2011-2014 Areas of Emerging Technology
The areas of emerging technology cited for 2011 are:
Time to adoption: One Year or Less
Electronic Books & Mobiles
Time to adoption: Two to Three Years
Augmented Reality & Game-based Learning
Time to adoption: Four to Five Years
Gesture-based Computing & Learning Analytics
*Download Full Report
Time to adoption: One Year or Less
Electronic Books & Mobiles
Time to adoption: Two to Three Years
Augmented Reality & Game-based Learning
Time to adoption: Four to Five Years
Gesture-based Computing & Learning Analytics
*Download Full Report
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Workshop One: Best Practices and Quality Instruction in On-line and Blended Formats.
Learning Outcome: Faculty will identify Quality Standards and best practices for on-line and blended formats.
- Sloan-C Five Pillars of Quality
- WCET Quality Standards for Online Instructions
- MERLOT Quality Peer Review for Online Learning Objects
- TBR Online Degree Programs Quality Standards from Lessons Learned
Web2.0 Tools for College Faculty & Staff
Learning Outcome: Learners will demonstrate web 2.0 tools and resources for enhancing teaching and learning on-ground and on-line
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Mobilization for College Programs
Learning Outcomes:
a. Learners will identify and assess apps for teaching and learning aligned for their programs of study.
b. Staff will evaluate mobile apps resources for enhancing Student Services for recruiting, marketing, financial aid, and academic support.
a. Learners will identify and assess apps for teaching and learning aligned for their programs of study.
b. Staff will evaluate mobile apps resources for enhancing Student Services for recruiting, marketing, financial aid, and academic support.
- TBR Mobile App Education and Workforce Resource Center
- Quality Standards for Employing Mobile Apps for Teaching and Learning