or more simultaneous touches, allowing one or more users to interact with computer applications through various gestures created by fingers on a surface. Some devices also recognize differences in pressure and temperature. Multi-touch technology introduces users to swipes, pinches, rotations, and other actions that allow for richer, more immediate interaction with digital content. Multi-touch devices and supporting applications offer diverse ways of visualizing information to improve understanding, and they facilitate new ways to foster collaborative creation, permitting several users to work simultaneously on a single screen. 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: | |
7 Things You Should Know About Lulu
| Title: | 7 Things You Should Know About Lulu (ID: ELI7033) | | Origin: | Contributed by EDUCAUSE Learning Initiative, 7 Things You Should Know (01/22/2008) | | Type: | Articles, Papers, and Reports | | Abstract: | Lulu is a web-based self-publishing service, providing online access to the tools an individual needs to design, publish, and print original material, including books, brochures, reports, calendars, and posters. Self-publishing offers an alternative to traditional publishing by allowing authors and creators of content to decide what gets published and in what form, allowing anyone to publish a book inexpensively and much more quickly than with traditional publishing. Faculty can use the service to publish more timely textbooks and other material for courses, and by having access to the tools of production, students can see and understand the processes involved. 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 Discovery Tool: Applying Technology to Teaching and Learning
| Title: | ELI Discovery Tool: Applying Technology to Teaching and Learning (ID: ELI8000) | | Origin: | Contributed by EDUCAUSE Learning Initiative (01/19/2006) | | Type: | Tools | | Abstract: | Applying Technology to Teaching and Learning is a set of guides to help you select and integrate technology into teaching and learning. Whether you are a faculty member, academic administrator, instructional technologist, or part of a planning committee you may find them useful to: - Focus on the key learning issues that should drive technology selection
- Better understand your technology options
- Implement the technology that best supports your teaching and learning objectives
| | View this resource: | |
7 Things You Should Know About Citizen Journalism
| Title: | 7 Things You Should Know About Citizen Journalism (ID: ELI7031) | | Origin: | Contributed by EDUCAUSE Learning Initiative, 7 Things You Should Know (11/15/2007) | | Type: | Articles, Papers, and Reports | | Abstract: | Citizen journalism refers to a wide range of activities in which everyday people contribute information or commentary about news events. With the birth of digital technologies, people now have unprecedented access to the tools of production and dissemination. Citizen journalism epitomizes the belief that the experiences of people personally involved with an issue present a different -- and often more complete -- picture of events than can be derived from the perspective of an outsider. Citizen journalism encompasses content ranging from user-submitted reviews on a Web site about movies to wiki-based news. It forces contributors to think objectively, asking probing questions and working to understand the context -- the kinds of activities that lead to deeper learning. | | View this resource: | |
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. | | View this resource: | |
7 Things You Should Know About Data Visualization
| Title: | 7 Things You Should Know About Data Visualization (ID: ELI7030) | | Origin: | Contributed by EDUCAUSE Learning Initiative, 7 Things You Should Know (10/11/2007) | | Type: | Articles, Papers, and Reports | | Abstract: | Data visualization is the graphical representation of information. Information technology combines the principles of visualization with powerful applications and large data sets to create sophisticated images and animations. Representing large amounts of disparate information in a visual form often allows you to see patterns that would otherwise be buried in vast, unconnected data sets. Data visualizations offer one way to harness infrastructure to find hidden trends and correlations that can lead to important discoveries. Visual literacy is an increasingly important skill, and data visualizations are another channel for students to develop their ability to process information visually. | | View this resource: | |
7 Things You Should Know About Haptics
| Title: | 7 Things You Should Know About Haptics (ID: ELI7029) | | Origin: | Contributed by EDUCAUSE Learning Initiative, 7 Things You Should Know (09/19/2007) | | Type: | Articles, Papers, and Reports | | Abstract: | Haptics technologies provide force feedback to users about the physical properties and movements of virtual objects represented by a computer. Human-computer interaction is largely visual -- words, data, or images on a screen. Input devices such as the keyboard or the mouse translate human movements into actions on the screen but provide no feedback to the user about those actions. Haptics incorporates both touch (tactile) and motion (kinesthetic) elements. For applications that simulate real physical properties -- such as weight, momentum, friction, texture, or resistance -- haptics communicates those properties through interfaces that let users "feel" what is happening on the screen. 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: | |
CyberBridges—An Authentic Learning Case Study
| 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. | | View this resource: | |
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. | | View this resource: | |
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