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8 Great TED Talks About The Future Of Education And Teaching

8 Great TED Talks About The Future Of Education And Teaching
These talks offer insights, concerns, and inspiration while discussing today’s educational practices and shortcomings, from a variety of perspectives. TED is a nonprofit devoted to “Ideas Worth Spreading”, bringing together people from three worlds: Technology, Entertainment, Design. If you’re not already a fan of TED, maybe these will open your eyes to this wonderful resource. Education is only one of the vast array of topics covered in TED talks, so if you enjoy any of the videos below, you might want to click through the the site and check out some more of them. Ken Robinson: Changing education paradigms This delightfully illustrated video entertains while educating. Sugata Mitra: The child-driven education This video discusses “The Hole In The Wall” experiment that Mitra started in New Delhi in 1999. Conrad Wolfram: Teaching kids real math with computers Math as it’s taught in classrooms rarely echoes math as it used in the real word. About Kelly Walsh Print This Post

About Terra Nova Terra Nova is an interdisciplinary weblog about the intersection of society, simulation, and play. We have been posting since September of 2003. A uthors include scholars and practitioners from a variety of disciplines. Contacting us: Please contact one of the four founders below if you have any questions about Terra Nova. Guest authors: We are interested in recruiting new authors. History: You can find our full archives here , and our first month of posts here . Edward Castronova Professor of Telecommunications, Indiana University Julian Dibbell Author of My Tiny Life and Play Money Dan Hunter Professor of Law, New York Law School Greg Lastowka Professor of Law, Rutgers University School of Law-Camden

Formation en ligne Un article de Wikipédia, l'encyclopédie libre. La formation en ligne, terme recommandé en France par la DGLFLF[1], ou encore : l'apprentissage en ligne (au Canada), l'e-formation ou l'e-learning, désignent l'ensemble des solutions et moyens permettant l'apprentissage par des moyens électroniques. La formation en ligne inclut ainsi des sites web éducatifs, la téléformation, l'enseignement télématique, ou encore l'e-training, notamment. La formation en ligne est une des technologies de l'information et de la communication pour l'éducation (TICE), intégrée dans la cyberculture[2]. Depuis les années 1990/2000, les enfants - souvent réunis en une même classe d'âge, à l'école notamment - forment l'une des communautés apprenantes utilisant l'internet pour apprendre (ici, dans l'espace multimédia de l'Alliance Française de Moldavie En présentiel, ou éventuellement à distance, le vidéoprojecteur et/ou le tableau numérique permettent au formateur d'interagir avec le groupe

Education Resources Information Center Showing 1 to 15 of 1,851 results Su,Chung-Ho; Cheng, Ching-Hsue – Turkish Online Journal of Educational Technology - TOJET, 2013 The advancement of game-based learning has encouraged many related studies, such that students could better learn curriculum by 3-dimension virtual reality. To enhance software engineering learning, this paper develops a 3D game-based learning system to assist teaching and assess the students' motivation, satisfaction and learning… Descriptors: Educational Games, Computer Software, Computer Uses in Education, Educational Technology Jong, Bin-Shyan; Lai, Chien-Hung; Hsia, Yen-Teh; Lin, Tsong-Wuu; Lu, Cheng-Yu – IEEE Transactions on Education, 2013 Many researchers have studied the use of game-based learning. Descriptors: Cooperative Learning, Learning Motivation, Computer Games, Educational Technology Samur, Yavuz – Turkish Online Journal of Distance Education, 2011 Descriptors: Instructional Design, Learning Activities, Evaluation Methods, Cooperative Learning

