The ethics of MOOC research. In writing my recent article on massive open online courses, I talked with the leaders of the Big Three in the nascent industry — Coursera, edX, and Udacity — and they all stressed the importance of large-scale data collection and analysis to their plans.
By meticulously tracking the actions of students, they hope to build large behavioral data bases that can then be mined for pedagogical insights. The findings, they believe, will help improve particular classes as well as bolster our general understanding of teaching and learning. The MOOCs’ research agenda seems entirely wholesome. He’s Uneducated: Rethinking Our Models of Learning. This comic is several weeks old, but I keep pulling it back up again and again.
In just three small panels and in about 30 words, the strip speaks a pretty clear message of how the idea of education is shifting. Essay on the changes that may most threaten traditional higher education. In a recent Wall Street Journal interview about college costs and online learning, Stanford University President John Hennessy said, "What I told my colleagues is there’s a tsunami coming.
I can’t tell you exactly how it’s going to break, but my goal is to try to surf it, not to just stand there. " Stanford and other elite institutions, such as Harvard and Carnegie Mellon Universities, and Massachusetts Institute of Technology are not sitting back and waiting for technology to disrupt higher education — they are out there experimenting with both delivery formats and cost. They are part of the change. And Harvard announce edX. Harvard University and MIT today announced edX, a transformational new partnership in online education.
Through edX, the two institutions will collaborate to enhance campus-based teaching and learning and build a global community of online learners. EdX will build on both universities’ experience in offering online instructional content. The technological platform recently established by MITx, which will serve as the foundation for the new learning system, was designed to offer online versions of MIT courses featuring video lesson segments, embedded quizzes, immediate feedback, student-ranked questions and answers, online laboratories and student-paced learning.
SXSW: What Gaming Should Teach IT Leaders - Global-cio - Executive insights/interviews. In World of Warcraft, the individual is 20% more productive when working in a cooperative group instead of playing alone.
Wouldn't you love it if everyone on your work team felt the same way? At a keynote event at South by Southwest Friday afternoon, ex-video game executive and Kleiner Perkins partner Bing Gordon shared lessons from his gaming life with SXSW attendees. After Gordon led off with a poem that he wrote right before the event, it became apparent that his passion for gaming has also been a factor in his business success.
TLT Communications Intern. Gamifying Homework. Net.educause.edu/ir/library/pdf/ELI7075.pdf. HOW TO: Properly Use Badges to Engage Customers. Gabe Zichermann is the chair of the upcoming Gamification Summit NYC (9/15-16, 2011), where industry leaders will gather to share knowledge and insight.
Zichermann is also an author, highly rated public speaker and entrepreneur whose book, “Gamification by Design” (O’Reilly, 2011) is the first to look at the technical and architectural considerations for designing engagement using game concepts. Badges are among the most visible elements of gamification, the use of game-thinking and game mechanics to engage media audiences.
A badge is one of many tools in an engagement design arsenal that also includes point systems, leaderboards, challenges, rewards, team play and achievement, among others.
5 Creepy Ways Video Games Are Trying to Get You Addicted. Keeping You Pressing It...
Forever Now, the big difference between our Skinner box hamster and a real human is that we humans can get our pellets elsewhere. If a game really was just nothing but clicking a box for random rewards, we'd eventually drop it to play some other game. Humans need a long-term goal to keep us going, and the world of addictive gaming has got this down to a science. Techniques include... Easing Them In: The seduction secrets of video game designers. Video games, we have been led to believe, are about wasting time.
It is a misunderstanding that players and game makers have railed against for 40 years. The Psychology of Video Games. Phat Loot and Neurotransmitters in World of Warcraft « The Psychology of Video Games. How are loot-based games like World of Warcraft, Torchlight, and Borderlands related to slot machines, chemical bliss, and evolution?
Read on for the answer. During my early days with World of Warcraft (WoW) I remember tromping through Westfall killing crowds of Defias bandits when I was shocked by a loot drop: a rare pair of “blue” gloves that perfectly fit my class’s needs at the time. For those of you who don’t know, killing enemies in WoW gives you a random chance at one or more pieces armor, weapons, or other items called “loot” in WoW parlance.
These are stratified according their text’s color: gray, white, green, blue, purple, and orange in order of increasing quality. For a level 20-something character to find a blue item on a random enemy was actually very rare, and I experienced a huge rush from it. Stanford Center for Professional Development. A new Professional Education interface has been introduced for a limited number of courses beginning Autumn 2009. What's New The new Professional Education interface offers a much larger video window as well as the ability for users to take their own notes online.
The notes function offers pre-populated index points created by the course subject matter expert as well as the ability for individual users to take their own notes (which are saved to his/her profile and accessible during future viewings). PDF versions of the lecture slides are available within the interface and viewers can navigate among session videos directly from the interface. If using the Windows Media Player (WMP) based interface, variable speed playback controls are available.
LevelUp for Photoshop - #Gamification of learning complex software. Let’s say you’re an amateur photographer who has just purchased a fancy new camera and now you want to be able to manipulate all the photos you’ve taken. You download the massive Photoshop 30-day trial from the Adobe website, then run through the install process, and then finally, launch Photoshop. Smart Gamification: Seven Core Concepts for Creating Compelling Experiences.
Rating: 4.8/5 (5 votes cast) Games are infiltrating every aspect of daily life – and everyone’s now a gamer, in one form or another. Early-on “gamification” involved adding simple game mechanics like points, badges and leaderboards to websites and apps. But that’s not what makes games truly compelling. Good games take players on a journey, giving them something to learn, master and share. How to 'Gamify' Your Class Website. [This is a guest post by Anastasia Salter, Visiting Assistant Professor at the University of Baltimore in the school of Information Arts and Technologies. Her academic work focuses on storytelling in new media; she also writes the Future Fragments column for CinCity. Follow her on Twitter at MsAnastasia. Digital educational game: pedagogical design and development.
Will Grind for Grades. 50 Great Sites for Serious, Educational Games. CyberCIEGE Educational Video Game. An innovative video game and tool to teach computer and network security concepts CyberCIEGE enhances information assurance and cyber security education and training through the use of computer gaming techniques such as those employed in SimCity™. Grockit. Math Games - from Mangahigh.com. Www.gamifyingeducation.org/files/Lee-Hammer-AEQ-2011.pdf. 3 Reasons NOT to Gamify Education. Extra Credits – Gamifying Education. Education Meets 'World Of Warcraft' Apple's new vision of education. Opinion January 21, 2012 06:52 AM ET. Active Learning For The College Classroom. The past decade has seen an explosion of interest among college faculty in the teaching methods variously grouped under the terms 'active learning' and 'cooperative learning'.
Reflections and Concerns about Gamification (Part I)
People of Interest. Gaming the Classroom. The Gamified Classroom. Part II: Technology’s Role in a Gamified Classroom. Are there any examples of the gamification of school. “This Game Sucks”: How to Improve the Gamification of Education (EDUCAUSE Review.