This is a chapter from the recently released OECD Handbook for Innovative Learning Environments, the entirely of which appears to be accessible for reading online (knowing OECD, this may be an accident, so download it quickly). The principles in and of themselves are interesting. There's seven in all, and each is a conjunction of sevaral points, so if we teased them out there might be a dozen or two. These pronciples, which are learning-centered, are then applied to teaching and to learning environments. As Grainne Conole says, "One to explore in more depth…"
How much was oculus Rift again? OK, you're probably not getting the same quality of virtual reality, but you can't beat the price. "YouTube "celebrity" Roman UrsuHack offers the following video that provides an overview of making your own VR viewer."
Worth keeping an eye on, because we'll see this capability migrate to our part of the world eventually: "WeChat began as a messaging app back in 2010 created by China’s Tencent, but over the years, it has quickly become a tool of everyday life in mainland China. WeChat has 889 million monthly active users; 83 percent of people surveyed use WeChat for work, and 93 percent of respondents from Tier 1 and Tier 2 cities use WeChat’s internal payment system for offline purchases."
So this is another one of those research surveys of "students who were enrolled in an introductory psychology course" which tell us utterly nothing but make it into the news anyway. In this case, the 'news' in question is Scientific American, which should be ashamed of itself. The study measured computer use in class and found "students are spending up to one-third of valuable (and costly) class time zoned out, and the longer they are online the more their grades tend to suffer." There's no reason to believe this is true generally, especially for courses that are not data-dumps like Psych 101. Via Joanne Jacobs.
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Copyright 2017 Stephen Downes Contact: email@example.comThis work is licensed under a Creative Commons License.