MOOCs, Skills vs. Tools, Games, Learning in the Digital World

lynnz_col2Impacts of MOOCs on Higher Education by Allison Dulin Salisbury, from Inside Higher Ed
Although she comments that they are much criticized, the author focuses on positive outcomes of MOOCs such as the increased awareness by institutions of higher education that the digital age is here to stay. Read the comments, too, because a reader takes her to task for ignoring some data and this sparked a lively discussion.

When Students Get Creative With Tech Tools, Teachers Focus on Skills by Jennifer Carey from MindShift
All students need to learn how to use reading, writing, speaking and listening skills. The skill(s) the teacher wants the students to work with should be central to any lesson, including one infused with technology. Carey reminds readers that focusing on the skills rather than the tools results in effective learning. Digital tools should be used like any other teaching strategy; identify the skills you want your students to learn then decide how they will do it.

Latest games are finally unlocking the key to making learning more fun by Emmanuel Felton from Hechinger Report
Kids learn from games without realizing they are learning. Some educational game developers assert that gaming can go beyond using games to students’ actually designing and building games, using higher order thinking skills as they work collaboratively.

What Are the Most Powerful Uses of Tech for Learning? By Katrina Schwartz  from MindShift
In order for technology to be an effective learning tool, the learner first needs access. Then they need the knowledge to go beyond just being a consumer of information to being an active participant in the digital world. Teachers can be and are at the center of this type of deeper and more meaningful learning.

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