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Search results
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2011 Horizon Report
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February 8, 2011
Each year, the Horizon Report describes six areas of emerging technology that will have significant impact on higher education and creative expression over the next one to five years. The areas o…
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7 Things You Should Know About Augmented Reality
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October 15, 2005
Augmented reality adds information and meaning to a real object or place. Unlike virtual reality, augmented reality does not create a simulated reality. Instead, it takes a real object or space a…
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7 Things You Should Know About iPad Apps for Learning
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February 9, 2011
Applications designed for the iPad offer interactive content that takes advantage of touch-screen navigation. The iPad combines robust computational functionality with a screen large enough to …
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7 Things You Should Know About Skype
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December 5, 2007
Skype is a voice over Internet protocol (VoIP) application that lets users make free phone calls between Skype-equipped computers and inexpensive calls between Skype computers and landline or cel…
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7 Things You Should Know About the Evolution of the Textbook
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April 3, 2012
Tablet devices and the publishing they enable are leading us to reconsider what constitutes a textbook , and they certainly change the landscape of what it has traditionally meant to write an…
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7 Things You Should Know About Ustream
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October 21, 2008
Ustream is an interactive web streaming platform that lets users broadcast their own channels on the Ustream network or on a third-party website such as MySpace or Facebook. Ustream offers a plat…
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If You Give A Student A Computer: Patrick McElroy Suggests a Win-Win Model for Managing Growing Demand for Digital Learning Content
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January 1, 2003
One of the NLII's top priorities is the fostering of market structures for the development and delivery of interactive learning materials. The program is focused especially on markets that pro…
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Principle-Based Technology and Learning Environment Design for Managing Growing Demand for Digital Learning Content
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January 1, 2003
Technology that supports and enhances learner-centered practices is a key theme and an important research area for the NLII and one of the reasons Margaret Haughey, editor of the Journal of Distanc…
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Putting the Learner at the Center: Next-Generation Innovation Emphasizes Enabling Learning in Classrooms and E-Learning Environments
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January 1, 2003
Learner-centered practices are instructional design and teaching practices that are based on what we know about learning and cognition. Such practices encourage meaningful learning and create envir…
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Reflecting, Writing, and Responding: Reasons Students Blog
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January 1, 2007
Faculty and students are recognizing blogging's learning potential, including the chance to practice writing, reflect on others' thinking, and respond to critical analyses of one's…
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