WorldImages
Blog posts
ScienceDaily: Preventing Bullying At Schools With Computer Role Play Game
Eide Neurolearning Blog: Video Game Training Narrows Spatial Gender Gap
always learning » Essential Understandings for 21st Century Literacy
Are the Basics of Instructional Design Changing? ~ Stephen's Web ~ by Stephen Downes
Two major sets of affordances offered in online learning are not found in traditional learning. First, online, communication occurs not through a channel, but through a network. And second, communication flows not merely through a passive medium but through a computational environment.
The theory of distributed representation has a profound implication for pedagogy, as it suggests that
learning (and teaching, such as it is) is not a process of communication, but rather, a process of immersion. Put loosely, it suggests the idea of teaching not by telling or even demonstrating but rather through the creation (or identification) of an environment into which a learner may be immersed.
elearnspace. Context: Planning for the space of learning
The very intent of ISD, however, is its
weakness – namely making explicit intended learning and planning
clear, concise approaches to achieving intended outcomes. Clearly defining
learning assumes “things won’t change” (content, nature
of interactions, changes in related disciplines which impact the information
being discussed) between the point of design and the point of learning.
This may work for many fields – especially where change is not significant
– but models which neglect the adaptive nature of learning and the
emergent structure of interactions are less appropriate to today’s
work environments than they were in the past.
<p>As stated, instructional design needs to make two substantial changes:</p>
<blockquote>
<p>1. Stop seeing learning design as a task that occurs in advance of
the intended learning, and begin to see it as a part of the learning
process itself<br>
2. Begin to focus more on the context of learning (designing environments
of learning) and less so on the intended content of the learning activities
(course, workshop, or program)</p></blockquote>
Brenda's Piano Studio - Online Recital
Innovate - Places to Go: Facebook
TAFE VC Virtual Campus: Professional Development Resources
Designing e-learning - Discussion activities
Wikipatterns - Wiki Patterns
Smithsonian National Museum of African American History and Culture
growing changing learning creating: Building bridges to gamers
You may have noticed three separate islands where you work. There's an island of senior executives with their top-down, bottom line, control-freak approach to the other islands. There's a far away island of gamers thriving on fun challenges and immersive gameplay. In between, there's an island of trainers, instructional designers and content developers struggling to reach out to both of the other islands.
SimSchool
Lisa’s Online Teaching Blog » Blog Archive » Discussion “Triggers”
Lisa’s Online Teaching Blog » Blog Archive » A Better Discussion
Harold Jarche » The end of content-centric business models
Community and context are the two critical factors in developing e-learning environments.
WebAIM: WebAIM Section 508 Checklist
YoYo Games | Wiki: 'Information For Teachers'
YoYo Games | Gamermaker
The Self-Directed Student Toolbox: 100 Web Resources for Lifelong Learners | OEDb
<li>
<a href="http://christytucker.wordpress.com/">Experiencing E-Learning</a>:
Mainly geared toward instructors, this blog offers advice and tools for any
individual who is interested in lifelong learning.</li>
Online Resources
The Learning Page - Community Center - Environment
The Learning Page - Community Center - Science and Invention
Lewis & Clark in Columbia River Country | Lesson Plan
growing changing learning creating: Come inside the PLE arena
The Carlyle Letters Online
Exclusive: Screen Shots And Feature Overview of Delicious 2.0 Preview
Fair Use Worth More to Economy Than Copyright, CCIA Says -- Copyright -- InformationWeek
"Much of the unprecedented economic growth of the past 10 years can actually be credited to the doctrine of fair use, as the Internet itself depends on the ability to use content in a limited and nonlicensed manner," CCIA president and CEO Ed Black said in a statement. "To stay on the edge of innovation and productivity, we must keep fair use as one of the cornerstones for creativity, innovation, and, as today's study indicates, an engine for growth for our country."
Recent studies indicate that the value added to the U.S. economy by copyright industries amounts to $1.3 trillion, said Black. The value added to the U.S. economy by the fair use amounts to $2.2 trillion.
Girls' Night Logged On (washingtonpost.com)
When it comes to online games, women over 40 play the most often and spend the greatest number of hours doing so, even beating out teenage boys, according to a study conducted by Digital Marketing Services.