Instructional Technologies and Articles, Papers, and Reports
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: | |
7 Things You Should Know About Wii
| Title: | 7 Things You Should Know About Wii (ID: ELI7039) | | Origin: | Contributed by EDUCAUSE Learning Initiative, 7 Things You Should Know (07/21/2008) | | Type: | Articles, Papers, and Reports | | Abstract: | The Wii is a video game system that uses a wireless controller capable of sensing position and motion, allowing users to interact with the game applications through physical movements. The controller has captured the interest of academic researchers and hackers, who have used the technology to create applications such as a collaborative choreography tool and an inexpensive, interactive whiteboard. Wii technology is used as an input device in virtual worlds and as a training tool that allows learners to perform physical tasks in a digital, risk-free environment. 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: | |
Dynamics of Supporting Sakai Through Local and Global Collaboration
| Title: | Dynamics of Supporting Sakai Through Local and Global Collaboration (ID: ERB0811) | | Author(s): | David Goodrum (Indiana University), Jan Holloway (Indiana University), Anastasia S. Morrone (Indiana University-Purdue University Indianapolis), Lance Speelmon (Indiana University System), and Elizabeth A. Van Gordon (Indiana University Northwest) | | Origin: | Documents Contributed by ECAR, Research Bulletins (05/27/2008) | | Type: | Articles, Papers, and Reports | | Abstract: | This ECAR research bulletin discusses the adjustments that the Indiana University information technology organization made, and continues to make, in order to support membership in Sakai. It has been said that supporting Sakai can seem like trying to change a tire on a moving car. As co-founder of and active participant in the Sakai collaboration, the effects of IU’s decision—the unexpected, the challenging, and the delightful—are discussed in terms of the intra- and interuniversity realities of highly collaborative efforts. Citation for this work: Goodrum, David, Jan R. Holloway, Anastasia S. Morrone, Lance Speelmon, and Elizabeth A. Van Gordon. “Dynamics of Supporting Sakai Through Local and Global Collaboration” (Research Bulletin, Issue 11). Boulder, CO: EDUCAUSE Center for Applied Research, 2008, available from http://www.educause.edu/ecar. | | View this resource: | This publication is currently password protected. All faculty, staff, and students from institutions that have subscribed to ECAR at the ECAR Participating, Comprehensive Content, Corporate, and Research Bulletins Package levels are authorized to access this publication by using their EDUCAUSE personal profile. |
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: | |
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: | |
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