Posted by Plamen Miltenoff on 28th November 2013
Archive for the 'distributive learning' Category
Posted by Plamen Miltenoff on 23rd November 2013
CORNELIUS, L. M., & CAVANAUGH, T. W. (2013). Distance Learning, Distant Courtrooms. Chronicle Of Higher Education, 60(12), A30.
We are in the early stages of distance-specific litigation, and most rulings, thus far, have been made at the level of basic trial courts. We await precedents from more senior courts, the possibility of Congressional action, interstate compacts, and other unseen developments for more guidance. At the same time, however, it has also become clear that the new frontier of distance learning is also entering the sphere of courts and lawyers. It is not too early for distance programs and their institutions to take note. – See more at: http://chronicle.com.libproxy.stcloudstate.edu/article/Distance-Learning-Distant/143097/#sthash.xGXwBG1D.dpuf
Posted by Plamen Miltenoff on 20th November 2013
Free Pinterest-Style Education Service Hosts Common Core Teaching Aids
Read more at http://thejournal.com/articles/2013/11/13/free-pinterest-style-education-service-hosts-common-core-teaching-aids.aspx?admgarea=Features1#47RHZap101LWFKq5.99
In my opinion, this is very much the same like TeacherTube (http://www.teachertube.com/) as YouTube alternative. It is worth considering, but…
Posted in digital identity, digital storytelling, distance learning, distributive learning, hybrid learning, information technology, instructional technology, pinterest, social media, Uncategorized, YouTube | No Comments »
Posted by Plamen Miltenoff on 20th November 2013
Mobile Learning Could Be Key in Achievement Gap Equation
Research tells us the following:
- Mobile phone ownership is highest in minority populations
- Social media use is highest and most valued in minority populations
- Online learning has its highest approval rate in minority populations
Posted by Plamen Miltenoff on 11th November 2013
Teaching Online and Its Impact on Face-to-Face Teaching
Friday, Nov 8, 3:45 PM – 5:00 PM, 35-Minute Research Session B
Posted by Plamen Miltenoff on 2nd November 2013
Bring Your Own Device/Technology is an initiative meant to increase students learning opportunities through technology.
Posted by Plamen Miltenoff on 28th October 2013
list of peer reviewed literature on “flipped classroom”
Findlay-Thompson, S., & Mombourquette, P. (2013). EVALUATION OF A FLIPPED CLASSROOM IN AN UNDERGRADUATE BUSINESS COURSE. Global Conference On Business & Finance Proceedings, 8(2), 138-145.
Davies, R., Dean, D., & Ball, N. (2013). Flipping the classroom and instructional technology integration in a college-level information systems spreadsheet course. Educational Technology http://search.ebscohost.com/login.aspx?direct=true&AuthType=ip&db=keh&AN=88785048
Davies, R., Dean, D., & Ball, N. (2013). Flipping the classroom and instructional technology integration in a college-level information systems spreadsheet course. Educational Technology Research & Development, 61(4), 563-580. doi:10.1007/s11423-013-9305-6
Missildine, K., Fountain, R., Summers, L., & Gosselin, K. (2013). Flipping the Classroom to Improve Student Performance and Satisfaction. Journal Of Nursing Education, 52(10), 597-599. doi:10.3928/01484834-20130919-03
Butt, A. (2014). STUDENT VIEWS ON THE USE OF A FLIPPED CLASSROOM APPROACH: EVIDENCE FROM AUSTRALIA. Business Education & Accreditation, 6(1), 33-43.
Strayer, J. F. (2012). How Learning in an Inverted Classroom Influences Cooperation, Innovation and Task Orientation. Learning Environments Research, 15(2), 171-193.
Critz, C. M., & Knight, D. (2013). Using the Flipped Classroom in Graduate Nursing Education. Nurse Educator, 38(5), 210-213. doi:10.1097/NNE.0b013e3182a0e56a
Herreid, C., & Schiller, N. A. (2013). Case Studies and the Flipped Classroom. Journal Of College Science Teaching, 42(5), 62-66.
Jottings by Saquarrah. (2013). Medical Teacher, 35(6), 532-533.
Brunsell, E., & Horejsi, M. (2013). Science 2.0. Science Teacher, 80(2), 8.
