
The aim in this short snapshot of virtual world use is to investigate the current state of play among academics regarding the pedagogical uses of virtual worlds and, by extension, serious games. The author suggests that virtual worlds in higher education are approaching a “plateau of productivity” with useful applications in simulating and demonstrating complex activities and in exploring ideas around virtual reality.
Featured category: 21st century skills
NMC Horizon Report > 2018 Higher Education Edition
Australian Educational Technologies Trends (AETT) report
Over 100 leading Australian and international educators and experts concerned with Australian education contributed to this report on how Educational Technologies and the computing curriculum is currently being implemented in Australian schools, and the changes that may occur in the near future (5 years).
Students, computers and learning - making the connection
OECD report examines how students access to and use ICT
Mobile learning – why tablets? -- DERN's research brief looks at mobile learning and why tablets are so popular.
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