One of the first, lame criticisms of Apple's iPad was that it would only be useful for consuming content, not creating it.
Wrong!
Sure, the iPad is great for reading web pages and watching videos. But it has also become a very potent, very cool device for being creative.
Its creative use cases range from a DJ kit -- that's iPad DJ Rana Sobhany pictured -- to a tool for making amazing illustrations and music.
And app developers and artists are creating new uses all the time. Let us know if we've missed something cool.
This section of the report describes the trends expected to have a significant impact on the ways in which colleges and universities approach their core mission of teaching, learning, and creative inquiry.
Short-Term—Driving technology adoption in higher education for the next one to two years
Redesigning Learning Spaces
Blended Learning Designs
The <e-Adventure> platform is a research project aiming to facilitate the integration of educational games and game-like simulations in educational processes in general and Virtual Learning Environments (VLE) in particular. It is being developed by the <e-UCM> e-learning research group at Universidad Complutense de Madrid, with three main objectives:
Reduction of the development costs for educational games
Incorporation of education-specific features in game development tools
Integration of the resulting games with existing courseware in Virtual Learning Environments
From this website we wish to promote the use of the tools developed as part of the <e-Adventure> project. The core of the <e-Adventure> project is the <e-Adventure> educational game engine, that runs games defined using the <e-Adventure> language. Authors can use the graphical editor to create the games or directly access the human-readable source documents that describe the adventures using XML markup. With <e-Adventure>, any person can write an educational point & click adventure game.
This fall, MIT Professor Shigeru Miyagawa flipped his classroom as he taught two versions of Visualizing Japan to two distinctive audiences at the same time. He co-taught the massive online open course (MOOC) VJx on edX, as well as the residential version of the course, 21F.027, to students at MIT. The students in the residential class were assigned the MOOC video lectures and quizzes to complement their classroom work.
The Aalborg Centre for Problem Based Learning in Engineering Science and Sustainability is a category 2 centre under the auspices of UNESCO, approved by the General Conference of UNESCO in November, 2013. The Aalborg Centre was formally launched on May 26, 2014.
Globally, there is a need for educating engineers and scientist who can participate in development of sustainable innovations. This will imply a reform of engineering and science education to educate engineers with employable knowledge and skills.
The Aalborg Centre contributes to a reform strategy to higher education by combining Problem and Project Based Learning (PBL), Engineering Education Research (EER) and Education for Sustainable Development (ESD). This is a unique combination of Research & Development areas that are mutual dependent and complementary.
A driving force for the Aalborg Centre is the exemplary practice Aalborg University has for both PBL and integration of sustainability in engineering and science education. Since 1974, Aalborg University has practised PBL as the pedagogical learning methodology during the entire study period. Aalborg University has also the objective for all students to gain sustainability knowledge, skills and competences as a result of a series of sub-learning outcomes throughout the education.
The Aalborg Centre encompass the UNESCO Chair in Problem Based Learning (UCPBL) which was established in 2007 and is renown for its accomplishments in supporting the development of Problem Based and Project Based Learning in Engineering Education. The Obel Family Foundation has kindly offered to sponsor the UNESCO Centre in PBL for a period of five years with the main task to lead the Aalborg Centre.