Teaching and Learning

Recent resources tagged with Teaching and Learning.

LAMS's 'Trojan Mouse Strategy': Ed-Media 2008 Conference update: Thursday

Created by Catherine Howell (University of Cambridge) on July 03, 2008

Report on ’Sharing Learning Designs: Lessons from the LAMS Community’, presented by James Dalziel, Macquarie University, Australia

 

I'll begin by noting that James’s presentation was not designed for an audience of ‘specialists’ or LAMS practitioners - many attendees were totally new to LAMS, or else use ED-MEDIA as their annual opportunity to glean news on the latest updates. James began by introducing LAMS, explaining that it is a toolset for adding structure / scaffolding to the learning process, and in particular, building a framework for educational activities "that a simple list of course resources on a [web] page [or LMS site] doesn’t have".

 

Cyberinfrastructure: In Tune for the Future

Added by the EDUCAUSE Librarian
Title:Cyberinfrastructure: In Tune for the Future (ID: ERM0840)
Author(s):James R. Bottum (Clemson University), James F. Davis (UCLA), Peter M. Siegel (University of California, Davis), Brad Wheeler (Indiana University), and Diana G. Oblinger (EDUCAUSE)
Origin:EDUCAUSE Review Articles (07/01/2008)
Type:Articles, Papers, and Reports
Abstract:

Cyberinfrastructure permits a new kind of scholarly inquiry and education, empowering communities to innovate and to revolutionize what they do, how they do it, and who participates.

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Games for Higher Education: 2008

Added by the EDUCAUSE Librarian
Title:Games for Higher Education: 2008 (ID: ERM0849)
Author(s):Bryan Alexander (NITLE - National Institute for Technology and Liberal Education)
Origin:EDUCAUSE Review Articles (07/01/2008)
Type:Articles, Papers, and Reports
Abstract:

Learning via computer games: the very idea can seem surreal or outrageous. Yet for the past five years, a movement has been afoot to examine how digital games work as pedagogical devices. Starting with the publication in 2003 of James Paul Gee’s landmark What Video Games Have to Teach Us about Learning and Literacy, faculty, technologists, and librarians have been exploring how we can learn from and also teach within computer games. This column will survey what this movement has discovered.

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Observations from above the Trenches

Added by the EDUCAUSE Librarian
Title:Observations from above the Trenches (ID: ERM08411)
Author(s):John W. McCredie (University of California, Berkeley)
Origin:EDUCAUSE Review Articles (07/01/2008)
Type:Articles, Papers, and Reports
Abstract:
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Technology and the Global Commons

Added by the EDUCAUSE Librarian
Title:Technology and the Global Commons (ID: CSD5464)
Author(s):Diana G. Oblinger (EDUCAUSE)
Origin:Contributed by Organizations or Campuses (06/23/2008)
Type:Presentations/Speeches
Abstract:

"The days of walled-off learning, where students are separated into grades, disciplines and physical locations, are giving way to programs in which students are encouraged to look beyond lecture halls, labs, and textbooks. Technology offers opportunities to bring together people, tools, and data in a global commons . Creating a global commons requires more than removing barriers posed by subject matter, geography, economics, or age. It requires a new set of models that may challenge many of our historic assumptions about authority and education. This presentation explores principles and examples that hint at a future global commons."

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New ELI 7 Things... Brief Explores Second Life

Created by Peggy Kurkowski (EDUCAUSE) on June 18, 2008

ELI LogoSecond Life is a virtual world with tens of millions of square meters of virtual lands, more than 13 million "residents," and a thriving economy. The ease in which users can build and modify virtual spaces has made it an attractive choice for experiments in learning space design and educational experiences such as virtual field trips or the creation of galleries to display student-created media. The 7 Things You Should Know About Second Life, EDUCAUSE Learning Initiative’s (ELI) latest brief in the monthly series, examines how Second Life lets educators easily build and modify learning spaces to test how different strategies for a physical space affect learning and how a similar approach can be taken toward educational activities in those spaces.

Podcast: Supporting Faculty Adoption of Emerging Technologies: Wanderlust or Creating a Campus Roadmap?

Created by Gerry Bayne (EDUCAUSE) on June 17, 2008

This hour and thirteen minute podcast features a panel discussion from the EDUCAUSE 2008 Southeast Regional Conference. The participants of this general session, "Supporting Faculty Adoption of Emerging Technologies: Wanderlust or Creating a Campus Roadmap?," include:

EDUCAUSE Now - Show #4 – Cybersecurity, Cyberinfrastucture, Fear 2.0

Created by Gerry Bayne (EDUCAUSE) on June 12, 2008

EDUCAUSE Now is a monthly podcast, focusing on the intelligent use of information technology in higher education. Each episode features a variety of stories, interviews, and views that relate to IT in higher education.  Let us know what you would like to hear at podcast@educause.edu.

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This episode of EDUCAUSE Now features:

ELI In Conversation: The Fear 2.0 Group

Created by Gerry Bayne (EDUCAUSE) on June 12, 2008

Web 2.0 tools have the power to transform education. Such a transformation requires that faculty, students, and institutions take risks. With those risks comes fear, which is often unarticulated. How do you tackle this fear and make real change?

In this 43 minute podcast we feature a conversation from the ELI 2008 Annual Meeting. Our particpants consist of a group of five higher ed professionals who co-presented the session, "Who's Afraid of Blogs, Wikis, Podcasts, and the Big Bad CMS? A Digi-Drama About Fear 2.0."

They include:

Australia's Digital Education Revolution

Created by Catherine Howell (University of Cambridge) on June 11, 2008

Check out this innovative series of multi-site symposia, organised by the Australian Council for Educational Research and education.au, which runs until 12 June. Mark Pesce's key note, 'Those Whacky Kids', will raise your eyebrows and make you think.

The symposia theme is "to explore and illuminate the possibilities and the realities of the implementation of the Digital Education revolution (DER)." Now, I think I get it with regards to the digital revolution, but I have to say, "DER" strikes me as a somewhat pointless acronym, and an unintentionally humorous one at that. More creative thinking hats, and more collaborative events like this one, please -- and less acronyms.