Tag Archives: White Paper

Conflicted: Faculty and Online Education, 2012 White Paper

Conflicted: Faculty and Online Education, 2012 White Paper | Sonic Foundry

Sonic Foundry sponsored Inside Higher Education and Babson Survey Research Group to conduct online learning surveys of faculty and academic technology administrators. The surveys garnered responses from representative samples of 4,564 faculty members and 591 administrators, from all types of institutions. For an in-depth view of what’s on the minds of these instructors and administrators regarding online education, download your copy of the study report today.

Full Text: Conflicted: Faculty and Online Education, 2012 White Paper | Sonic Foundry.

Enabling the Classroom in the Cloud

Clouds

When confined to physical classroom, many students have had the tendency to daydream beyond the standard four walls. While many a thought may have ventured to being up in the clouds, the concept of the classroom in the cloud actually has a very different meaning. In fact, as a result of leveraging the capabilities of cloud computing services students can now broaden their horizons both literally and figuratively.

A recent Alcatel-Lucent (News – Alert) white paper, A Classroom In The Cloud, explores this concept in depth. It highlighs the possibility of a new business model for educators that builds on the infrastructure of service providers to create an expansive new education platform where the sky is the limit. It is an approach that promises to reduce costs, improve engagement (a reduction in daydreaming) and can actively measure each student’s success — giving parents greater peace of mind.

Full Text: Enabling the Classroom in the Cloud.

Mobile Learning: Delivering Learning in a Connected World

LearnNow Mobile Whitepaper

ASTD and i4cp’s Mobile Learning: Delivering Learning in a Connected World looks at the current landscape of mobile learning in a world in which the ubiquity of mobile devices seems to have created a perfect environment for delivering learning solutions to our workforce, where or when they need it. Mobile technology is changing the world  and our experience of it. From an organizational perspective, mobile learning allows for a spectrum of possibilities that were not present before, and they continue to evolve before us. The findings of this Study indicate that companies with learning functions that help meet both learning and business goals tend to be higher market performers.

Download White Paper: LearnNow Mobile Whitepaper.

Criteria for choosing an E-Learning LMS solution

The choice of an E-Learning solution is certainly a complex task that involves different levels of the company and it is different from case to case.

The answers given by different companies, which largely are already using E-Learning for staff training, showed a concentration of items related to general aspects of provider’s quality and service.

This items are competence (82%), level and quality of customer care (63%), good reference and testimonal  (58%).

Together with these results  competitive price (66%) is a very important variable. The more decisive criteria seem to be less tied to the type of offer than the perception that the choice to be made is solid, safe and affordable.

The Learning Management System remains the heart of online learning, and although it has been recorded decisive improvements in all systems, yet are emphasized the difficulties in terms of navigation (56%).

There is also a remarkable interest for the presence of a mobile version of the platform (37%), which is obviously collecting more and more interest for the recent spread of smartphones and tablets in the professional field.

Download free white paper: Criteria for choosing an E-Learning LMS solution | Docebo E-Learning Blog.

A Primer on Learning Game Design (PDF)

BottomLinePerformance_gamificationOfLearning_20110929.pdf application/pdf Object

The gamification of learning is a hot, hot trend with great potential to improve the quality of learning experiences for adults – not just kids. In the corporate environment – where “rapid elearning” and the NEXT button now dominate – learning games offer a compelling difference in terms of user experience and results. We are sold on the value of games in learning, and we want to actively promote their use. This paper’s intent is to give readers basic knowledge of game design and how to get started with it.

BottomLinePerformance_gamificationOfLearning_20110929.pdf.

How Blogs, Social Media, and Video Games Improve Education

How Blogs, Social Media, and Video Games Improve Education - Brookings Institution

Executive Summary

The appearance of collaboration tools such as blogs, wikis, social media, and video games has altered the way individuals and organizations relate to one another.[i] There is no longer any need to wait on professionals to share material and report on new developments.  Today, people communicate directly in an unmediated and unfiltered manner.

These developments have lowered information costs and altered the dynamics of information dissemination. On some platforms, communications costs have dropped virtually to zero. No longer are communications one way or based on organizational hierarchies. Rather, organizational expression moves in many directions at once and interacts with a wide range of personnel involved in the process.[ii]

The emergence of new platforms has been particularly dramatic in classroom transmissions. As Stanford University communications professor Howard Rheingold notes, “Up until now, ‘technology’ has been an authority delivering the lecture which [students] memorized. If there is discussion, it’s mostly about performing for the teacher. Is it possible to make that more of a peer-to-peer activity? Blogs and forums and wikis enable that. So a lot of this is not new, but it’s easier to do [and] the barriers to participation are lower now.”[iii]

Alan Daly, at the University of California at San Diego, predicts that education innovation “will shift away from experts and capacity building to focus on networks. The budget crisis will continue indefinitely. We have to start thinking about the expertise that resides in the system, and we have to be connected in order to make use of it.”[iv] Daly believes education “is moving away from large-scale prescriptive approaches to more individualized, tailored, differentiated approaches.”

Yet despite the wealth of communications opportunities offered by these changes, their impact on learning and instruction is still not clear. How do these technologies affect students, teachers, parents, and administrators? Do they enable new approaches to learning and help students master substantive information? In what ways have schools incorporated electronic communications in the learning process and messages to external audiences?

[i]Jana Hrdinova and Natalie Helbig, “Designing Social Media Policy for Government,” Issues in Technology Innovation 4 Brookings, (January 2011).

[ii]Darrell West, Digital Schools:  How Technology Can Transform Education, Brookings Institution Press, 2012.

[iii]Howard Rheingold, phone interview by author, July 22, 2011.

[iv]Alan Daly, phone interview by author, April 19, 2011.

Download the Paper (PDF): How Blogs, Social Media, and Video Games Improve Education – Brookings Institution.