Strategy for vocational training to meet tomorrow’s challenges

Germany is adopting a new strategy for vocational training and at the same time forming a foundation for a new learning culture. The engine for this consists of a collaboration between the Federal Government, business, trade unions and the Federal Employment Agency. At the launch in Berlin of the strategy Anja …

Blockchain technology impact on Education

A report called “Blockchain in Education” from the European Commission shows the prospects blockchain technology impact on education and its potential to transform the field. The main conclusion is that: “Blockchain technology can help improve old models of data management and bring benefits to learners and educational institutions in the EU …

Design for Learning Environments for Creativity, according to new research

New research from Umeå University in northern Sweden directed on the learning environment’s impact on student’s creative development shows interesting results. As creativity, as well as complex problem solving, is considered as important competences for future learning programmes. Both EU and UNESCO have included this as a prioritised area in …

Gamification of routines take Well Being to a new level Part 1

Research from the University of New Mexico shows significant benefits of including gamification mechanics in products and services. It both triggers inner-motivation as well as health benefits. Professor Nick Flor at Anderson School of Management explains: “Primitive humans evolved an innate affinity for playing games, because games allowed them to …

Which Cognitive skills do Strategy Games and Action Games train?

A research study shows interesting results of how different video game types affect white matter in the brain and cognitive skills. The research focussed on the impact of strategy games and action games. The lead researcher of the study, Chandramallika Basak, PhD, Assistant Professor at The Center for Vital Longevity, …

Augmented Reality forms a bridge between informal- and formal Learning

A research project of Helsinki University focuses on the use of Augmented Reality (AR) technology for learning. It is directed on the motivational and cognitive aspects and shows promising results. The outcome is based on 146 participants, 12-year old Finnish pupils, that was visiting a science centre exhibition. Professor Hannu …

Books are dead and boring … not at all, on the contrary

In the 2009 PISA-survey of student knowledge in various subjects, digital reading comprehension was included for the first time. Sixteen OECD-members and three partner-countries took part. The results showed no direct relationship between more computer-use and higher digital reading comprehension. However, there was a direct correlation between the skills to …