LINK invaded Philadelphia on October 6-7 for the third annual Learning with MOOCs Conference (LWMOOCs). Sponsored by the Online Learning Initiative at the University of Pennsylvania, LWMOOCS gathered some of the leading minds when it comes to online learning and MOOCs. Educators, technologists, researchers, … Continued
In 1984, 37% of all computer science graduates were women. Today it’s 18%.
Read Cindy Hoang’s story of the challenges of battling the tech gender line.
Virtual Reality seems to be everywhere I look now in technology news. Does this mean that VR is about to leap from “cool futuristic idea” to “mainstream tool that most people are familiar with”? We will see. Just in the past week alone: Sony Playstation finally released their long awaited VR headset and suit of games (with reviews not always being that glowing), Occulus Rift released a pair of controllers (that did earn glowing reviews), Walmart started selling a headset/controller combo that turns your smartphone into a VR device for $19.98 (made out of plastic instead of cardboard), and a VR model was used to convict a Nazi War criminal. The real educational potential will be more in allowing learners to design their own experiences in VR, from creating 3-D models that they can then walk around virtually to designing and releasing various games and simulations.
LINK is looking a lot different these days! As you may have noticed, the website has been totally revamped for easier navigation and continuous updates pertaining to the various projects within LINK. Make sure to check out the “Projects” page to see what our researchers and … Continued
The aWEAR’16 conference is less than 50 days away! aWEAR Wearable Technologies, Knowledge Development, and Learning Conference is the first international wearables in learning and education conference. It will be held at Stanford University on November 14-15, 2016 and provide … Continued
After Pokemon Go came out, I prepared myself for the onslaught of articles pertaining to the application of the game to education. Audrey Watters best summed up my feelings in a singe tweet:
Oh god. Someone has already written the “how Pokemon Go will revolutionize education” article
— Audrey Watters (@audreywatters) July 10, 2016
Regardless, I decided to see if there was any substance to the notion and I started playing on July 27. I planned to play for just five days and finish on the 31st, but life was extremely busy at the time and I kept playing past my self-imposed deadline. Most of the aforementioned articles popped up in July and August (ex: http://www.tcea.org/blog/pokemon-go/, http://www.edutopia.org/discussion/educational-potential-pokemon-go, http://www.edweek.org/ew/articles/2016/08/03/educators-weigh-learning-value-of-pokemon-go.html and my contribution is definitely late to the game. My post highlights my positive and negative experiences, as well as a few ways that an educator could consider utilizing the app. Here is some more information if you have the inkling!
“In a column in the Wall Street Journal, John Greathouse of Rincon Venture Partners outlined his belief that women will get more opportunities in tech if they “create an online presence that obscures their gender.” Bizarrely equating hiring practices in tech to blind orchestra auditions, Greathouse suggested that women do things like only use their first initial and eliminate photos on both Twitter and LinkedIn. Rather than call on tech companies to overcome the unconscious bias that can too easily be baked into hiring practices, Greathouse thinks women should solve the problem themselves by hiding who they really are.”
Thoughts? Read more about this Bad Advice from a Male VC