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Making Education adapt to the Digital Age with AI, Blockchain and Gamification

LEARNING DESIGN IN PRACTICE FOR EVERYBODY  > PART5 > NEW SECTION FEBRUARY 13 2018 Boosted involvement and engagement, deepened personalisation and streamlined administration, this is what these technologies basically accomplish for education, but there is loads of added value beyond this. And since the digital age is triggered by trial- and error applications, embraces and demand individual talent and skills, and mobility and automation is other signs of the time, gamification, artificial intelligence and blockchain… Continue reading

Growth hacker design – Boosting an entrepreneurial mindset

LEARNING DESIGN IN PRACTICE FOR EVERYBODY > PART5 > NEW SECTION JANUARY 27 2018 In making design thinking the most powerful force of development in an organisation, the strategy should be set on reducing the time frame of identifying an internal or external problem, and with the eyes from the stakeholders perspective come up with a solution to test and implement when it is workable. Always think, user-experience design first, for whatever the problem and solution… Continue reading

Making design the engine to achieve your goals

Learning Design in Practice for Everybody > Part5 > New section January 19 2018 First of all, you need to design an entrance, a window of opportunity that satisfies the preferences of the target group(s) and also that engages the mind on an individual level. Purpose, outcome and interactivity but also unique aesthetics are important, and at the same time to not produce a cognitive overload for the receiver. Especially since it is at the… Continue reading

How Blockchain technology can impact Education

eLearningworld News A new report called “Blockchain in Education” from European Commission shows the prospects of using blockchain technology in 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 – if policymakers are well prepared to embrace the change.” The last part is very important and should be seen in… Continue reading

Signs of the time! Publishing and Learning Design trends

Learning Design in Practice for Everybody > Part5 > New section December 21 2017 Virtual Reality will have a great impact on future publishing and learning is a trend that acknowledged by many sources. But what is really the benefits when using VR in practice within these areas. Let’s turn to journalism as an interesting example. In a study from Penn State University the participants described the experience of VR-journalism in comparison to text-based articles… Continue reading

Robots boost student’s engagement to learn, new research

eLearningworld News New research from Michigan University shows that robot learning generally benefits remote students more than traditional video-conferencing where multiple students are displayed on a single screen. MSU’s College of Education started using robot learning in 2015 where the robots are placed in class with a integrated video screen that is controlled by the remote student. In this way the student can communicate with others in the room and also move around within it.… Continue reading

Gamification in Practice in Schools and a Museum

eLearningworld News How to improve language learning in school? In a EU funded project via the Erasmus+ programme, partner schools from Malta, Spain, Poland, Greece, Turkey and Italy are exploring the opportunities. The driving forces on the gamified learning area in comparison with traditional pedagogy is engaging storytelling, problem-solving and using strategies, playing by the rules and gaining points as the pupil progress. The languages the pupils learn is English and German as a second… Continue reading

The story of the making of the 6iModel based on da Vinci’s Design Thinking Codes

Learning Design in Practice for Everybody > Part5 > New section November 17 2018 Building learning experiences have never been more complex and interesting as the digitalization of education is gaining speed. The video below describes the design process of the 6iModel, that is a model developed for learning design projects but works equally good for all forms of human-centric projects where purpose, creativity and problem solving are the driving forces that breed success. Not… Continue reading

Creative environments: Six fundamental principles

Learning Design in Practice for Everybody > Part5 > New section October 17 2017 Describing the research of creativity is like the fable of the blind men trying to describe an elephant by touching different parts of its body. One of them touches the tail and says that it is like a snake, another touches the body and says that it is like a wall and so on. Consequently, you have to see the whole… Continue reading

Reading on paper and computer screen, what are the differences?

Learning Design in Practice for Everybody > Part5 > New section October 13 2017 There are significant differences between how people read a text on a computer-screen in comparison to a printed page. Studies show that when somebody reads a printed page she often reads word by word and row after row. While web pages research shows that 79% of the participants in a test instead scan the text. The participants of the test stopped… Continue reading