Plates-formes de e-learning - 2012 Le répertoire des plates-formes de e-formation, LMS, LCMS et autres systèmes de gestion de contenu et de parcours de formation est séparé en trois catégories: plates-formes open-source,plates-formes publiques ou gratuites etplates-formes commerciales. Certaines de ces plates-formes sont très coûteuses, d’autres sont capables de transformer votre serveur en campus virtuel pour quelques centaines de dollars ou d’euros seulement; ensuite viennent les frais d'adaptation, d’entretien, de gestion et autres. Évolution Après un sommet de près de 300 plates-formes en 2004, une consolidation a eu lieu, mais nous constatons cette année une reprise de la croissance du nombre de plate-formes. Même si nous ne prétendons pas à l'exhaustivité, nous avons été surpris par la qualité et le nombre de nouveaux joueurs, plus de 40, ce qui a largement compensé les disparitions, une quinzaine. Ce qui s’en vient Bien des développements sont encore à venir ! Réservé aux abonnés de l'édition intégrale :

Serious Games Initiative La pédagogie et le numérique Topic: Serious Games Shipping on time by Gamasutra Community [04.03.14] "How do we, as obsessive, design happy, feature happy, develop happy engineers actually ship something?" This blog post explains -- in detail. Programming, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet Blog: The Unity Asset Store and the hidden cost of doing it yourself by Gamasutra Community [03.31.14] "One of the things that we often forget when developing a game, especially when you are an indie, is that everything has a cost. EVERYTHING." Programming, Production, Art, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet Persuasive Games: Shell Games by Ian Bogost [03.03.10] Just what will the achievementization of the world mean? 2K — Novato, California, United States [04.16.14] Web Producer Linden Lab — San Francisco, California, United States [04.16.14] Sr. Linden Lab — San Francisco, California, United States [04.16.14] Sr.

Hype Cycle for Emerging Technologies Michael Gove speaks to the Royal Society - The Department for Education Accessible Media Player by Nomensa The timeline slider below uses WAI ARIA. Please use the documentation for your screen reader to find out more. Introduction Ladies and gentleman, I feel a little nervous in these surroundings. I am a journalist by profession, a politician by accident and a historian in my dreams. I am, therefore, in all too many ways, poorly equipped to address an audience of the nation’s most distinguished mathematicians and scientists. But, in advancing the argument I want to make today, history is perhaps more of an aid than it might at first appear. For some, like Karl Marx, the driving force in history was always economics. For others, like Edward Gibbon, it was theology More recently some have argued that history is driven by evolutionary biology or geography or simple demography. But the truth, as I suspect everyone in this room knows, is that history is driven, above all, by mathematics and the power it gives us to understand, predict and control the world. Conclusion

Les outils technologiques (elearning) Ce post ne vise pas à donner un avis mais simplement à décrire les fonctionnalités principales d’un outil de e-learning. 1. Introduction : qu’est-ce qu’un outil de e-learning ? Un outil de e-learning est un logiciel permettant de piloter les enseignements à distance. Il permet aux apprenants d’accéder à des supports de formation multimédia en ligne, et aux enseignants de créer, de proposer, de suivre et d’encadrer les parcours de formation. 2. Les outils de e-learning comportent deux modules principaux : - le module de gestion des cours ou LMS (Learning Management System); - le module de création des cours ou LCMS (Learning Content Management System). Le module LMS (Learning Management System) s’installe sur un serveur. Le module LCMS nécessite le plus souvent une installation sur les postes des concepteurs de formation (malgré l’augmentation des bandes passantes, la production full web reste encore trop pénalisante). 3. 3.1. 3.2. - La gestion de la facturation. - Le suivi des parcours : 4.

Quest Atlantis Quest Atlantis (QA) is a 3D multiuser, computer graphics learning environment that utilizes a narrative programming toolkit to immerse children, ages 9–15, in meaningful inquiry tasks (see QuestAtlantis.Org). Quest Atlantis combines strategies used in the commercial gaming environment with lessons from educational research on learning and motivation. The project is unique in its goals to combine the best aspects of learning, playing, and helping, as a means to motivate and engage students. Over the last five years, more than 65,000 children on five continents have participated in the project. The principal investigator was Sasha Barab, Associate Professor in Learning Sciences, who is now at Arizona State University. See also[edit] References[edit] Barab, S.A., Dodge, T., Ingram-Goble, A., Peppler, K., Pettyjohn, P., Volk, C.,& Solomou, M. (2010). External links[edit] Quest Atlantis

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