252,328 research outputs found
The hole in the wall: self organising systems in education
Transcript of a keynote speech by Sugata Mitra at “Into something rich and strange” – making sense of the sea-change, the 2010 Association for Learning Technology Conference in Nottingham, England. In the chair, Richard Noss, Co-director of the London Knowledge Lab. This text transcript is at http://repository.alt.ac.uk/855/ [82 kB PDF]. A one hour video of the talk is on the ALT-C 2010 web site at http://www.alt.ac.uk/altc2010/ and on the ALT YouTube channel at http://youtube.com/ClipsFromALT/. Alongside this there will be an experimental version of the video that includes the #altc2010 twitter stream at the time of Sugata’s talk. Made publicly available by ALT in November 2010 under a Creative Commons Attribution-Non-Commercial 2.0 UK: England & Wale
Panel II: Public Appropriation of Private Rights: Pursuing Internet Copyright Violators
It seems to me that the story of music on the Internet over the past five or six years is the story of two fantasies colliding. The first fantasy is that information wants to be free, that with the Internet we can throwaway all the bottles and just have the wine and the free flow of data, which apparently was generated from somewhere and then circulated forever. So, there was that fantasy, that we would not need copyright anymore because everything would be available to everyone. The other fantasy is the record companies\u27 fantasy of perfect control, that there would be some way to control every use, every copy, of music that was digital
Spartan Daily, March 8, 2004
Volume 122, Issue 26https://scholarworks.sjsu.edu/spartandaily/9961/thumbnail.jp
Skills for creativity in games design
This paper reports on an experimental study to understand further the extent to which academics may differ to practitioners in their conception of skills relevant to creativity within a specific design related subject: in this instance, Games Design. Ten academics, sampled from BA Hons games courses in the UK, participated in identifying what factors they each considered important to creativity in games design, and how, collectively, they rated particular skills, knowledge, talents and abilities relevant to creativity in games design. With the same research methodology, theoretical framework and procedures, the focus was placed on ten games design practitioners’ conceptions of skills for creativity in games design. A detailed comparison is made between the findings from both groups
A review of the evidence on the use of ICT in the Early Years Foundation Stage
This report reviewed existing evidence on the potential of technology to support the development of educational policy and practice in the context of the Early Years Foundation Stage. Reference is made to the use of ICT by young children from aged birth to five years and its potential impacts, positive and negative on their cognitive, social, emotional educational, visual and physical development
Exeter College, Oxford lecture
Exeter College, Oxford lectur
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