We asked two web 2.0 gurus in higher education for their favorite tools that offer the most impact on instruction. All are easily accessible software tools with a low technology threshold, making them generally easy on tight IT or departmental budgets and personnel resources.
The increased availability and use of open educational resources (OER) may complicate assessment, but assessment methods such as student commentary may help.
ePortfolios have been used widely in recent years for institutional assessment, but now academic ePortfolios have finally "arrived."
Momentum is building for open content in higher ed, from MIT's OpenCourseWare to a whole slew domestic and international initiatives. New Media Consortium's Larry Johnson describes some of the hurdles that still remain.
Houston Community College is giving their students more flexibility while taking some of the enrollment pressures off Texas universities. Campus Technology speaks with Houston Community College's Vice Chancellor for Information Technology, William E. Carter, about flexible, online programs--in particular, HCC's Ready When You Are.
Eighty-two percent of students in higher education turn to Wikipedia for their course-related research. But, according to a new report out of the University of Washington, most are doing it just to give their research a jump start.
Early adopters may wonder why other faculty seem so slow to incorporate technology in their courses, but there are actually many external barriers to adoption, including long-held expectations by students and their parents, the endurance of classrooms designed as lecture spaces, and several other standing elements like existing syllabi, textbooks, and even the need to fulfill tenure requirements.
A new book on Web 2.0 Concepts and Applications was published this past week by Course Technology as part of the popular Shelly Cashman series of introductory IT texts.
Autodesk has introduced free curriculum to teach post-secondary students how to develop games. The "Vehicle for Games" is a free, 16-week Web-based course with hands-on training for the entire game development pipeline, from concept art to creating an engine-ready asset.
In this candid and eye-opening interview, Philip Hutchison, a household name in SCORM and the man behind Pipwerks, gives his thoughts about the current state of SCORM and e-learning in general, touching on subjects such as how he became one of the go-to SCORM resources, why the authors of SCORM were trying to do too much, and how the PowerPoint-ization of training isn't a good development for e-learning.