Posted in distance learning, distributive learning, e-learning, flipped classrooms, hybrid learning, information technology, instructional technology, mobile learning, podcasting, Project Based Learning | 1 Comment »
Posted by Plamen Miltenoff on 24th October 2013
Greg Jorgensen emailed us with his new darling:
Explain Everything - https://play.google.com/store/apps/details?id=com.morriscooke.explaineverything
and raises a very good question:
What do we know and how do we organize our tools and apps for whiteboard screencasting and lecture capture?
Greg’s choice of the day is atop of a list from the Ed Tech/y and Mobile Learning web site:
next on that top-6-list are
Doceri (http://doceri.com/) is a very promissing app, which Bob Lessinger was pushing to be installed on campuos computers (being free), but it is ONLY iPAD-bound (not even iPHone or iTouch)
In addition to Doceri: Stage : Interactive Whiteboard and Document Camera and Splashtop Whiteboard per: 3 Apps to Turn Your iPad into Interactive Whiteboard ~ Educational Technology and Mobile Learning
Here is a neat table about the compatibility (iOS and Android) for several of these apps:
Here is another good resource from Alaska. The screencasting apps reviewed are the same as above, but other good sources regarding a pedagogy involving the technology.
A broader approach to this issue (Presentation & Screencasting Apps) on Pinterest: http://www.pinterest.com/itechservices/presentation-screencasting-apps/
More apps and possibilities, as well as “how-to” directions here:
Here is an useful blog entry, comparing ExlpainEverything with Educreation –
Lecturnity ( http://www.lecturnity.com )
a lengthy review is available here: http://smorgastech.blogspot.com/?goback=%2Egde_2038260_member_5807615489219772416#%21
Posted in Android, design, Digital literacy, digital storytelling, distance learning, distributive learning, educational technology, gaming, information literacy, information technology, iPAD, learning objects, media literacy, mobile apps, mobile learning, open learning, technology literacy, whiteboard screencasting app | 1 Comment »
Posted by Plamen Miltenoff on 23rd October 2013
The Awesome Power of Gaming in Higher Education
EDUCAUSE 2013 welcomes Jane McGonigal and considers the potential of games in education.
The University of Washington’s Foldit game enables anyone to contribute to scientific research through virtual protein folding. The university’s game developers posit that human gamers’ propensity to not give up on a gaming task – resiliency – make them much more adept at solving complex protein structure prediction and design than supercomputers. And in some ways, they’ve already proven that to be so. Foldit game participants have been named in several published scientific journal articles, including one that describes how a protein structure could be solved and used in the treatment of HIV.
The rich, interactive universe of Grand Theft Auto was the inspiration for this game, developed for The World Bank as a way to teach Sub-Sahara African youths to solve social problems in ways that also could provide a sustainable living. The platform is free and available online and can be used by schools to teach social entrepreneurship. A graphic novel serves as the game’s centerpiece, and players build out their gaming profiles as a comic or graphic novel might retell a superhero’s origin story. Participants complete projects in real life to solve real problems, such as securing a community’s food supply or establishing a sustainable power source, then progress through levels of the game. Those who successfully complete their 10-week missions ultimately earn certification from the World Bank Institute. In 2010, 50 student participants saw their entrepreneurship models funded by the World Bank, including Libraries Across Africa (now Librii), a franchise operating in Ghana.
Not all games must be played out in a virtual space. This game – developed by McGonigal with Natron Baxter and Playmatics – combines real-world missions with virtual clues and online collaboration, resulting in young people working together overnight in the New York Public Library to write and publish a book of personal essays about what they learned.
“The game is designed to empower young people to find their own futures by bringing them face-to-face with the writings and objects of people who made an extraordinary difference.”
Participants spend a night wandering throughout the library’s stacks and research materials, scanning QR codes to prove they found and interacted with the objects of their clues or missions. One 2011 participant, upon discovering the library’s early draft of the Declaration of Independence wrote an essay called a “Declaration of Interdependence.”
More on Jane McGonigal on YouTube:
Posted by Plamen Miltenoff on 16th October 2013
On Tuesday, October 15, 2013, Patrice Torcivia Prusko wrote:
Sloan defines blended as anywhere between 30-79% online, so there is a pretty wide range. (I attached a document with the reference). The following are from a Blended Workshop I attended by Dr. Norman Vaughan