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Best approach to Entrepreneurship Education at Universities

New research on Entrepreneurship Education at Universities from Örebro University in Sweden shows that best practice for this field requires a design thinking approach. The authors Gabriel Linton and Markus Klinton write as a background: “Entrepreneurship has traditionally been taught from a business administration perspective, where predicting the future is central and where the world is seen as linear with known inputs and outputs. The world of entrepreneurs is quite different, usually highly uncertain environment,… Continue reading

How to Engage with Gamification for Serious Results

Add game mechanics with engaging triggers like exploring, gaining recognition for efforts in real time, advancing on the Leaderboard, choosing and refining strategy, gaining new knowledge and skills are features that interact with the human mind. Then put all this in a real-world scenario. The outcome is gamification and a boosted environment to engage to reach your organisational goals. As Professor Nick Flor at Anderson School of Management writes: “Primitive humans evolved an innate affinity… Continue reading

Universities in the Digital Age and Scientific Publishing

Later this year we will publish a trend report about European universities transformation into the digital age. In the story below follows some pioneering cases of using digital technologies and new pedagogies in higher education from other parts of the world to adapt to the digital society’s prerequisites. This also includes the importance of scientific publishing as the main source to fight one of the downsides of the developing society, the floods of fake news.… Continue reading

Gamification Design to refine and reform behaviour

Technavio, a global technology research and advisory company, identify three trends with a focus on educational content in its recent report. Besides interactive content and adaptive learning technologies, gamification design is considered to have a strong impact on the coming years. But how do you integrate fun and engaging game mechanics in an educational environment? Gamification Design Use creativity, solve problems, make your curiousity take you further for more fun, win more points, reach a… Continue reading

If anybody thinks edtech does not transform the foundation of education, think again!

The future of education is cross-disciplinary. One-size-fits-all classroom education becomes an adaptive learning environment. Educational publishers becoming learning science companies. And as facts in an ever-changing world fast get obsolete focus instead will be set on analysis, understanding and learning by doing etc. Especially, since the student has a knowledge-bank called the web is at her fingertips. In this spirit, Penn State University now is opening the Center for Arts and Design Pedagogy (C-PAD). The… Continue reading

The Lab – A symbol of the Digital Society and its Learning Part 3

“In theory, there is no difference between theory and practice; but in practice, there is.” Albert Einstein is often connected to this quote. However, these words are included in written sources from 1882. At that time Einstein was three years old. So it is unclear who really was the source of this timeless wisdom that is getting a new dimension in the digital society. Driving-forces of the new dimension Human organisational forms are going from… Continue reading

Empathic Design that collaborates with peoples minds

Empathic design is focusing on the receivers subconscious desires by finding the implicit reasons people use your product or service. To put this method in practice you have to map emotions and motivations from potential target groups. Where you use formative research instead of summative research that usually is more common in design projects. Formative research begins at the beginning of a design project to work as a guide to align the design towards the… Continue reading

Multiple-choice questions – what are they good for? New research on Learning Design

LEARNING DESIGN IN PRACTICE FOR EVERYBODY  > PART5 > NEW SECTION OCTOBRE 4 2018 Multiple-choice questions have been the main type of exercise for testing and evaluating knowledge of the past 100 years. New research by Associate Professor of Education and  Psychological & Brain Sciences Andrew C. Butler at Washington University in St. Louis takes the concept one step further. His research shows not only best practice for using multiple-choice questions in tests and assessment,… Continue reading

Best Practice to develop learning experiences for Millennials

Best Practice to develop learning experiences for Millennials Time to let go of detailed curriculums and the value of statistics from learning should be used less to grade the student and more to personalise the learning experience. In this development, digitization is the main driving force. Vital sensible intelligence about the development is to be found when analysing the millennial’s preferences. Two new reports from Pew Research Center and Umeå University in Sweden about Millennials… Continue reading

Leonardo Da Vinci’s five thousand sides and pages

Leonardo Da Vinci is most famous for his work as an artist and the so-called central perspective in this visual art form. In addition, his scientific experimentation with exciting discoveries and descriptions for the future is also widely known. Besides this, he was a distinguished musician. An area where he gained a lot of inspiration, not least to give his writing a new dimension and sides. In total, five thousand written pages are preserved from… Continue reading