This blog is a virtual "Community of Practice" for educators, instructional designers and multimedia developers supporting EducationalTechnology (ET) projects by addressing electronic-learning of all types and technologies, while offering reliable research. ~ No critiques, thoughts, or opinions are offered by the moderator of this Blog. But your feedback may affer others better insights into the researchers'/authors'_work by asking, "Is the study/works applicable or useless to practitioners?
Thursday, October 25, 2012
How do Researchers in the Humanities Use Information Resources?
Several factors influence how researchers engage with information throughout
the research cycle. These might be grouped into two broad categories. Continue by reading 'How do Researchers in the Humanities Use Information Resources? by Ellen Collins , 2012.
Sunday, October 07, 2012
Connectivism and Connective Knowledge
An ebook offered by Stephen Downes of Canada on Connectivism and Connective Knowledge, Essays on meaning and learning networks.
The Wiley Wiki
For those who are interested in viewing how open-source learning can be achieved. Here is the Wiley Wiki, pioneering the idea of open online content that can be edited by course participants. Like a wiki, like Wikipedia,and this page, the massive open online course (MOOC) begins with the idea that participants can add to and change the learning content.
Periodic Table of Visualization Methods
Coming from the Visual Literacy Organization is the "Periodic Table of Visualization Methods."
This table is amazing and fun to review...
Wednesday, October 03, 2012
Conducting empirical research in virtual worlds: experiences from two projects in Second Life
We have been asked for more Second Life/Virtual Worlds empirical studies. Here is The Researcher’s Toolbox posting for November 2010. The Open University in the UK, has conducted empirical qualitative research in Second Life, a virtual world. The first project is in the education domain in which they are investigating the designs of learning spaces in Second Life, while the second project is related to shopping and consumer behavior of users in Second Life. In this paper, they discuss their experiences of conducting empirical research in virtual worlds with a specific focus on the following aspects: ethical norms, real-world and virtual identities, privacy of the participants, communication modalities (voice, text and use of gestures), logistics of conducting user-based studies, and skills and training needs of researchers. (contributed by SL Scarlett Sismondi)
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