tablets

green campus game

Gamification refers to: the use of game mechanics, such as points, badges, leader boards and challenges in non-game settings. As part of its Innovation mandate, DELTA has been experimenting with Gamification for Learning methods: from face-to-face methodologies towards integration of game elements into online learning modules and courses. In particular,

tablets

Photo by Chandni Lanfranchi. Tablets and mobile devices are the most recent addition to the long list of technological innovation believed to support and enhance the teaching and learning process. The Commonwealth of Learning has just published the Tablets for Teaching and Learning: A Systematic Review and Meta-Analysis aiming at investigating

cf4dev

Photo by Chandni Lanfranchi. We have recently written a post about the Learning with Tablets pilot, the first large scale ITC-ILO Academy supported by tablet computers, which took place in October 2014. The reasons behind the integration of tablets into learning activities were mostly related to creating interactive experiences for

In the  Green Economy Academy we are currently piloting our first large scale – learning with tablets– initiative. The use of tablets in learning activities is moving fundamentally beyond the idea of considering new mobile technologies as interesting gadgets. The following arguments are forming the base of this interesting initiative: –