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Learning environments

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Learning Spaces. Space, whether physical or virtual, can have a significant impact on learning.

Learning Spaces

Learning Spaces focuses on how learner expectations influence such spaces, the principles and activities that facilitate learning, and the role of technology from the perspective of those who create learning environments: faculty, learning technologists, librarians, and administrators. Information technology has brought unique capabilities to learning spaces, whether stimulating greater interaction through the use of collaborative tools, videoconferencing with international experts, or opening virtual worlds for exploration. This e-book represents an ongoing exploration as we bring together space, technology, and pedagogy to ensure learner success. Please note: In addition to the e-book's core chapters on learning space design principles (chapters 1-13) , this site also offers case studies illustrating those principles (chapters 14-43), including links to examples of innovative learning spaces.

Should Classrooms Be More Like Video Games? The following post is by Terry Heick of TeachThought.com . Be sure to check out his previous post ‘ The Gamification and Socialization of Learning “ So recently this idea of “gamification[1]” has been jumping around in my head. There’s something simultaneously immature and brilliant about it, but I haven’t been sure exactly what. The Role of Video Games First, the easy part. 21st Century Learning Environments: Outline v.