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Gamification and learning – developing assessment Part 2

Fresh knowledge has in most cases an expiry date. In the new century, it is often much closer than before. The societal transformation that took decades during the past centuries now takes years and sometimes months. Despite this, the school-system still focuses on distributing and measuring knowledge. This is troublesome since it to a large extent prepares the learners with the knowledge that concerns yesterday’s news. Deficits with traditional testing Besides the problems with the… Continue reading

Gamification and learning – benefits and trapdoors Part 1

This is an updated version of an article that was published a few years ago It empowers creativity, trigging curiosity, gets the mind spinning and gives pride when finishing a task, the list can be made very long on why computer games engage so many people. It is estimated that one billion people around world play games at least one hour per day. At the same time 81 per cent of the global labour force… Continue reading

Engaging tech to improve policy-making

eLearningworld News In the intersection of technology, social sciences and design the founders of Fields Of View are creating games to improve policy-making. The clients are on every level from local authorities to the UN. This as an answer to questions like, how to make policymaking more relevant in people’s lives, how to make policymaking more responsive to societal transformations, and how to make policy-making more efficient by shortening the time from idea to final… Continue reading

Rethinking Math – getting the numbers right or solving problems

In the TV-series Numbers Professor of Mathematics, Charlie Eppes is helping FBI to solve crimes with his special knowledge and skills. One can perhaps question the TV-series title since the core is not the numbers in itself but how to use them to solve in this case crimes. But it could be practically anything in the society and nature. Below is a scene from Numbers about the Game Theory and the principle of prisoners dilemma… Continue reading

Book publishing as a source of success – Today’s development

LEARNING DESIGN IN PRACTICE FOR EVERYBODY  > PART5 > NEW SECTION JUNE 14 2018 In our Swedish edition, we have published a series of stories about book publishing as a source of transformation both at the birth of the industrial society and now in pioneering years of the digital society. In the former transformation the focus of our stories was directed on two protagonists in Sweden during the first half of the 19th Century, the… Continue reading

21st Century School – purpose, worldview and direction

The Industrial Age was almost all about mass-production, mass-marketing and assembly line-like production and distribution of products. The school system worked in the same way, meaning as a formative process to produce knowledgeable workers and good citizens of the nation. This was an environment that was characterised by uniformity, while individual talent, creativity and entrepreneurship were not rewarded. From mass to digital However, what if you remove mass and add digital instead? As we will… Continue reading

A New Generation Student Assessment with an Interactive Real World approach

eLearningworld News Online assessment has been around for a long time, but now the dawn of a new generation is here. One example is that the American Institutes for Research (AIR) is partnering with Tuva where the focus is to make their AIR assessments to not only measuring what the student know but what she can do. The basic method is to interpreting data from realistic and meaningful contexts. The first applications are focusing on… Continue reading

Using Eye-Tracking for skills development with VR-Analytics

eLearningworld News What happens if you combine eye-tracking, VR and analytics? The answer is that you get an environment to monitor what drives human attention across an unlimited number of hypothetical scenarios. This includes areas like improving marketing where e.g. retailer that quickly can optimize a store design after tracking the visual attention of shoppers in the store. Skills development is another area where this concept is making great improvements. For instance, a manufacturing company… Continue reading

Enrich educational impact with support of AI

LEARNING DESIGN IN PRACTICE FOR EVERYBODY  > PART5 > NEW SECTION MAY 23 2018 Artificial intelligence could be a bridge. The connector to improve human interaction and adapting education in accordance with individual preferences and skills. And at the same time, automating administrative tasks in the educational process to make more room for learning and teaching. Data is here the AI language to make it all work. Last thing first, the process of grading homework,… Continue reading

To study History in a Computer Game

eLearningworld News The possibilities of making games to improve history education are next to endless. Strategy, simulations of events and to explore connections between different events or ages, is only some of the structures that are available to activate the learner. Mehmet Şükrü Kuran, Ahmet Erdem Tozoğlu, Cinzia Tavernari at Abdullah Gul University in Turkey is pioneering this form of learning as they have developed an undergraduate history course in which students use historical computer… Continue reading