A number of similar themes emerged:
- more attention to serious games and virtual worlds
- use of social networking for learning (rather than just a trendy thing to do)
- loosening grip on the market by proprietary vendors
- warnings about avoiding hype
Reflections, notes and miscellaneous items about the application of information technology to the teaching and learning process. I'm solely responsible for the opinions and ideas here which do not necessarily reflect those of my employer, the University of Wisconsin-Madison. (But I hope most do...)
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