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New tool from MIT to democratise science data

MIT researchers are developing a tool to bring raw science data to non-statisticians in the form of generated models for analysis. In this way, the tool visualises data for everybody for further analysis. This is especially convenient for experts with statistic background to analyze, interpret, and predict underlying patterns in data. The tool currently is available on Jupyter Notebook. It is an open-source web framework that allows users to run programs interactively in their browsers.… Continue reading

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

Digital tools improve the reading skills, new research

New research from Linnæus University in south-central Sweden shows promising results in using digital tools to improve writing- and reading skills. The researcher Thomas Nordström has analysed two methods where the first is to use continual digital assessments for everybody and then use the result to personalise the training of reading and writing. The second focused on pupils with reading and writing disabilities and use of assisting technologies like text-to-speech- and speech-to-text-features. Where the technology… Continue reading

Serious Games to improve behaviour in school and the web?

When so-called serious games for learning purposes first was introduced the focus was set on its benefits to provide a purposeful, fun way to develop cognitive change and knowledge. But can this non-traditional teaching tool also be a source of behavioural change? New research from the eConfidence project and Schoolnet shows that serious games can affect positively on students behaviour. The research is based on a pilot study that was carried out throughout the academic… Continue reading

Design Thinking and Scenario-based Learning

Talent development is one of the basic foundations and challenges to gain a competitive advantage in an ever-changing market. New findings within the field of cognitive learning theory show that current tools and methods actually work. Especially when they are combined in order to build a learning environment they become really effective. The keys to building an effective learning platform with current tools and methods are to Observe human experiences (Looking), to Analyze challenges and opportunities… Continue reading

After Digitization? New Research Program of Quantum Technologies

After Digitization? New Research Program of Quantum Technologies eLearningworld News The German Federal Ministry of Education and Research announces the approval of a new research program within the field of Quantum physics and technologies. The program framework is described as research for “quantum technologies – from the basics to the market” with total funding of €650 million. “We want to continue and expand the strong position of research in Germany in the field of quantum… Continue reading

Lifelong Learning or Opportunities Lost

Like in the 13th Century when a borderless network of universities began to spread the internet was from the beginning a network of scientists beyond the reach of the national governments. Later this developed into a global and anarchistic discussion-forum to on the brink of the 21st Century take another step in to become the global interactive marketplace it is today. A market for social networking, collaboration, ideas, products, and services, which means an environment… Continue reading

Crowdsourcing research to improve outcome

eLearningworld News Anthony Gitter and Casey Greene, both professors of Bioinformatics, wrote in 2016 a paper about biomedical applications for deep learning. Today, they have 40 collaborators whereof most of them now are regarded as co-authors of the paper. Since the professors after finishing the paper set it out for crowdsourcing. The crowdsourced version is called “Opportunities and obstacles for deep learning in biology and medicine,” and was published April 4, 2018, in the Journal… Continue reading

Eye-tracking technology the next big thing?

The areas of use are many for eye-tracking technology, besides the augmented experience in gaming, and the practical improvement of different human behavioural diagnoses like to discover dyslexia, assistive communication, market research, AR/VR, security system in vehicles and research etc. As both Apple and Google recently has bought eye-tracking technology companies and Microsoft has opened Windows to support eye-tracking hardware and software, the market is about take off. For instance research from the Swinburne University… Continue reading

Edtech competition of best practice to support education leaders

eLearningworld News What is best practice to use technology to improve education? To answer this question MIT’s Abdul Latif Jameel Poverty Action Lab (J-PAL) North America has launched a new competition with the focus on the best models and support to identify the most effective uses of educational technology. This should be seen in the light of that the spending on edtech increases dramatically and this grows a demand for evidence-based research of what actually… Continue reading