Mnkandla, Ernest, and Ansie Minnaar. 2017. “The Use of Social Media in E-Learning: A Metasynthesis.” The International Review of Research in Open and Distributed Learning 18 (5). http://www.irrodl.org/index.php/irrodl/article/view/3014.
This research represents a conceptual framework designed to explain the adoption of social media into e-learning by using online collaborative learning (OCL) in higher education. Social media in e-learning signals the end of distance education in higher education.
The proposed framework could be useful to instructional designers and academics who are interested in using modern learning theories and want to adopt social media in e-learning in higher education as a deep learning strategy.
The major paradigms underlying the theoretical frameworks that were investigated were included in social learning theory, social interactivity theory, constructionism and social constructivism, and online collaborative learning theory (Harasim, 2012). Collaboration and social constructivism were the main theoretical frameworks guiding the use of social media in e-learning in higher education that point towards a more integrative (collaborative) and co-constructivism peer supportive approach to learning in the digital age.
Digital badges are receiving a growing amount of attention and are beginning to disrupt the norms of what it means to earn credit or be credentialed. Badges allow the sharing of evidence of skills and knowledge acquired through a wide range of life activity, at a granular level, and at a pace that keeps up with individuals who are always learning—even outside the classroom. As a result, there’s quite a lot for colleges and universities to consider in the wide open frontier called badging.
During this ELI Course, participants will:
Explore core concepts that define digital badges, as well as their benefits and use in learning-related contexts
Understand the underlying technical aspects of digital badges and how they relate to each other and the broader landscape for each learner and issuing organization
Critically review and analyze examples of the adoption of digital credentials both inside and outside higher education
Identify and isolate specific programs, courses, or other campus or online activities that would be meaningfully supported and acknowledged with digital badges or credentials—and more
Join us for this three-part series. Registration is open.
10-week eCourse Beginning Tuesday, September 5, 2017
For today’s librarian, the ability to adapt to new technology is not optional. Programming—the process of using computer language to generate commands that instruct a computer to perform specific functions—is at the core of all computer technology. A foundation in programming helps you understand the inner workings of all of the technologies that drive libraries now—from integrated library systems to Web pages and databases.
In this Advanced eCourse, you can go from having little to no programming knowledge to being familiar with coding in several different computer languages. Steve Perry—an experienced LIS instructor and programmer—will teach you in his lectures what you need to get started, and then the readings and exercises will give you practical programming experience, particularly as it relates to a library environment. Languages covered will include HTML, CSS, JavaScript, PHP, and others. You do not need any programming experience or special software to participate in this eCourse.
Participants who complete this Advanced eCourse will receive an SJSU iSchool/ALA Publishing Advanced Certificate of Completion.
When a PC or a game console runs this virtual world, the GPU chips play an unexpectedly large role, taking so much of the burden off the main processor.
For decades, the processing power available from individual computer chips increased every 18 months or so, according to the oft-quoted Moore’s Law. But in recent years, this trend has begun to slow, even as modern software applications demanded far more processing power than ever before
Companies and coders are now moving workloads off the main CPU and onto a wide range of alternative processors. If they can’t get enough processing power from a single chip, they need many.
Meanwhile, Microsoft has already build a specialized processor for its Hololens augmented reality headset to help the device keep track of your movements, among other things. In the end, this is yet another example of computing tasks shiftings off the CPU and onto something else.