We need a new agreement of how we work together. How we make decisions. How we decide on who gets to work on what. And who gets paid what.
Groups of people can work together intelligently, without getting bogged down in endless meetings, or slow decision making. No bossing needed.
At SFC Open Research Forum 2010, Keio University’s Yasuaki Kakehi Laboratory exhibited TagCandy, where the sensations produced by candy are varied using augmented reality. By sucking an ordinary candy inserted into the device, users can experience fizzy soda or crisp apple sensations, or even things such as the sensation of fireworks, that can’t be achieved in reality.
Playing to Learn? – Children love to learn, but at some point they lose that and become adults that don’t like formal learning. Let’s explore why “play” has gotten such a bad rap and figure out how to get it back in education.
At Brightworks, we believe that a school should serve as a learning commons and a community workshop; an intellectual and creative heart of the neighborhood it resides in. Brightworks will also offer after-school, evening and weekend workshops for children and adults.
Open Education is often described as a movement aiming to improve access, quality, and usability of education content, and ultimately the experience of formal and informal learning. Carolina Rossini, Vijay Kumar, Cable Green, Nicole Allen, and David Wiley bring their unique perspectives and experiences to this online panel discussing a range of important Open Education Resources topics from access to sustainability to quality.
–Take note this was written in 1988
Computers began in education with a charismatic aura that cannot remain characteristic of their long-term presence. As they become part of the everyday toolbox that kids can dig into, will they have any special value?
A nice little creative writing (or whatever) prompt generator.
Gamification is the concept that you can apply the basic elements that make games fun and engaging to things that typically aren’t considered a game.
Examples are Frequent Flyer Programs, Wii Fit, Badges in Foursquare, etc. We believe Gamification is one of the largest movements and trends of our time and fundamentally changes the way we live and interact with everything around us. The possible applications of game dynamics are nearly infinite with many believing that gamification will impact everything from the web to education, health, social good and even work.
We created the Gamification Wiki to accelerate the acceptance of Gamification, to help educate the world and to push the concept to the next level by creating the largest repository of information on the subject.
Learning & Knowledge Analytics 2011 – LAK11 – is an open course that will be offered from January 10 – February 20, 2011. LAK11 serves as an introduction to the growing field of analytics in teaching, learning, training, development, and organizational knowledge.
LAK11 will address the following topics:
Week 1 (Jan 10-16): Introduction to Learning and Knowledge Analytics
Week 2 (Jan 17-23): Rise of “Big Data” and Data Scientists
Week 3 (Jan 24-30): Semantic Web, Linked Data, & Intelligent Curriculum
Week 4 (Jan 31-Feb 6): Visualization: Tools for, and examples of, Analytics
Week 5 (Feb 7-13): Organizational implementation
Week 6 (Feb 14-20): What’s next for Learning & Knowledge Analytics?