connected learning

WWE_fans_1.jpg All rights reserved. WWE (World Wrestling Entertainment) is the largest professional wrestling company in the world, boasting fans in more than 145 countries. The television shows reach more than 13 million viewers in U.S. alone, and online WWE discussion forums are constantly full of fans fervently discussing the latest outcomes and upcoming shows...
HiveFashion1.png All rights reserved.   Because of these unique program features, one of the over-arching goals of Hive Fashion is incubating innovation. To this end, Hive Fashion administrators have developed a unique approach to program development called the “Fishbowl.” Just as a fishbowl is transparent, the member organizations receiving Hive Fashion funding...
ds106_1.jpg All rights reserved.   Digital Storytelling 106--better known as "ds106"--sprouted in 2010 as a computer science class on digital storytelling at University of Mary Washington in Fredericksburg, Virginia. Founded by Jim Groom, educational technology consultant Alan Levine, and instructional technologists Martha Burtis & Tom Woodward, ds106 has...
starcraft.png StarCraft 2 is one of the most popular PC-based real time strategy games. Developed by Blizzard Entertainment in 1998, the game recently celebrated its 15th anniversary as a franchise. The longevity of the game has been attributed, in part, to its active online community, which revolves around competing, discovering new strategies, producing...
Phonar.jpg All rights reserved. Phonar, an abbreviation of PHOtography and NARrative, is an in-person course at Coventry University in the UK and an open online course for as many as 35,000 participants around the world who co-create learning communities through a variety of media including blogs and a blog hub, Twitter (using the #phonar hashtag), and a Google+...
Lowline1.jpg All rights reserved.   Case Study compiled by: Howard Rheingold A project doesn’t have to be digital to embody connected learning principles: for example, the Lowline Project on the Lower East Side of Manhattan (“the world’s first underground park”), combines educational outreach, social connectedness, interest-based learning, shared purpose, equity,...
Sofya.jpg All rights reserved. Personal Story compiled by: Howard Rheingold Key Takeaways: The older you are, the more you have to learn, not the other way around. As a designer very new to teaching, trust your instincts with what you know, and feel free to reach out to educators on tips to help you feel comfortable in a classroom. Be ready to be flexible! Let...
Cas-Holman.jpg All rights reserved. Personal Story compiled by: Howard Rheingold Key Takeaways: Design learning materials for play and discovery – ideally, without instructions or right and wrong ways of using them. Be brave, and trust that your learners are intelligent and will figure out what to do. Test, redesign, and in the process get really good at...
Paola_Ricaurte_Quijano.jpg All rights reserved. Paola Ricaurte Quijano, Professor and researcher in the School of Education, Social Sciences and Humanities ITESM at University Tecnológico, Monterrey, Mexico – a huge private university with 90,000 students at more than 30 campuses -- does not subscribe to the “digital natives” theory that device-savvy young people...
DarrenKuropatwa.jpg All rights reserved. Personal Story compiled by: Howard Rheingold Key Takeaways: Don’t delete anything - archive as much as you can. Let your students take ownership of their online space. Edutech is not a spectator sport. Learn how to use new tools by using them. Share what you learn and expect others to share back.   Darren Kuropatwa,...

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