Kim started his tertiary studies in Chemistry, and his working life in analysis and assay for the mining exploration industry a little later he started dabbling in the dark arts of Theatre and Drama and moved into management, performance and production roles in theatre. His interest in arts, ed...
I am interested in Digital Badging,Challenge-based Learning,Personalisation of Learning,Learning Analytics,Serious Games.
Member since Mar 30, 2008, follows 46 people, 16 public groups, 1324 public bookmarks (1362 total).
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Recent Bookmarks and Annotations
- UNEP-DHI Eco Challenge Australia on Jan 10, 17
- Join The Internet Vote on Apr 21, 15
- Ruben R. Puentedura's Weblog: Game and Learn: An Introduction to Educational Gaming on May 28, 14
- The Power of Feedback on Apr 02, 14
- Everyday Hero: Community Guide Dogs on Mar 27, 14
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Pricing | ACEC2014 on Jan 08, 14
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$635.00 - Concurrent Speaker Registration
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e4innovation.com » Blog Archive » Three activities in virtual worlds on Apr 07, 13
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the last part of his talk, mark explored some of the definitions and concepts associated with the virtual experience. The defined Virtual Worlds as: ‘synchronous and persistent network of people and programs embodied as avatars and agents facilitated by networked computers using navigable space to engage the user’s belief’. In terms of space: these are navigable consistent spaces with physics. All give rise to mediated presence. Similar to gamespaces ritual spaces theatrical spaces, bounded spaces in which separate rules and conventions exist and which have a heightened semiotic system that requires engagement of belief – fourth places. He finds the ‘Conscious Competence Learning Matrix’ www.cognitivedesignsolutions.com. He referenced Barrett 2002: 35 Cycle of disengagement and Caspi and Balu 2008: 339 Cycle of engagement.
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- Badges & Gamification | Scoop.it on Mar 31, 13
- Not Just for MOOCs Anymore: Integrating Badges on Campus on Mar 31, 13
- insurgent_credentials__michael_olneck_2012.pdf on Mar 31, 13
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Groups
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3D MUVE-SIG
5 members, 14 items
An interdisciplinary/cross-disciplinary collaboration of academic educators and researchers investigating the benefits of combining skill and knowledge about the use 3D Multi User Virtual Environments within a university setting.
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altc-netgen
9 members, 9 items
Playpen for workshop participants associated with the ALTC/Carrick funded project 'Educating the Net Generation'.
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Amanda "F***ing" Palmer
2 members, 39 items
Just a group to track web sites documenting the antics of the amazing and dearly departed Amanda Fucking Palmer.
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Connected Learning
97 members, 282 items
Connected learning builds on what we’ve long known about the value and effectiveness of interest-driven, peer-supported, and academically relevant learning; but in addition, connected learning calls on today’s interactive and networked media in an effort to make these forms of learning more effec
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