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Keeping Up With... Gamification

The May 2013 ACRL Keeping Up With…publication provides a brief overview of gamification in the library.read more

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New Technology-based Models for Postsecondary Learning: Conceptual Frameworks...

This report is the result of a National Science Foundation-Sponsored Computing Research Association Workshop held at MIT on January 9-11, 2013. This workshop developed a framework for understanding...

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Designing Open Materials Intentionally for the Blended Classroom

One of the interesting things that is going on right now is that MOOC providers, unable to find a path to sustainability in the direct-to-consumer market, have now positioned themselves as providers of...

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Interweaving assessments into immersive authentic simulations: Design...

The author details how virtual worlds and augmented realities now offer the opportunity for all students to experience simulated, authentic internships without leaving their classrooms as well as the...

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Connecting the Dots: New Technology-Based Models for Postsecondary Learning

In the next decade, higher education, military and workplace training, and professional development will transform to leverage models based on emerging technologies that can make learning more...

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The Physics and Meaning of Flight: A Case Study in Student-Centered Learning...

The U.S. Air Force Academy and Colorado College, a small, private liberal arts institution, collaborated on a physics course on aircraft design with students from both institutions participating.The...

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Rethinking Online Community in MOOCs Used for Blended Learning

Unlike students in small online courses or unaffiliated students in MOOCS, distributed flip students might not use community features. If MOOCs for blended learning are to fully realize the potential...

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Using Technology to Provide Shared Access to Valuable Online Learning...

The Virtual Learning Community is a collaborative effort on behalf of the North Carolina's Community College System. Attend this session to learn how NCCCS uses the North Carolina Learning Object...

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The Quad: An Online Interface to the Formative Influence of a Radically...

Facing the challenges of a changing marketplace for our degrees and increased demand for geographically and technologically distributed classes, we began to ask how much educational formation happens...

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How IT Can Support Student Recruitment (and Why It Should)

Student recruitment is a key element in the sustainability and success of a higher education institution, and the IT department plays a vital role in supporting recruitment efforts.Also, student...

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Virtual Worlds

Join us to talk about using virtual environments as a teaching tool and learning platform and the growing variety of platforms and challenges in working with this new technology.read more

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Blended Synchronous Learning Handbook

The Blended Synchronous Learning Handbook is the primary output of the Blended Synchronous Learning Project. It includes the summative findings of the Blended Synchronous Learning case studies, a...

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Setting the Stage for Digital Engagement: A Five-Step Approach

The practical, pedagogical, and privacy implications of a smart, connected digital campus engaged with its constituents have yet to play out. To handle whatever comes next, colleges and universities...

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Next Gen Tools: EAA's "Buzz"

This innovation brief from Next Generation Learning Challenges (NGLC) focuses on Buzz, a K-12 personalized learning platform used in Education Achievement Authority of Michigan's schools. Buzz was...

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The Virtual Paul’s Cross Project: Digital Modeling’s Uneasy Approximations

Digital modeling aims to restore the multisensory and real-time experiences of the past that we have known only through static words, approximating the words as spoken and heard at the time of the...

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The Case for E-Collaboration: Engaging, Empowering, and Experiential

Online courses can make students feel that they are in a "classroom of one," even in a learning environment that is saturated with social media and interactions. E-collaboration is an instructional...

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7 Things You Should Know About VR Headsets

Virtual reality (VR) uses visual, auditory, and sometimes other sensory inputs to create an immersive, computer-generated environment. VR headsets fully cover users’ eyes and often ears, immersing the...

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Bringing the Social Back to MOOCs

Various existing learning environments could scale to MOOC size and benefit learners by adding the social elements now missing, from citizen science to simulations, games, virtual reality, and...

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Online Students Develop Marketable Professional Skills

Students preparing to take online courses anticipated gaining professional skills in addition to their online learning of the course content.A survey of the marketable skills students wanted to obtain...

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Directions for the Digital Learning Environment: the CIO's Perspective

Change in higher education is most visible and palpable in the domain of teaching and learning. On the technology side, it is characterized most strongly by the emergence of the digital learning...

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