Saturday, November 20, 2010

Educational animation - Wikipedia

Educational animation - Wikipedia, the free encyclopedia: "Educators are enthusiastically taking up the opportunities that computer animation offers for depicting dynamic content. For example, PowerPoint now has an easy-to-use animation facility that, in the right hands, can produce very effective educational animations. Because animations can explicitly depict changes over time (temporal changes), they seem ideally suited to the teaching of processes and procedures. When used to present dynamic content, animations can mirror both the changes in position (translation), and the changes in form (transformation) that are fundamental to learning this type of subject matter."

Online learning community - Wikipedia

Online learning community - Wikipedia, the free encyclopedia: "An online learning community is a common place on the Internet that addresses the learning needs of its members through proactive and collaborative partnerships. Through social networking and computer-mediated communication, people work as a community to achieve a shared learning objective. Learning objectives may be proposed by an instructor or may arise out of discussions between participants that reflect personal interests. In an online community, people communicate via textual discussion (synchronous or asynchronous), audio, video, or other Internet-supported devices. Blogs blend personal journaling with social networking to create environments with opportunities for reflection.[citation needed]
Much literature promotes online learning communities as environments conducive to communities of practice as described by Etienne Wenger. eTwinning is a European online community operated by European schoolnet comprising more than 50,000 registered teachers."

Language exchange - Wikipedia

Language exchange - Wikipedia, the free encyclopedia: "With the growth of the internet social networks and voice-over-IP technologies, language exchanges have become an increasingly popular option for language learners. Language learning social networks now offer students the ability to find language partners around the world, and speak or text chat through instant messengers. This has allowed students who previously could not find foreign language partners to search online for native speakers of that language."

Project-based learning - Wikipedia

Project-based learning - Wikipedia, the free encyclopedia: "Project-based learning (PBL): best defined as instruction relating questions and technology relative to the students' everyday lives to classroom projects. Students form their own investigation of their own group which allows students to develop valuable research skills. The students engage in design, problem solving, decision making, and investigative activities. It allows students to work in groups or by themselves and allows them to come up with ideas and realistic solutions or presentations. Students take a problem and apply it to a real life situation with these projects.
Project-based learning (PBL) provides complex tasks based on challenging questions or problems that involve the students' problem solving, decision making, investigative skills, and reflection that include teacher facilitation, but not direction. Project Based Learning is focused on questions that drive students to encounter the central concepts and principles of a subject hands-on.
With Project-based learning students learn from these experiences and take them into account and apply them to their lives in the real world. PBL is a different teaching technique that promotes and practices new learning habits. The students have to think in original ways to come up with the solutions to these real world problems. It helps with their creative thinking skills by showing that there are many ways to solve a problem."

Mind map - Wikipedia

Mind map - Wikipedia, the free encyclopedia: "A mind map is often created around a single word or text, placed in the center, to which associated ideas, words and concepts are added.
Mind maps have many applications in personal, family, educational, and business situations, including notetaking, brainstorming (wherein ideas are inserted into the map radially around the center node, without the implicit prioritization that comes from hierarchy or sequential arrangements, and wherein grouping and organizing is reserved for later stages), summarizing, revising, and general clarifying of thoughts. One could listen to a lecture, for example, and take down notes using mind maps for the most important points or keywords. One can also use mind maps as a mnemonic technique or to sort out a complicated idea. Mind maps are also promoted as a way to collaborate in color pen creativity sessions.
Mind maps can be used for:
problem solving
outline/framework design
anonymous collaboration
marriage of words and visuals
individual expression of creativity
condensing material into a concise and memorable format
team building or synergy creating activity
enhancing work morale"

MLearning - Mobile Learning

MLearning - Wikipedia, the free encyclopedia: "The term M-Learning, or 'mobile learning', has different meanings for different communities. Although related to e-learning and distance education, it is distinct in its focus on learning across contexts and learning with mobile devices. One definition of mobile learning is: Any sort of learning that happens when the learner is not at a fixed, predetermined location, or learning that happens when the learner takes advantage of the learning opportunities offered by mobile technologies.[1] In other words mobile learning decreases limitation of learning location with the mobility of general portable devices."

