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 …

3D-Printing in Education – Digitization of Things takes learning to a new level

Think of a future where all things are created without any waste, with personalised design and with a machine that could be in everybody’s home. Buy an item on the internet. You receive a drawing that you can adapt to your own requirements or build the item by yourself from …

How to integrate EdTech in Your Learning Environment

Let’s see how an organisation can reach Level 3 on the eLearningworld Digital Maturity Model. To make learning more effective and in general improve the learning experience. The teachers/educators were trained at Level 2 and to some extent, digital content is used in the education. But now is the time …

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 …

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 …