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Serious Games – Minecraft

Serious Games – Minecraft

The research of Dr. Hiller Spires and Dr. James Lester at NC State University investigates how games can influence problem solving for middle grade students in STEM education. I first looked at their work back some five years ago or so. Lester runs a research lab on games in education through the College of Engineering in computer

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E-Learning Used More Often Than Classroom Training

E-Learning Used More Often Than Classroom Training

According to research done by Chief Learning Officer magazine’s Business Intelligence Board there has been a steady increase in synchronous, or instructor-led, and asynchronous or self-paced e-learning. E-learning overall has overtaken traditional classroom training. According to the previous year’s report, this shift has taken place just over the past year. All expectations are that we will

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Games are about rewards. Why not learning?

Games are about rewards. Why not learning?

So, before you go and say that games in learning or gamification in learning isn’t for adults, let me just remind you that every age enjoys playing games. My Great Aunt Flo taught me how to play Spite and Malice, a card game she regularly played with her friends until she was well into her 80’s.

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Great Example of Animation Partnered with Handouts

Great Example of Animation Partnered with Handouts

One effective use of animation is to explain difficult concepts through leveraging gestalt principles in a purposeful way: partner like concepts through color or diagrams; bring attention to main concepts, repetition and visual consistency in movement and shape or color; and through audio where music and sound effects support visual cues. Years ago an intern of mine working

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In 2016: Cloud Computing, Augmented Reality, Games

In 2016: Cloud Computing, Augmented Reality, Games

In an article by Jennifer Klostermann on CloudTweaks, the future of EduTech this year is in cloud computing, mobile learning, augmented reality and gesture-based learning, and game-based learning. These are a safe bet to be a spot-on projection for this year and certainly the next several years to come. The exciting area is where each of these

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Instructure Releases Arc – An Exciting New Interactive Video Tool!

Instructure Releases Arc – An Exciting New Interactive Video Tool!

Instructure, a tech company that also developed the LMS Canvas, has released a beta version of Arc, a new video tool that allows users within a learning community to interact with video content – as a community of learners. Their tool allows instructors to track student use of video content, to better integrate this content

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Everybody’s Talking About Gamification

Everybody’s Talking About Gamification

A recent article put out by the Wharton School of Business with the University of Pennsylvania shares several ways companies are using gamification as a motivator for employees, particularly in sales fields. Of course, as with any successful design solution, a sound understanding of what the solution should accomplish and an analysis of the target audience are critical in designing

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Some Approaches to Mobile Learning

Some Approaches to Mobile Learning

If you’re new to the idea of mobile learning and want to quickly get up to speed, a book that came out last year titled “Mastering Mobile Learning”, written by Chad Udell and Gary Woodill, may be a good place to start. This text is particularly useful in the corporate training setting and overviews some of

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CSR and Sustainability are NOT the Same

CSR and Sustainability are Not the Same

If you’re new to CSR and Sustainability, I’ll share a quick overview here. I think most businesses today, as is the case with The Farthest Pixel, recognize that almost all of us are consumers of the Earth’s resources. Be it paper or energy or agriculture – most of us in fact use a lot of resources in order to fulfill

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E-Learning- A Projected $243 Billion Dollar Business by 2022

E-Learning: A Projected $243 Billion Dollar Business by 2022

Classrooms are emptying and e-learning is growing exponentially in both the corporate setting as well as k12 and higher education. Internet technologies have improved and become more powerful and diverse, and interactive media technologies have seamlessly ported to the Web. Today, the ability to meet learning needs in an online environment have very few limitations when

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