EdMedia + Innovate Learning 2022 Thursday, Mar. 28 10:22 p.m. EDT
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SIG Meetings & Council Meetings during the Conference
Most Active Discussions View All
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Text Mining Analyses of Programming Education Papers Before vs. After 2006
Posted by Takahisa Furuta on June 1, 2022, 1:30 p.m. -
Gather STEAM- Fostering Environmental Awareness Using Participatory Media and Arts
Posted by Lisa Gjedde on June 13, 2022, 8 p.m. -
HyFlex model in the post Covid era
Posted by Nicoletta DI BLAS on June 16, 2022, 1:24 p.m.Higher education, we are entering the "post-Covid" era: what shall we do? Go back to the old ways (e.g. shutting down the streamed lessons)or try to implement the challenging "HyFlex model" that serves 3 types of students, (1) on ground sync., (2) remote sync. and (3) remote async.? Hard choices are ahead of us, still full of opportunities... and we are going to need tools to support the changes. What and pros/cons do you see?
Newest Discussions View All
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Text Mining Analyses of Programming Education Papers Before vs. After 2006
Posted by Takahisa Furuta on June 1, 2022, 1:30 p.m. -
Gather STEAM- Fostering Environmental Awareness Using Participatory Media and Arts
Posted by Lisa Gjedde on June 13, 2022, 8 p.m. -
Digital Collaboration to Develop Language Production Skills
Posted by Sandra Vieira Vasconcelos on June 13, 2022, 3:52 p.m.
Topics
- Alternative and innovative assessment methods
- Assessment practices in cross-cultural and international research
- Augmented reality
- Authentic, contextualized, and real-world learning
- Best practices in assessment
- Best practices in evaluation
- Blended learning
- Case, Scenario, Problem, Project -based learning
- Cloud computing
- Collaborative learning
- Collaborative technologies
- Communities of practice
- Contextualized innovation (accessibility, scalability, usability, & sustainability)
- Course, program, project, and other forms of evaluation
- Data analytics
- Digital and social media for engaging youth about cultures
- Digital divide issues, initiatives, and cases
- Diversity
- E-learning benchmarks and standards
- E-learning/E-training
- E-publishing/digital libraries
- Education for sustainable development
- Education reform with technology
- Electronic Performance Support Systems (EPSS)
- Environmental education
- Ethical, cultural, historical, and social issues in technology use
- Evaluating for quality improvement
- Flexible learning
- Free and open source software
- Game-based learning
- Global competencies and perspectives
- Global courses, programs, degrees, and initiatives
- Global learning barriers, challenges, and concerns
- Global learning communities
- Global learning partnerships and innovations
- Global studies and education
- Government initiatives and programs
- Innovative online learning and educational programming
- Learner-centered, and self-directed learning
- Learning communities
- Learning management and support systems
- Learning management systems and environments
- Learning portals
- Learning technologies for transformational change
- Lifelong, informal, and nontraditional learning
- Localization of content and knowledge
- Mobile and ubiquitous learning
- Mobile teaching and learning technologies
- On-demand and just-in-time learning
- Online language learning
- Online learning environments
- Open access publishing
- Open courses, open learning, and open educational resources
- Open education copyright and other legal issues
- Open educational projects, partnerships, and consortia
- Open teaching
- Participatory learning and media
- Participatory/contributory communities
- Performance and outcome assessment
- Personalized learning environments
- Policy issues and trends
- Quality assurance and accreditation
- Rural community learning and technology
- Shared online video
- Simulations for learning
- Social Software (podcasting, wikis, blogs, etc.)
- Social networks
- Strategies for Educators During COVID 19 Pandemic
- Teacher education and technology integration
- Technology solutions for marginalized populations
- Technology uses in cross-cultural and multicultural contexts
- Videoconferencing
- Virtual reality learning environments
Maps
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