Educational Technology

ePortfolio: Changing the Rhetoric of Technology Adoption A Q&A with Trent Batson

Educational Technology News Blog - Thu, 06/30/2016 - 00:30

By Mary Grush, Campus Technology

In a recent blog post, AAEEBL president Trent Batson pondered “The Edinburgh Challenge: If ePortfolios are so great, why aren’t more people using them?” Here, we talked with Batson about a reframing of the notion of ‘ePortfolio adoption’ and how that may ultimately help promote the technology. Mary Grush: Where are we in ePortfolio adoption today? Trent Batson: The numbers are encouraging. Educause, in its annual survey of undergraduate use of information technology — which is sent to undergraduate students in 55 countries — shows that well over 50 percent of students use ePortfolios at some point in their college careers, and ten percent use ePortfolios in all or nearly all of their courses. It would be hard to find an institution in any of those 55 countries that doesn’t have an ePortfolio program in some form or other.

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Report: Wearable Shipments to Top 100 Million This Year

Educational Technology News Blog - Wed, 06/29/2016 - 00:39

By Joshua Bolkan, Campus Technology

Global shipments of wearable devices will grow 29 percent over 2015 to hit 101.9 million units this year according to a new forecast from market research firm International Data Corp. (IDC). The segment will continue to see strong growth, according to the company, at a compound annual growth rate (CAGR) of 20.3 percent through 2020, when it will ship 213.6 million units. The market leaders throughout the forecast period will remain watches and wrist bands.

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Research Suggests Students Learn More When Working Together in Virtual Reality Games

Educational Technology News Blog - Wed, 06/29/2016 - 00:35

By Michael Hart, Campus Technology

In the game, which is intended to help students learn Japanese — although it is designed to teach other languages as well — players go on “quests” to learn new words by watching game characters talk to each other. For instance, as one character walks away, another that is left behind says, “Sayonara.” The hope is that the player understands “Sayonara” means “goodbye.” At that point, the player can drag the word from a speech balloon into an inventory of terms that can later be used to construct sentences. In one group, students were connected via a chat interface with another player who could, if they wanted, offer advice on how to play. The second group played a version of the game in which they were definitely required to collaborate on quests. The research group found the students in the second so-called “high-interdependence” group spent more time communicating and, as a consequence, learned more words.

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FCC Chairman Gets Educated on VR at Stanford

Educational Technology News Blog - Wed, 06/29/2016 - 00:30

By Dian Schaffhauser, Campus Technology

A day after the a federal appeals court upheld net neutrality rules put into place last year by the Federal Communications Commission (FCC), the guy who heads that agency had a chance to try out virtual reality (VR) and to ask questions of Stanford University experts about how VR might affect future policy decisions. FCC Chairman Tom Wheeler visited the university specifically to check in on the Virtual Human Interaction Lab. The mission of that lab is to understand the impact of VR on interactions among people residing in digital worlds. Wheeler used the visit to emphasize the importance of “unfettered access to the entire web,” as he said in a prepared statement regarding the DC Circuit ruling. “Virtual reality shouldn’t have gatekeepers,” he told those participating in his Stanford visit. “It starts with an internet that is fast, fair and open.”

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