E-LEARNING and INNOVATION
This strand of the e-learning programme is exploring the use of
innovative technologies to support learning. These innovative
technologies include the use of wireless and mobile technologies
such as games and ‘virtual world’ simulation software, voting
devices, multi-media PDAs, 3G phones and stronger wireless
networks. The work is looking at both the pedagogical challenges
that arise for practitioners and the technological issues of
deploying these technologies in institutions.
Mobile phones are now an essential part of life for many people,
and particularly students. The benefits for students is that
learning activities delivered to them via their mobile phone can be
accessed anytime, any place, and has the potential to be tailored to
their own needs. So how can institutions use mobile technologies to
support teaching and learning? The innovations strand will be
funding a study into what institutions are already doing to support
mobile learning. The study will also look at the implications for
the way people learn and how learning content is being developed for
this new delivery medium.
Future technologies
We are planning future technologies workshop to explore what
technologies we will be using to learn with in five years time, and
what impact that will have on how institutions and practitioners
prepare. Details of these events will be available soon.
Projects are underway with key research labs to identify new
technologies that are mature enough to pilot in institutions and to
identify the organizational, technological and pedagogical issues
that arise from using these technologies.
Gaming technologies and virtual/cyberworld simulation software
are now highly ubiquitous and are part of life for many young
people. There will be an aspect of work in the innovations strand
looking at the use of these technologies in education and what the
potential of these technologies might be for e-learning in the
future. |