We have looked here before at how OCW has shaped education in the last ten years, but in many ways much of the content that has been posted online remains very much “Web 1.0.” That is, while universities have posted their syllabi, handouts, and quizzes online, there has not been — until recently — much “Web 2.0″ OCW resources — little opportunity for interaction and engagement with the material.
But as open educational resources and OCW increase in popularity and usage, there are a number of new resources out there that do offer just that. You probably already know about: Khan Academy and Wikipedia, for example. But in the spirit of 10 years of OCW, here’s a list of 10 cool OER and OCW resources that you might not know about, but should know:
The Kaloy Foundation has created a Prize called "International Kaloy Prize - University of Geneva" , in order to support research about the relationship between neurosciences and cognitive sciences - on one hand - and the theory of knowledge and the philosophy of the brain function - on the other. More info
KForge is an open-source (GPL) system for managing software and knowledge projects. It re-uses existing best-of-breed tools such as a versioned storage (subversion), a tracker (trac), and wiki (trac or moinmoin), integrating them with the system’s own facilities (projects, users, permissions etc). KForge also provides a complete web interface for project administration as well a fully-developed plugin system so that new services and features can be easily added.
The last few years have witnessed a growing recognition of the educational potential of computer games. However, it is generally agreed that the process of designing and deploying technology enhanced learning resources generally and games for mathematical learning specifically is a difficult task. The Kaleidoscope project Learning patterns for the design and deployment of mathematical games aims to investigate this problem. We work from the premise that designing and deploying games for mathematical learning requires the assimilation and integration of deep knowledge from diverse domains of expertise including mathematics, games development, software engineering, learning and teaching. We promote the use of a design patterns approach to address this problem.
Our latest outcome is a draft pattern language, which addresses both the process of designing and deployning games for learning and the structure of such games. Our pattern language is suggested as an enabling tool for good practice, by facilitating pattern-specific communication and knowledge sharing between participants. We provide a set of trails as a 'way-in' to using the learning pattern language.
In this talk we review the theoretical foundations of our work, demonstrate the language by following one of the 'trails' through it, and illustrate how this language could be used in a participatory design methodology. We also direct participants to our on-line interactive tools, which allow them to engage with our work beyound the scope of the talk.
P. Goodyear, and L. Markauskaite. HERDSA (Higher Education Research and Development Society of Australasia) Conference: 32nd, 2009, Darwin, Australia, National Centre for Vocational Education Research (NCVER), (2009)
M. Scardamalia, and C. Bereiter. Advances in applied psycholinguistics, 2: Reading, writing, and language learning, Cambridge University Press, Cambridge, (1987)