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| Interactive Learning |
| Budgeting for Sustainable Open Schools |
| Vancouver (CA), April 2008 - In its work in developing and promoting sustainable models, the intergovernmental body Commonwealth of Learning (COL) has identified cost and financing of distance education as a critical element in planning for Open Schools. [more...] |
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| Interactive Learning |
| Trains, Virtual Worlds, Serious Games, and Kids |
Richardson, TX (USA), March 2008 - Red Knight Learning Systems, based in Dallas, Texas, has been selected as a strategic partner in the design and development of a unique new interactive learning project for kids. "Chuggington" is an entertainment property being developed by London-based Ludorum, plc that follows the adventures of three young train engines, their human caretakers, and their fellow train friends. [more...] |
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| Children’s Charity |
| eLearning Awareness Programmes Developed |
| Ilford/London (UK), February 2008 - Leading children's charity Barnardo's, working in partnership with online learning developers Nelson Croom, has released two new elearning programmes that inform professionals about Attention Deficit Hyperactivity Disorder (ADHD) and behaviour in schools. The training courses form part of a new training, learning, and consultancy service called Barnardo's tlc. [more...] |
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| US Panel Discussion |
| More Video Games, Fewer Books at Schools? |
| Chicago, IL (US), April 2007 – Of all of the proposals aimed at improving America's failing schools, there's one idea kids will really like: more video games and fewer books. At least a number of educators hope so, arguing that children will get more excited about school and that video games can present real-life problems to solve. [more...] |
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| British Education |
| Demos Publishes Report on School-Aged Learners |
| London (UK), March 2007 – Demos, the UK thinktank for everyday democracy, published an eighty-page report entitled "Their Space: Education for a Digital Generation", written by Hannah Green and Celia Hannon. The report, which focuses on school-aged learners, questions some of the myths that dominate current thinking about technology and education. [more...] |
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| Computer Games |
| Give up the Teacher's Monopoly on Teaching |
| Copenhagen (DK), February 2007 – (by Tonny Hansen) The trade cog is leaving Lübeck, loaded with Flemish linen and barrels of tar bound for Bergen, where a cargo of iron ore is waiting for a vessel to bring it on to Stralsund. The 6th graders in the Höjby school in Odense, Denmark are having great fun during their history lessons. Teacher and school librarian Ella Myhring has introduced them to both facts about the medieval Hansa League and to the computer game Patricia III. Those seem to be a good combination, for although the activities of the class seem to involve a lot of playing, they bring the pupils up to curriculum standards. [more...] |
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| iPodagogy |
| Students and Teachers Are All Ears |
Edinburgh, November 2006 – (by Andrew Watt, Senior Development Officer eTeam) The iPod has almost instant appeal to everyone and despite the best efforts of competitors is still the "must have" mp3 player. Can education make use of this sort of device and its desirability? Read and marvel at what happens when you give a class of Scottish students and their teachers an iPod each. [more...] |
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| Non-Profit |
| eLearning for Foster Parents |
| Sunrise (FL, USA), October 2006 – More than 5,500 foster parents across the State of New Jersey will receive online, at-home training with the LearnCenter Workforce Productivity Suite by Learn.com® as early as next year. [more...] |
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| "Open Source Teaching" |
| Sydney, October 2005 – The LAMS Foundation has launched the LAMS Community, a global community website for teachers and developers who use the revolutionary open source LAMS software. LAMS creates "digital lesson plans" that can be run online with students as well as shared among teachers. The LAMS Community allows teachers to share and adapt digital lesson plans and discuss their experiences of using LAMS. [more...] |
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| Audiovisual material |
| Geneve, April 2005 – (by Nadège Boinnard) New technologies have strongly affected the use of traditional broadcasting, and educational television is no exception. During the last few years, broadcasters specialised in this field have faced a real digital revolution, which has entered into the national educational curricula and changed the ways in which, from country to country educational content is delivered to the school systems. Internet, digital terrestrial, digital satellite, broadband are some of the new technologies that allow an on-demand delivery to the final users. [more...] |
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| An Ambitious Goal |
| London, January 2005 – The world of education is continually changing, so educationalists have to keep abreast of all the latest products and services available to enhance teaching and learning. In Great Britain the topic "Teaching and Learning with new media" is well represented throughout the year by a number of big events. The UK's leading educational resource events - BETT, SETT, the national Education Show, Special Needs London and Education Show London - as well as the Education Marketplace magazine give teachers the opportunity to research and experience what is on the market first hand and exhibitors the chance to meet professionals from all levels and areas of the education market. [more...] |
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| ETwinning |
| Brussels, January 2005 – eTwinning is a main element of the EU’s eLearning strategy and is a new European initiative aimed at promoting the twinning of schools across Europe through the use of the internet. More than 500 schools have signed on at the eTwinning portal since the online registration process opened on 14th January at the eTwinning launch conference. [more...] |
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| | | | | | | | | | | | | Premium Content |  | Second Life as an eLearning Platform | | 3D simulations and serious games are attaining ever-increasing significance for the learning world. A special case of its own is the virtual world Second Life. The CHECK.point eLearning Whitepaper "Second Life as an eLearning Platform" seeks to contribute to the discussion about Second Life’s suitability as a technological platform for education and training. The study answers questions like "For which application scenarios is Second Life suitable?" and "Which topics can be implemented successfully in Second Life?"
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