Educational technology - Societies

Educational technology - Wikipedia, the free encyclopedia: "Learned societies concerned with educational technology include:
Association for the Advancement of Computing in Education (AACE)
Association for Educational Communications and Technology
Association for Learning Technology
International Society for Performance Improvement
International Society for Technology in Education - (ISTE)"

Educational technology - Wikipedia

Educational technology - Wikipedia, the free encyclopedia: "Educational technology (also called learning technology) is the study and ethical practice of facilitating learning and improving performance by creating, using and managing appropriate technological processes and resources.'[1] The term educational technology is often associated with, and encompasses, instructional theory and learning theory. While instructional technology covers the processes and systems of learning and instruction, educational technology includes other systems used in the process of developing human capability. Educational Technology includes, but is not limited to, software, hardware, as well as Internet applications and activities. But there is still debate on what these terms mean.[2]"

Computer-assisted language learning - Wikipedia

Computer-assisted language learning - Wikipedia, the free encyclopedia: "Computer-assisted language learning (CALL) is a form of computer-based learning which carries two important features: individualized learning and bidirectional learning. It is not a method. CALL materials are materials for learning. The focus of CALL is learning, and not teaching. CALL materials are used in teaching to facilitate the language learning process. It is a a form of student-centered learning materials, which promote self-paced accelerated learning. CALL is not a software application, but rather courseware that is designed specifically for language learning for a specific group of learners."

Distance education 2-

Distance education - Wikipedia, the free encyclopedia:

Technologies used in delivery

"Synchronous technologies
Web-based VoIP
Telephone
Videoconferencing
Web conferencing
Direct-broadcast satellite
Internet radio
Live streaming
[edit]Asynchronous technologies
Audiocassette
E-mail
Message board forums
Print materials[19]
Voice Mail/fax
Videocassette/DVD
On Demand Streaming (Delayed)"

Distance education - Wikipedia

Distance education - Wikipedia, the free encyclopedia: "The types of available technologies used in distance education are divided into two groups: synchronous and asynchronous. Synchronous technology is a mode of online delivery where all participants are 'present' at the same time requiring a timetable to be organized. Web Conferencing is an example of synchronous technology. Asynchronous technology is a mode of online delivery where participants access course materials on their own schedule. Students are not required to be together at the same time. Message board forums, e-mail and recorded video are examples of asynchronous technology."

Virtual education - Wikipedia

Virtual education - Wikipedia, the free encyclopedia: "Virtual education refers to instruction in a learning environment where teacher and student are separated by time or space, or both, and the teacher provides course content through course management applications, multimedia resources, the Internet, videoconferencing, etc. Students receive the content and communicate with the teacher via the same technologies.[1]"

Virtual Worlds, 3D Online Environments, and Technological Progress - Wikipedia, the free encyclopedia

Virtual world language learning - Wikipedia, the free encyclopedia: "Both, 3D virtual worlds (such as Second Life and Teen Second Life) and 3D virtual environments (such as Hangout.net) can be used for 3D online language learning. Almost all such language learning projects make use of general virtual worlds that are intended for social networking (rather than for language education). However, there are more recent examples of creating virtual worlds specifically for language education."

Virtual world language learning - Wikipedia

Virtual world language learning - Wikipedia, the free encyclopedia: "Language learning is the most widespread type of education in virtual worlds[1], with many universities, mainstream language institutes and private language schools using 3D virtual environments to support language learning."

Web-based simulation - Wikipedia

Web-based simulation - Wikipedia, the free encyclopedia: "Web-based simulation is used in online computer games. It is also used in e-learning in view to quickly illustrate various principles to students by means of interactive animations, or in distance learning to provide an alternative to installing expensive simulation software on the student computer, or as an alternative to expensive laborative equipment."

