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The Century of the Brain and Computing Part 1: Introduction

The Century of the Brain and Computing Part 1: Introduction

”I believe that the 21st Century will be the Century of the brain.” Professor Patrick Aebischer, EPFL Both USA and EU have recently launched extraordinary longstanding projects in order to explore the human brain’s functions and how these work together. In particular for the EU initiative information- and communication technology (ICT) is an important tool in the research. The aim besides to build a solid ground for what Professor Aebischer calls ”the Century of the Brain”… Continue reading

Interactive Learning with Animation and Role Play

Interactive Learning with Animation and Role Play

Research from Uppsala University shows the way Professor Jarmo Rantakokko at Uppsala University examines more methods for interactive learning with focus on interactive animations and role play. One of these pedagogical methods is learning from different scenarios in order for the student to participate in a process virtually. This focusing on to get an understanding of dynamics and how different factors affects a given process and gives the student possibilities to affect the process and… Continue reading

Lifelong learning challenges and solutions Part 3

Lifelong learning challenges and solutions Part 3

Teaching with new prerequisites and collaborative learning In part 2 in this article-series PLE or web-library method and self-studies with technical support were described. In this part we dig into the changes within traditional education according to the teaching by telling method as well as the renaissance for collaborative learning. This helps to improve the prerequisites for lifelong learning.   Teaching with new prerequisites Traditional pedagogy according to teaching by telling method can be refined… Continue reading

NML: The creative generation and the semantic web

Design thinking skills tested in speedy Game Development Competition

Tim Berners-Lee is the scientist that in the beginning of 1990s delivered the Internet to the public by his creation the World Wide Web. The foundation for Web 1.0 was based on HTTP, HTML and URL, a combination that made the web eternal. The result of Berners-Lee’s efforts totally lacks comparison in media history. During the first 1000 days of the existence of the web, 100 000 users produced more than 450 000 websites, thousands… Continue reading

Computer-based tools that overcome natural obstacles in the learning process 2

Computer-based tools that overcome natural obstacles in the learning process 2

Theme Visualization Part 2:Translating communications- and brain research theory to practice The computer used the right way can overcome natural barriers in traditional classroom education. In addition to visualization and facilitate activity in the computer-based tools, these tools can also work as the activating trigger in the traditional classroom. Communications scholar James E. Gruner argues that the following variables determine whether a group of listeners is activated or not in a teaching situation. – Ability… Continue reading

Computer-based tools to overcome obstacles in the learning process

Computer-based tools to overcome obstacles in the learning process

Visualization Part 1: Translating communications- and brain research theory to practice A computer is designed with the human brain as a model. It includes a sensory system that is a poorer version of the human senses. While the computer’s operating memory (RAM) often can be a more powerful information processor than the working memory of the human brain. The third part is the hard drive that corresponds to human’s long-term memory. These similarities and the… Continue reading

How to use computer games pedagogically

How to use computer games pedagogically

Many teachers, parents and researchers are against computer games, but at the same time they are buying games for their own children. Their friends’ play the games, the marketing from the producers are severe and the computer games are an important part of a growing global cyber-culture. This means that the pupils and students are highly motivated. But how can a teacher transform this motivation into a learning experience? According to recent research 80 percent… Continue reading

The NML-generation speeds the development

The NML-generation speeds the development

The European Parliament and the Council of Ministers present digital competence as one of the key areas to the life-long learning. For the net-generation, defined by OECD as New Millennium Learners (NML), the problem is reversed. This generation grew up with a diversity of digital techniques and can be counted on as digital natives. Their problem is that the educational system too often is not adapted to their prerequisites and habits. NMLs are the generations… Continue reading

Three generations of eLearning

Three generations of eLearning

After the decades at the end of the 20th Century programmers ruled almost exclusively over eLearning-development. The result was creative technical solutions that all too often were created at the expense of pedagogy and user-friendliness. And further back, before the IT-boom, the source of electronic learning was recorded tapes where the students should imitate what they heard. So much better with the new pronunciation software that is able to record the user’s voice and compare… Continue reading