What's the Difference Between eLearning and mLearning? Here, we list down four of the main differences between both.
The digital world is a vast expanse of learning and entertainment. But it is in this digital world that kids are also exposed to many risks, such as cyberbullying, technology addiction, obscene and violent content, radicalization, scams and data theft. The problem lies in the fast and ever evolving nature of the digital world, where proper internet governance and policies for child protection are slow to catch up, rendering them ineffective.
Moreover, there is the digital age gap. The way children use technology is very different from adults. This gap makes it difficult for parents and educators to fully understand the risks and threats that children could face online. As a result, adults may feel unable to advise children on the safe and responsible use of digital technologies. Likewise, this gap gives rise to different perspectives of what is considered acceptable behaviour.
So how can we, as parents, educators and leaders, prepare our children for the digital age? Without a doubt, it is critical for us to equip them with digital intelligence.
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This paper takes a deeper look at techniques suitable for education and e-learning, and comes out with a model that describes the design of educational gamification.
Just like anything else that involves human experience or interaction, the act of learning does not happen in a vacuum. It is at the intersection of prior knowledge, experience, perception, reality, comprehension, and flexibility that learning occurs. In years past, the traditional learning paradigms of behaviorism, cognitivism, and constructivism have been the benchmarks against which the learning process has been measured. What happens, though, when you throw into the mix all the technological advancements that have come about over the last 40-50 years? These theories certainly do not become obsolete by any means, but they do need to be used in a very different way to be able to incorporate the attributes of a 21st century learning environment. In today's technology-rich society, it has become increasingly important to learn how to learn. Vail put it simply by declaring that learning must be a way of being (1996).
Give students a new way to interact with information and Thinglink's virtual reality app is a great example of this technology in action.
Showbie is a free educational app for teachers and students that makes creating and completing assignments, providing assessments, and storing grades easy.
Apple CEO Tim Cook thinks code should be taught in every school.
Here are some great free and fun online creativity tools and resources for letting students get super-creative. Try them out with your next projects.