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Use of Edtech in school – Pupils often too passive

Computers have been used to teach basic mathematics and reading since the 1960s. Today, with the use of data analytics and algorithms to adapt the instructional content to each student, still pupils find it difficult when working alone and passively receive information. Joan E. Hughes, an associate professor of learning technologies in the College of Education at The University of Texas at Austin, writes: “Students sit, read, listen, watch, answer questions and receive feedback. Some students just… Continue reading

The Perfect Match for Playful StartUps

eLearningworld News MIT develops new ways to support startup-companies directed on virtual reality and augmented reality. In January this year, the MIT Game Lab in collaboration with Bayview Labs and the Seraph Group, announced the launch of Play Labs. The first 13 startups was selected in June where they received $20 000 as an initial investment. Now the “graduation” event to show their accomplishments have taken place with a wide range of VR- and AR… Continue reading

Visiting ICT Spring Europe 2017 in Luxembourg

eLearningworld News This week (9-10 May) Global Tech Conference, ICT Spring, is opening its doors in Luxembourg to more than 5000 visitors. During two days the latest tech trends and innovations will be explored by more than 100 speakers and through networking opportunities. The founder of eLearningworld Europe AB, LarsGoran Bostrom,  will be visiting the conference during the two days and looking forward to an interesting and inspiring event. Read more about ICT Spring here Continue reading

Making use of gamification in healthcare

eLearningworld News Can digital games improve healthcare? That is what the annual Games4Health Challenge competition is trying to find out. The Lassonde Entrepreneur Institute at University of Utah that is arranging the competition invites college students from all over the world to design games that motivate healthy changes in behavior. The total amount of prize-money this year was 000 and after the time for submission of game-projects ended at the end of March we are… Continue reading

Edtech to transform Professional Training: Police enters Virtual Reality for Neuroscience research

Alabama University improving police training with neuroscience and virtual reality with the focus on stressful “Shoot, and Don’t shoot!”-situations. By measuring brain waves during training in a virtual reality environment the researchers improving the education to make the police officer make the right decision as well as train on which verbal commands and communication that works to de-escalate the threatening situation. The VR-simulator from which the data is collected is used on a daily basis… Continue reading

Virtual reality brain training game to predate Alzheimer’s disease

eLearningworld News A research team with scientists from the Aristotle University of Thessaloniki (AUTH) and the Centre for Research and Technology Hellas/Information Technologies Institute etc. has developed a self-administered virtual supermarket cognitive training game for remotely detecting mild cognitive impairment (MCI). The benefits are that there is no need for an examiner and since it is self-administered one can much earlier detect MCI, and thereby improve the possibility to conduct suitable interventions that can stabilize… Continue reading

Building a modern Learning Environment: Trends and Strategy

One useful concept, one useful technology and one useful device that boost a modern learning environment. Micro-courses Google introduced the term micro-moments as a key for successful digital marketing. This refers to the spaces in life when you are ready to get engaged in order to fulfil a need and are open to make it happen. In this spirit when it comes to the need to learn micro-courses are the answer. Meaning, concentrated experiences to… Continue reading

Latest News: Design Thinking and Virtual Reality in Higher Education

eLearningworld News from US The timing is right for progress of human-centered design in higher education, says Professor Kate Canales in an interview with fastcodesign.com. “Design is poised to make a huge impact in higher ed.” she continues. Design thinking for higher ed both works as a tool for students’ learning as well as a disruptive force since higher ed is growing out of its traditional business model. One example of the former is University… Continue reading

Latest News: Augmented Reality forms a bridge between informal- and formal Learning

eLearningworld News from Finland A research project of Helsinki University with focus on the use of Augmented Reality (AR) technology for learning and directed on the motivational and cognitive aspects shows promising results. The outcome is based 146 participants, 12-year old Finnish pupils, that was visiting a science centre exhibition. Professor Hannu Salmi from the University of Helsinki comments: “Several ICT-based educational materials are old-fashioned. The text-books have only been converted into digital form. However,… Continue reading

Latest News: Wearables as an edtech device

eLearningworld News from US The Stanford aWEAR’16 is the first international wearables in learning and education conference. It took place between November 14-15 and focused on topics like, bridging the gap between humans and technology, wearable technology in the classroom, collecting and processing data about learning and learning context from wearable devices, wearables and virtual reality in learning. The target groups of the conference were individuals in K-12, higher education, corporate learning and existing technology… Continue reading