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.
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.
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.
Wilfrid Laurier University in Waterloo, Ontario just signed a five-year agreement to implement the Desire2Learn Learning Environment across the entire university, replacing its legacy WebCT learning management system.
The Hank Greenspun School of Journalism now has one of the most noteworthy homes on the University of Nevada, Las Vegas campus. Brand-new and beautiful on the outside with a full array of industry-standard production technology inside, Greenspun Hall is more than just a stunning building--it represents a new era of journalism education...
What do you do when 500 applicants are competing for 60 seats in your nursing program? If you're Riverside Community College, you don't just turn those students away. You scramble your technology leaders and launch a distance learning program to help meet the demand.
Wisconsin's Saint Norbert College uses video games in the classroom to correlate gaming behaviors with learning behaviors.
By virtually every measure, electronic learning is experiencing unprecedented growth and will continue to do so for the foreseeable future. A new analysis and forecast released this month by research firm Ambient Insight bolstered previous research in this area, showing that electronic learning, by dollar volume, reached $27.1 billion in 2009 and predicting this figure will nearly double that by 2014, with academic institutions leading the way.
Samsung Techwin this month introduced the SamCam 860, a 1.4 megapixel classroom document camera. The SamCam 860 also incorporates a number of video features for both capture and play.
Two companies are teaming up to create mobile applications for education. Moodlerooms, which develops education programs that run on the open source course management system Moodle, will be working with DubMeNow, which creates mobile software.