David's Blog

Free online courses

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Written by The Good Fairy
Wednesday, 18 November 2009 08:04

Lots of open courseware classes from different universities, sorted by subject. Nice to have an aggregated list from the various sources

Last Updated ( Wednesday, 18 November 2009 08:07 )

The Interactive Whiteboard Revolution Forum

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Written by Mr Hyde
Tuesday, 17 November 2009 11:01

Quite a range of opinion and debate here -

http://iwbrevolution.ning.com/forum

 

e-Learning Games

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Written by Mr Hyde
Thursday, 12 November 2009 09:01

Why is it that people will give up on a piece of e-learning after 10 minutes, but will play a game for hours? Simply put, games are fun.

Games motivate us with rewards when we succeed, and let us try again when we fail. Learners pay attention when they are engaged which helps improve retention, which, in turn, helps learners to apply concepts in the real-world performance environment.

In his book, Engaging Learning, Clark Quinn extracts the essential characteristics of how you can make effective games:

Thematic Coherence – Every game is in a genre (or blends several), and the action within the game must be consistent to the theme or model world we develop.

Clear Goal – The player must be presented or discover the goal he or she is trying to achieve within the theme.

Balanced Challenge – An experience that is too simple is not fun, and one that is too difficult is frustrating. As the player improves, the challenge needs to increase appropriately. Then tension should relatively wax and wane while maintaining a steady increase.

Relevance: Action to Domain – The dilemmas and consequent decisions that the player makes must be meaningful in the model world.

Relevance: Problem to Learner – The genre of the game and the story line must be of interest to the player.

Choices of Action – There needs to be (at least a perception of) a variety of choices the player can make at any time.

Direct Manipulation – The player should act directly on the model world through the interface.

Action Coupling – Input-output interreferentiality: the action in the world should cause actions that are represented back to the player by consequences in that world.

Novel Information or Events – The play should include elements of chance that make the play non-deterministic.

The book's website is www.engaginglearning.com.

Active Learning

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Written by David G
Thursday, 12 November 2009 08:52

“The only way a skill is developed—skiing, cooking, writing, critical thinking, or solving problems—is practice: trying something, seeing how well or poorly it works, reflecting on how to do it differently, then trying it again and seeing if it works better.”1

This statement effectively summarizes active learning--a learning process in which learners play an active role in their learning experience.

The term active learning is often used in contrast with the term passive learning. The passive learning experience is one where learners do not actively engage in the learning process, but rather sit back, and is supposed to absorb the information being presented. Examples of passive learning would be attending a lecture, reading a paper, or watching a video.

E-learning is passive if learners can only view what is being presented to them, and not interact with it in any meaningful way. E-learning is active if trial-and-error exercises are built into the material. Though most people don't deny the advantage of active learning over passive learning, the definition of what makes learning active is often debated, and unfortunately most of today's e-learning is not truly active.

PowerPoint type presentations, no matter how dressed up with audio, animations, quiz questions, or click-to-learn more interactions are still fundamentally passive learning experiences.

Simulations, games, and interactive exercises where a learner can practice a skill or apply knowledge are inherently active, and thus more effective.

1) Source: http://www.ncsu.edu/felder-public/Columns/Active.pdf R.M. Felder and R. Brent, "Learning by Doing." Chem. Engr. Education, 37(4), 282-283 (Fall 2003). The philosophy and strategies of active learning.

 

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