Instructional Technologies and Interaction and Engagement
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: | |
Making Learning Real: Turning Sim City into "Sim Science"!
| Title: | Making Learning Real: Turning Sim City into "Sim Science"! (ID: ELI08210) | | Author(s): | Diane Jass Ketelhut (Temple University) | | Origin: | Presented at ELI Meetings (03/18/2008) | | Type: | Presentations/Speeches | | Abstract: | Current theories suggest that learning is facilitated when embedded in the context in which it will be used, but the constraints of the traditional classroom make implementing this difficult to impossible. This session will focus on exploring how new technologies such as virtual environments can situate learning in a "real" virtual context, motivate students while helping them develop scientific habits of mind, and support teachers in leading complex scientific inquiries. | | View this resource: | |
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