https://digest.bps.org.uk/2021/12/21/watching-a-lecture-twice-at-double-speed-can-benefit-learning-better-than-watching-it-once-at-normal-speed/
a new paper in Applied Cognitive Psychology….
231 student participants to watch two YouTube videos (one on real estate appraisals and the other on the Roman Empire) at normal speed, 1.5x speed, 2x speed or 2.5x speed. They were told to watch the videos in full screen mode and not to pause them or take any notes. After each video, the students took comprehension tests, which were repeated a week later. The results were clear: the 1.5x and 2x groups did just as well on the tests as those who’d watched the videos at normal speed, both immediately afterwards and one week on. Only at 2.5x was learning impaired.
When the team surveyed a separate group of UCLA students, they found that a massive 85% usually watched pre-recorded lectures at faster than normal speed. However, 91% said they thought that normal speed or slightly faster (1.5x) would be better for learning than 2x or 2.5x. These new results certainly suggest that this isn’t right: double-time viewing was just as good as normal viewing.
While 2x viewing was fine for learning about the material in their studies — real estate appraisals and the Roman Empire — perhaps it might not work for more complex subject matter; again, only more research will tell.
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more on 2x in this IMS blog
https://blog.stcloudstate.edu/ims?s=2x
Backed by former Facebook and Twitter execs, Tagg launches social branding app for Gen Z
A “social branding” app for creative teens and twenty-somethings, Tagg is announcing a $2 million seed round today from Twitter co-founder Biz Stone, Facebook’s former VP of International Growth Ed Baker, TripAdvisor founder Stephen Kaufer, Pillar VC and more.
Founded by recent alumni of Brown University and the neighboring Rhode Island School of Design, Tagg is still in private beta with thousands of users, and thousands more on a waitlist.
Laubersheimer, J., Ryan, D., & Champaign, J. (2016). InfoSkills2Go: Using Badges and Gamification to Teach Information Literacy Skills and Concepts to College-Bound High School Students. Journal of Library Administration, 56(8), 924.
https://www.academia.edu/21782837/InfoSkills2Go_Using_Badges_and_Gamification_to_Teach_Information_Literacy_Skills_and_Concepts_to_College_Bound_High_School_Students?email_work_card=title
From online trivia and virtual board games to complex first-person perspective video games and in-person scavenger hunts, libraries are creating games for a variety of purposes, including orientations and instruction (Broussard,2012; Mallon, 2013; Smith & Baker, 2011).
Although the line between gaming and gamification can be blurry, most scholars recognize differences. Games are interactive, involvechallenge, risk, and reward, and have rules and a goal (Pivec, Dziabenko, &Schinnerl, 2003; Becker, 2013). Gamification, on the other hand, utilizes spe-cific gaming elements, often interactivity and rewards, to make an ordinary task more engaging (Prince, 2013). The gamification layer is not the focus of an endeavor, but rather can add enjoyment and a sense of competition toa task.
Battista (2014) argues that well-executed badges could represent an authentic assessment tool, because they often require the student to tangibly demonstrate a skill, competency, or learning outcome.
Use of the badges helped the team organize the Web site and provided a hierarchy to follow once the steps for earning each badge were created.Each badge consists of three to six tasks. A task can be a tutorial, a video, a game, or a short reading assignment on a given topic. An assessment is given for each task
The fourth and final platform the group considered was BadgeOS fromLearningTimes. BadgeOS requires a WordPress installation BadgeOS was designed to work with Credly (https://credly.com/) and Mozilla Open Badges (http://openbadges.org/) as standard features.
LearnDash was the most useful plugin for the project beyond BadgeOS. Available for a reasonable fee, LearnDash adds tools and features that give WordPress the ability to be used as a complete learning management system(LMS).
Available for free under the GNU Public License, BuddyPress(https://buddypress.org/) is another plugin that was capable of integrating with BadgeOS as an extension. The advantage of BuddyPress for the project group was the addition of social media components and functionality to the project Web site.
Go-daddy.com offered comprehensive technical support, easy application instal-lation, and competitively priced hosting packages. A 3-year hosting agree-ment was purchased that included domain registration, unlimited storageand unlimited bandwidth.
compare to
practical application of D2L Brightspace badges for a chemistry course at SCSU
https://blog.stcloudstate.edu/ims/2019/11/06/mastery-of-library-instruction-badge/
Library Instruction Chem 151
The Hottest Topics in Edtech for 2022
https://www.iste.org/explore/education-leadership/hottest-topics-edtech-2022
8. Augmented, mixed and virtual reality
7. Social-emotional learning
6. Equity and inclusion
5. Online tools and apps
4. Distance, online, blended learning
3. Computer science and computational thinking
2. Instructional design and delivery
1. Project-based learning
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5 Emerging Technology Trends Higher Ed Is Watching for in 2022
https://edtechmagazine.com/higher/article/2021/12/5-emerging-technology-trends-higher-ed-watching-2022
- Increased Adoption of Learning Analytics and Adaptive Learning
- Growth of Mobile Learning in Higher Ed
- Smarter Artificial Intelligence–Powered Tutors
- The Rise of Short-Form, Video-Based Learning
- Advanced VR and Immersive Learning Technologies