Monday, February 11, 2013

7 Things You Should Know about Flipped Classrooms

The following is with permission of EDUCAUSE:
The flipped classroom is a pedagogical model in which the typical lecture and homework elements of a course are reversed. The notion of a flipped classroom draws on such concepts as active learning, student engagement, hybrid course design, and course podcasting. The value of a flipped class is in the repurposing of class time into a workshop where students can inquire about lecture content, test their skills in applying knowledge, and interact with one another in hands-on activities. Although implementing a flipped classroom places different demands on faculty and forces students to adjust their expectations, the model has the potential to bring about a distinctive shift in priorities—from merely covering material to working toward mastery of it.
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 The "7 Things You Should Know About..." series from the EDUCAUSE Learning Initiative (ELI) provides concise information on emerging learning technologies. Each brief focuses on a single technology and describes what it is, where it is going, and why it matters to teaching and learning. Use these briefs for a no-jargon, quick overview of a topic and share them with time-pressed colleagues.
Copyright © 2013 Educause

Tuesday, February 5, 2013

NMC Horizon Report: 2013 Higher Education Edition

The New Media Consortium (NMC) Horizon Report is an unbiased source of information that helps education leaders, trustees, policy makers, and others easily understand the impact of key emerging technologies on education, and when they are likely to enter mainstream use.
The 2013 Horizon Report is a decade-long research project designed to identify and describe emerging technologies likely to have an impact on learning, teaching, and creative inquiry in higher education. Six emerging technologies are identified across three adoption horizons over the next one to five years, as well as key trends and challenges expected to continue over the same period, giving campus leaders and practitioners a valuable guide for strategic technology planning.

Time-to-Adoption Horizon: One Year or Less
  • Massively Open Online Courses (MOOCs)
  • Tablet Computing

Time-to-Adoption Horizon: Two to Three Years
  • Games and Gamification
  • Learning Analytics

Time-to-Adoption Horizon: Four to Five Years
  • 3D Printing
  • Wearable Technology