Instructional Technologies and Contributed by Organizations or Campuses
Fostering Learning in the Networked World: The Cyberlearning Opportunity and Challenge, A 21st Century Agenda for the National Science Foundation
| Title: | Fostering Learning in the Networked World: The Cyberlearning Opportunity and Challenge, A 21st Century Agenda for the National Science Foundation (ID: CSD5476) | | Origin: | Contributed by Organizations or Campuses (08/11/2008) | | Type: | Articles, Papers, and Reports | | Abstract: | The National Science Foundation defines "cyberlearning" as "the use of networked computing and communications technologies to support learning." The report of the NSF Task Force on Cyberlearning, Fostering Learning in the Networked World: The Cyberlearning Opportunity and Challenge, A 21st Century Agenda for the National Science Foundation, identifies cyberlearning as having "…the potential to transform education throughout a lifetime, enabling customized interaction with diverse learning materials on any topic..." The task force report identifies potential ways in which advanced computing and communications technologies might be leveraged to support learning, highlighting opportunities for further research. In it, the task force offers 5 recommendations for the NSF to pursue: | | View this resource: | |
Envisioning the Educational Possibilities of User-Created Virtual Worlds
| Title: | Envisioning the Educational Possibilities of User-Created Virtual Worlds (ID: CSD5429) | | Author(s): | David M. Antonacci (The University of Kansas Medical Center) and Nellie Modaress (The University of Kansas Medical Center) | | Source: | AACE-Association for the Advancement of Computing in Education | | Origin: | Contributed by Organizations or Campuses (04/01/2008) | | Type: | Articles, Papers, and Reports | | Abstract: | Educational games and simulations can engage students in higher-level cognitive thinking, such as interpreting, analyzing, discovering, evaluating, acting, and problem solving. Recent technical advances in multiplayer, user-created virtual worlds have significantly expanded the capabilities of user interaction and development within these simulated worlds. This ability to develop and interact with your own simulated world offers many new and exciting educational possibilities. This article explores the technical capabilities and educational potential of these new worlds. Additionally, it presents and illustrates a model, which uses interaction combinations, to identify course content and topics having educational applications in virtual worlds. | | View this resource: | |
Emerging technologies for learning
| Title: | Emerging technologies for learning (ID: CSD5372) | | Source: | Emerging technologies for learning | | Origin: | Contributed by Organizations or Campuses (04/02/2008) | | Type: | Articles, Papers, and Reports | | Abstract: | 'Emerging technologies for learning' aims to help readers consider how emerging technologies may impact on education in the medium term. The publications are not intended to be a comprehensive review of educational technologies, but offer some highlights across the broad spectrum of developments and trends. It should open readers up to some of the possibilities that are developing and the potential for technology to transform our ways of working, learning and interacting over the next three to five years. | | View this resource: | |
Learning 2.0
| Title: | Learning 2.0 (ID: CSD5231) | | Author(s): | Andrew Guess (Inside Higher Ed) | | Origin: | Contributed by Organizations or Campuses (11/13/2007) | | Type: | Articles, Papers, and Reports | | Abstract: | "As online tools become more ubiquitous inside and outside the classroom, and the growth of distance learning continues, education researchers have begun to focus on how best to harness new technologies. Advocates for the classical lecture experience still exist, of course, but the general trend has been toward incorporating various technologies into the classroom, from course management software to digital photography. One approach, called “blended learning,” mixes traditional “face to face” techniques with cutting-edge developments in theory and technology." | | View this resource: | |
Faculty Integration of Technology into Instruction and Students' Perceptions of Computer Technology to Improve Student Learning
| Title: | Faculty Integration of Technology into Instruction and Students' Perceptions of Computer Technology to Improve Student Learning (ID: CSD5189) | | Author(s): | Jared Keengwe (University of North Dakota) | | Source: | Journal of Information Technology Education | | Origin: | Contributed by Organizations or Campuses (10/11/2007) | | Type: | Articles, Papers, and Reports | | Abstract: | There has been a remarkable improvement in access and rate of adoption of technology in higher education. Even so, reports indicate that faculty members are not integrating technology into instruction in ways that make a difference in student learning (Cuban, 2001; McCannon & Crews, 2000). To help faculty make informed decisions on student learning, there is need for current knowledge of faculty integration practices. Therefore, the purpose of this study was to examine the nature of the relationship between faculty integration of technology into classroom instruction and students' perceptions of the effect of computer technology to improve their learning. A sample of at least 800 undergraduate students at a participating medium-sized midwest public university was selected using a stratified random sampling technique. The researcher delivered and administered the surveys to the participating students and collected them after completion. 98% of the questionnaires were complete and retained for analysis. Two major statistical techniques | | View this resource: | |
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