background preloader

A brand new approach to screenshot software

A brand new approach to screenshot software

Screen Capture Software for Windows, Mac, and Chrome | Snagit Context is everything. Recording a video lets the person on the other end actually hear your voice. So the next time a webpage, PDF, or video edit is sent to you for feedback, consider dropping the red pen and record a video instead. Webcam recording - Toggle between webcam and screen recording during a video to add a personal touch with teammates or clients, no matter where they are.

RefWorks Home Page From Chalkboards To Chat Boards: What Will eLearning Look Like In 2075? Albert Einstein said: “Your imagination is a preview of coming attractions.” When we consider education, does this mean that we will eventually live in a world where learning feels more like play and everyone has access to equal education? Will we live in a world where learning is individualized so every student maximally benefits from the learning experience? Let’s rewind a bit and appreciate how far we have come. Then learning resources abruptly changed in the late 20th century. As education spread across the country and infiltrated various socioeconomic groups, technology spread as well. The elearning domain has evolved over several iterations. What Does The Future Hold? Futuristic elearning will probably involve technologies and platforms that derive from current trends. MOOCs These are just what they sound like. mLearning (Mobile Learning) Soon, online courses will become readily accessible on mobile devices. In 2014, there is a sharp distinction between formal and informal learning.

Twitter now has 255 million users, but activity has dropped year over year Twitter posted solid financials and user growth today, but it wasn't enough to reassure Wall Street after the company's struggles last quarter. The company reported $250 million in revenue, more than double what it pulled in for the same quarter last year. But it also reported a net loss of $132 million for the period, more than four times what it lost in the first quarter of 2013. Investors were actually more concerned with its user growth than financials. Twitter added 14 million new people, more than it did last quarter, for a total of 255 million active users. Twitter has a clear challenge ahead of it: how to connect with mainstream consumers and get its user growth moving in the right direction again. Anticipation was high for this quarter's results. On the earnings call, Costolo called out big events like the Oscars, Olympics, and Super Bowl as major drivers of Twitter's advertising growth and signals that it was increasingly important to mainstream users.

A Eulogy for Twitter The beloved social publishing platform enters its twilight. We've been trying to figure out the moment Twitter turned, retracing tweets to see whether there was something specific that soured the platform. Something is wrong on Twitter. And people are noticing. Or, at least, the kind of people we hang around with on Twitter are noticing. The publishing platform that carried us into the mobile Internet age is receding. Twitter used to be a sort of surrogate newsroom/barroom where you could organize around ideas with people whose opinions you wanted to assess. But maybe there's a better question to ask first: Which Twitter did we lose? Looking back, 2013 Twitter was basically a hangover to 2012 Twitter, when we could imagine leaving the platform some day but not anytime soon. It's funny that we delineate Twitter eras by the year, or that we even can, because the platform is so fixated on the "right now." Besides, the Twitter worth talking about transcends all those other Twitters.

The Journal of Graduate Medical Education - Gamification: Implications for Curricular Design The search for an answer to the question of how to teach inexperienced physicians while protecting patient safety has led medical educators to become creative and innovative in designing curricula. One place where educators are looking for answers is video gaming. Gamification includes 3 main elements: abstraction, mechanics, and interfaces. First, gamification abstracts real world scenarios into a series of challenges. Abstraction simplifies those challenges, allowing learners/players to concentrate on learning specific tasks or skills sequentially. Second, gamification involves designing mechanics. Third, game interfaces are designed to invite ongoing participation. The 3 core elements can offer solutions to some of the challenges of competency-based medical education as outlined by the Next Accreditation System, which emphasizes the use of the educational Milestones and entrustable professional activities.

Related: