Organizational Unit:
Center for 21st Century Universities

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Now showing 1 - 4 of 4
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    Blended Learning in Practice: A Guide for Practitioners and Researchers
    ( 2019-04-11) Aiello, Brittany ; Goel, Ashok K. ; Kadel, Robert S. ; Margulieux, Lauren
    A Guide for Practitioners and Researchers (MIT Press) A guide to both theory and practice of blended learning offering rigorous research, case studies, and methods for the assessment of educational effectiveness. Blended learning combines traditional in-person learning with technology-enabled education. Its pedagogical aim is to merge the scale, asynchrony, and flexibility of online learning with the benefits of the traditional classroom―content-rich instruction and the development of learning relationships. This book offers a guide to both theory and practice of blended learning, offering rigorous research, case studies, and methods for the assessment of educational effectiveness. The contributors to this volume adopt a range of approaches to blended learning and different models of implementation and offer guidelines for both researchers and instructors, considering such issues as research design and data collection. In these courses, instructors addressed problems they had noted in traditional classrooms, attempting to enhance student engagement, include more active learning strategies, approximate real-world problem solving, and reach non-majors. The volume offers a cross-section of approaches from one institution, Georgia Tech, to provide both depth and breadth. It examines the methodologies of implementation in a variety of courses, ranging from a first-year composition class that incorporated the video game Assassin's Creed II to a research methods class for psychology and computer science students. Blended Learning will be an essential resource for educators, researchers, administrators, and policy makers.
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    How Educational Design Research Can Help Win the Race Between Human Learning and Machine Learning
    ( 2019-03-07) Reeves, Thomas C.
    Over the past 25 years, major advances have been made in the development of machine learning, also referred to as "deep learning," a branch of artificial intelligence (AI) whereby computers are programmed to analyze large data sets and make inferences about new data. The capacities of deep learning machines to see and understand, listen and speak, read and write, and integrate information and make judgments are developing at amazing rates. Among other uses, deep learning algorithms are automating jobs done by humans at an ever-increasing rate. While we have grown accustomed to thinking that robotics would take over most manufacturing tasks, most of us have not begun to grapple with what machine learning advances mean for the professions such as law, medicine, and education. These developments have major implications for education and training at all levels. Bold new educational design research initiatives are needed to increase the odds that humans will prevail in the accelerating race between human learning and machine learning.
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    Using IMS Standards to Advance Next-Generation Digital Learning Environments (NGDLE)
    ( 2019-02-26) Suess, John
    The NGDLE is a vision for a learning ecosystem not a detailed technical specification. As such, the NGDLE will evolve over time as technology matures and the research in teaching & learning identifies effective practices. This talk focuses on what Jack Suess (UMBC) believes to be three essential elements for success: 1. The role of standards in building a learning ecosystem, the most important standards to follow, and why standards such as Open Badges, Comprehensive Learning Record, and LTI-Advantage are essential for interoperability and integration; 2. The importance of learning analytics in advancing effective practices in course design and pedagogy, student graduation and retention, and personalization of learning; and 3. The importance of universal design principles to think more broadly about accessibility of learning resources and to move beyond a course-centric view of learning.
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    Extended Reality (XR) for Teaching and Learning
    ( 2019-02-07) Contis, Didier ; Joyner, David A. ; MacIntyre, Blair ; Malesevic, Miroslav ; Posner, Noah ; Swarts, Matthew E.
    Extended reality (XR) refers to real-and-virtual combined environment, including virtual reality (VR), augmented reality (AR), and mixed reality (MR). This talk explores the potential uses for extended reality in teaching and learning. We will discuss projects currently underway in Georgia Tech classes and discuss the future of XR in education.