32 resultados para Digital Games
em JISC Information Environment Repository
Resumo:
Tracey Holt introduced Triptico to her department after attending training from Sue Shercliff, ESOL Lecturer. Triptico is a resource for teachers to use in conjunction with their interactive whiteboards that currently contains around 20 different interactive resources - all of which can be easily edited, adapted and saved for later use. This quickly spread throughout the entire college. It is a fantastic free resource which promotes more interaction in the classroom between the teacher and students.
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John Latham, International Projects Co-ordinator at Lancaster and Morecambe College (LMC), got involved with the project Serious Computer Games as a Teaching Tool (SCOGATT) after using the game EnerCities with his students. The web based platform at www.scogatt.eu serves as a One Stop Toolkit for vocational teachers and trainers who want to use serious computer games (SCG) in their teaching environments but might need a helping hand. There they will be able to find a compendium of serious games, SCOGATT pilot results, teacher reports and the exemplar games, EnerCities.
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Students have a lot to say about their digital environment, if we listen. But behind the headline messages what they want is complex and contradictory. Different learners need different kinds of technology and technical support to succeed. These posters can be used to stimulate discussion between staff and students as a way of developing a shared understanding of the complexity of these issues. The posters have been updated from their originals to reflect the emerging findings from the FE Digital Student study as well as the HE strand.
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The original ‘Enhancing the digital student experience’ cards have been updated to incorporate the findings from the HE Digital Student consultation and also from the emerging findings from the FE Digital Student project. These ‘Digital Student’ cards are designed to support conversations about students’ digital experience
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Since the launch of the JISC guide Innovative Practice with e-Learning (JISC, 2005), so much has changed. At that time, early adopters were exploring the potential of mobile and wireless learning. Since then, the increased availability of public and institutional wireless networks, the emergence of new and more powerful technologies and an increase in personal ownership of these technologies are changing the way we connect, communicate and collaborate. Emerging Practice in a Digital Age, one of a series of Effective Practice guides, draws on recent JISC reports and case studies and looks at how colleges and universities are continuing to embrace innovation and respond to changes in economic, social and technological circumstances in a fastchanging world.
Resumo:
Learning in a Digital Age is one in a series of Effective Practice guides. It demonstrates, through a range of case studies, how institutions are using technology to attract and retain diverse groups of learners, offer professional development opportunities for their staff, and enhance engagement and collaboration with employers and other organisations with a stake in effective lifelong learning.
Resumo:
What contribution can technology make to ensuring that assessment and feedback processes are agile, streamlined and capable of promoting high-quality learning? Effective Assessment in a Digital Age, one in a series of Effective Practice guides, draws on recent JISC reports and case studies depicting different contexts and modes of learning to explore the relationship between technology enabled assessment and feedback practices and meaningful, well-supported learning experiences.
Resumo:
Effective Practice in a Digital Age is designed for those in further and higher education who aim to enhance the student learning experience through apt and imaginative uses of technology. A visually rich publication, Effective Practice in a Digital Age outlines key aspects of designing learning in a technology-rich context and is structured to address the needs of experienced practitioners as well as those new to technology-based learning and teaching – the ten newly researched case studies offer a choice of pathways reflecting the diversity of approaches taken by practitioners in current UK practice.
Resumo:
Images of Research is the annual competition and exhibition from the University of Strathclyde, which is designed to broaden the appeal of the university's research outputs to the general public. This year, to bring the research to life Chris Thomson, subject specialist - online learning and the digital student experience, Jisc, helped to support the participants in using digital storytelling. Rachel Clark, project coordinator at the university, talks about the thinking behind the exhibition.
Resumo:
A synthesis report based on the final report of the FE digital student study into FE students' expectations and experiences of the digital environment. The report outlines the key challenges, learning provider solutions, sector solutions and commentary on main findings. Appendix 2 includes a list of project outputs.
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Case study on how Shrewsbury College has redeveloped their induction training for staff and students to enhance safeguarding and e-safety.
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Case study on six partner organisations in the eastern region and how they have supported learners on apprenticeship and traineeship programmes.
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Case study on Lewisham Southwark College and how they are encouraging students and staff to engage with a wide range of technologies to develop their digital confidence and capability.
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Case study on how Furness College are collaborating with BAE Systems to co-develop an interactive learning package to support the delivery of the performing engineering operations qualification.