Using these tech tools, students and professors are reshaping what it means to get a college education.
Students expect wireless internet access everywhere on campus, and colleges and universities pay millions to provide it.
McGraw-Hill Education has added more than 50 game-based learning activities to its digital course materials. The company worked with Muzzy Lane Software to develop simulations that “provide opportunities for students to apply their learning in experiential situations that mimic real-life work scenarios,” according to a news announcement. Students access the content via the McGraw-Hill Connect digital learning platform.
This past month has revealed the incredible reality that the profession of teaching has entered a new era of embracing innovation and technology.
Adult learners face a diversity of circumstances, so educators face an uphill battle in being able to personalize learning experiences in ways that could help their students. But technology could play a role.
Digital Promise announced a partnership with the United Nations SDG Action Campaign and Oculus to launch the MY World 360° project. The new goal: to support youth worldwide in creating immersive media that shares their perspectives on how to advance the UN’s 17 Sustainable Development Goals.
Ask faculty members what they think of technology in teaching, and you’ll get a lot of seemingly contradictory opinions.
They are skeptical of online learning. But they think technology can make them better teachers. They want more high-tech tools but prefer not to do anything too complicated with them. They want more research on whether technology improves learning but often rely on colleagues when figuring out what to use.