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4 Benefits of AI for Learners… and Teachers

KnowledgeOne

Numerous empirical studies have demonstrated the link between better performance and a more challenging task – within the competence limits of the individual performing it – (Locke and Latham, 2002; Latham, 2007; Latham and Locke, 2007). Stimulate memory retrieval. Intelligent Adaptive Learning: Everyone’s Training!

Learner 94
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Connected pedagogy: Social networks

Learning with e's

We read of how groups can self-organise and co-ordinate their actions in connected global environments (Shirky, 2008) and that there seems to be no limit what a tribe can do when it is given the appropriate tools (Godin, 2008). 2008) Tribes. 2002) Smartmobs: The Next Social Revolution. 2008) Here Comes Everybody.

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Definition: Metacognition

Kapp Notes

2002) Aplying cognitive strategies to instructional design. 2002, December). 2008) Instructor's scaffolding in support of student's metacognition through a teacher education online course: A case study. Gunstone, R., & & Lewis, R. Research in Science Education, 31(3), 313-335. Performnce Improvement Quarterly, 1, 33-45.

Cognitive 160
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Humour and Learning in 3 Questions

KnowledgeOne

If we believe that skilfully handled humour can be a pedagogical tool, clumsy humour can, on the contrary, prove to be anti-pedagogical and cause harm to both the learner and the teacher. In the classroom, humour is most often limited – for better or worse – to spontaneous acts, when it could be used (or avoided!) more conscientiously.

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The survival of higher education (2): Changing times

Learning with e's

van Dijk, 2002) or simply another phase in its relentless progress. social web) tools in teacher education for the last two years and have attempted to qualify their use in a number of areas of learner support including shared online spaces (Wheeler et al, 2008) and blogs (Wheeler and Lambert-Heggs, 2008). O''Reilly, T.

Wiki 89
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Learning on the move

Learning with e's

I cited Puro (2002) who declared: 'The mobile phone. Fortunati (2002) speaks of the alienation and isolation that sometimes comes from mobile phone use, and comments that some isolation can be self-imposed, particularly when 'defending the space within which one would like to isolate one's voice'. David Crystal (2008) says it doesn't.

Press 75
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The Birth of Gamification (History of Gamification Pt.2)

Growth Engineering

2002 – ‘Gamification’ is born. Army to be a “cost-effective recruitment tool” The Serious Gaming Initiative (a project of the Woodrow Wilson International Center for Scholars) is founded. 2008 – Gamification goes on record. Also this Year: America’s Army is released, dubbed by the U.S.