Written by: Piet van der Zanden (all versions), Themara Bogerd (versions 1.1 and higher), Iris van Loon (version 1.0). Editing by: Themara Bogerd Requirements…
Professor Colin Bryson have collected all kind of articles , reports and good-practices about Learning spaces. He has send his report to the members of the…
Collaborative Curricular (re)Construction—Tracking Faculty and Student Learning Impacts and Outcomes Five Years Later. Gintaras K. Duda, Department of Physics…
Multimodal learning analytics (MMLA) offer new insights into the study of collaborative learning. Multimodal data affords a more effective and efficient…
Rapid technological advancement has given rise to unprecedented ubiquitous opportunities to increase learner agency in mobile inquiry-based learning. This…
Gamification refers to use technological innovations to 'gamify' learning by borrowing aspects of games courses and lessons. The idea behind gamification is…
In the Jisc report Designing learning and assessment in a digital age, from the authors: Gill Ferrell, Ros Smith, Sarah Knigh, 26 January 2018 one of the topics…
Students often use digital devices, such as a smartphone or laptop, to access educational materials and courseware. Another change that has come to higher…
In recent years, 'gamification' has become a hot topic in higher education. Gamification refers to using technological innovations to 'gamify' learning by…
Niederhauser, D.S., Howard, S.K., Voogt, J. et al. Tech Know Learn (2018). https://doi.org/10.1007/s10758-018-9382-z Although a positive impact of technology…