Virtual Learning Community and Instructional Technologies

Recent resources tagged with Virtual Learning Community and Instructional Technologies.

Fostering Learning in the Networked World: The Cyberlearning Opportunity and Challenge, A 21st Century Agenda for the National Science Foundation

Added by the EDUCAUSE Librarian
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:

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Envisioning the Educational Possibilities of User-Created Virtual Worlds

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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.

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Teaching and Learning Experiences in a User-Created Virtual World

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Title:Teaching and Learning Experiences in a User-Created Virtual World (ID: EDU07269)
Author(s):David M. Antonacci (The University of Kansas Medical Center), David Thomas (University of Colorado at Denver and Health Sciences Center), Stephanie Gerald (The University of Kansas Medical Center), Edward Lamoureux (Bradley University), Randolph Hollingsworth (University of Kentucky), and Nicholas S. Noakes (Hong Kong University of Science & Technology)
Origin:Presented at EDUCAUSE Annual Conferences (10/23/2007)
Type:Presentations/Speeches
Abstract:

Second Life is a user-created virtual world simultaneously played by thousands of people around the world. In this session, we’ll share our experiences of teaching in Second Life. Using the interaction combinations integration model we developed as a framework, we will describe our projects, outcomes, and recommendations.

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Engineering Informatics for Bio-Inspired Robots

Added by the EDUCAUSE Librarian
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.

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The nanoHUB: Community and Collaboration

Added by the EDUCAUSE Librarian
Title:The nanoHUB: Community and Collaboration (ID: ERM07612)
Author(s):Carie Windham (EDUCAUSE)
Origin:EDUCAUSE Review Articles (10/19/2007)
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.

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Using technology in teaching and learning: Resources to help you navigate a digital world

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Title:Using technology in teaching and learning: Resources to help you navigate a digital world (ID: CSD5109)
Author(s):Bryan Alexander (National Institute for Technology and Liberal Education (NITLE))
Source:College and Research Libraries News
Origin:Contributed by Organizations or Campuses (02/21/2007)
Type:Articles, Papers, and Reports
Abstract:

The author provides a long and comprehensive list of resources concerning teaching and learning with technology.

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nanoHUB - An Authentic Learning Case Study

Added by the EDUCAUSE Librarian
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.

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Second Life: The Educational Possibilities of a Massively Multiplayer Virtual World (MMVW)

Added by the EDUCAUSE Librarian
Title:Second Life: The Educational Possibilities of a Massively Multiplayer Virtual World (MMVW) (ID: SWR0552)
Author(s):David M. Antonacci (The University of Kansas Medical Center) and Nellie Modaress (The University of Kansas Medical Center)
Origin:Presented at Southwest Regional Conferences (02/16/2005)
Type:Presentations/Speeches
Abstract:

Technical developments in MMVWs continue to advance dramatically. In this session, we will tour Second Life, a MMVW created by each user and simultaneously played by hundreds of people around the world. As we demonstrate educational possibilities, we will also introduce a vision mechanism for incorporating MMVWs into teaching and learning strategies.

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