Electronic performance support systems - Wikipedia

Electronic performance support systems - Wikipedia, the free encyclopedia: "Electronic Performance Support Systems, EPSS, can help an organization to reduce the cost of training staff while increasing productivity and performance. It can empower employees to perform tasks with a minimum amount of external intervention or training. By using this type of system an employee, especially a new employee, will not only be able to complete his or her work more quickly and accurately, but as a secondary benefit the employee will also learn more about the job and the employer's business."

E-learning - Wikipedia

E-learning - Wikipedia, the free encyclopedia: "E-learning comprises all forms of electronically supported learning and teaching. The Information and communication systems, whether networked or not, serve as specific media to implement the learning process.[1] The term will still most likely be utilized to reference out-of-classroom and in-classroom educational experiences via technology, even as advances continue in regard to devices and curriculum."

Adaptive learning - Wikipedia

Adaptive learning - Wikipedia, the free encyclopedia: "Adaptive learning is an educational method which uses computers as interactive teaching devices. Computers adapt the presentation of educational material according to students' weaknesses, as indicated by their responses to questions. The motivation is to allow electronic education to incorporate the value of the interactivity afforded to a student by an actual human teacher or tutor. The technology encompasses aspects derived from various fields of study including computer science, education, and psychology."

Educational software - Wikipedia, the free encyclopedia

Educational software - Wikipedia, the free encyclopedia:

"Software for specific educational purposes
There are highly specific niche markets for educational software, including:
Mind Mapping Software such as MindGenius which provides a focal point for discussion, helps make classes more interactive, and assists students with studying, essays and projects.
Language learning software (KVerbos or English in a Flash, for example)
Notetaking
Typing tutors (KTouch, Mario Teaches Typing or Mavis Beacon, for example)
Driving test software
Software for enabling simulated dissection of human and animal bodies (used in medical and veterinary college courses)[4]
Interactive geometry software
Medical and healthcare educational software
Spelling tutor software"

Educational software - Wikipedia, the free encyclopedia

Educational software - Wikipedia, the free encyclopedia:

"Computer games with learning value
These are games which were originally developed for adults or older children and which have potential learning implications. For the most part, these games provide simulations of different kinds of human activities, allowing players to explore a variety of social, historical and economic processes."

Educational toys - Wikipedia, the free encyclopedia

Educational toys - Wikipedia, the free encyclopedia:

"Educational toys, are typically built for and used by children. One could make the argument that an educational toy is actually any toy. Most children are constantly interacting with and learning about the world. This definition is ultimately too broad because one could make the same argument about a rock or a stick as it is not uncommon to see a child play with almost anything nearby.
The difference lies in the child's perception or reality of the toy's value. An educational toy should educate. It should instruct, promote intellectuality, emotional or physical development. An educational toy can teach a child about a particular subject or can help a child develop a particular skill. The key difference is the child's learning and development associated with interacting with the toy.
More toys are designed with the child's education and development in mind today than ever before. As parents and educators grow more sensitive to the real or perceived development needs of children, toy manufacturers seek to manufacture and market to these parents.
Wooden toys which tend to last for a long time serve to maintain interest and durability for the child especially if the toy becomes a favorite."

Educational game - Wikipedia

Educational game - Wikipedia, the free encyclopedia:

"Educational games are games that have been specifically designed to teach people about a certain subject, expand concepts, reinforce development, understand an historical event or culture, or assist them in learning a skill as they play. They include board, card, and video games."

Handling “emergencies” with GTD



One of the prime reasons for a GTD system is to facilitate dealing with the unexpected and the unplanned. In those instances, you must have a complete inventory of your commitments, in order to be able to assess the relative value of the new input/circumstance, and allocate your focus appropriately. Probably 95% of my usage of my own system is to allow me to feel comfortable with a change of plans.
You want to keep your backlog of unprocessed stuff at a minimum, and an inventory of all possible actions close at hand, so you can optimally deal with surprise.


Handling “emergencies” with GTD