Ubiquitous Learning and Instructional Technologies MOOC’s Updates
Technology which genuinely makes a difference to the dynamics of learning.
There are many other learning technologies that can make a difference to the dynamics of learning. Here are some examples:
Gamification: Gamification is the use of game elements and mechanics, such as points, badges, levels, leaderboards, and rewards, to motivate and engage learners in non-game contexts. Gamification can enhance learning by providing feedback, recognition, challenge, and fun. For example, gamification can be used to create interactive quizzes, simulations, or scenarios that test learners’ knowledge and skills1.
Podcasting: Podcasting is the creation and distribution of audio or video content that can be accessed on demand by learners. Podcasting can offer learners flexibility, convenience, and personalization. For example, podcasting can be used to deliver lectures, interviews, stories, or discussions that learners can listen to or watch at their own pace and preference2.
Virtual reality (VR): VR is a technology that creates immersive and interactive simulations of real or imagined environments, using devices such as headsets, controllers, and sensors. VR can provide learners with novel and exciting experiences that capture their attention and interest. For example, VR can allow learners to explore historical sites, natural wonders, or fictional worlds, and interact with characters or objects in the simulation3.
This project idea on computer-mediated learning environments is highly relevant and aligns with current trends in education.