Neurofeedback is the presentation in real time of information about the state of the brain, allowing the subject to practise generating the state of mind most beneficial to their desired behaviour. This paper explores research, concerns and potential uses for education.
Distance educator Ken Allan discusses the learning object, its design, development and appropriate use as one of the many components in the portfolio of applied e-learning tools and strategies available to the 21st century teacher.
The ‘digital divide’ refers to the difference between those with access to new technologies and those without. However, as well as creating a ‘gap’, could digital technologies also hold the potential to bridge that gap?
Social software has the potential to support and structure communities where individuals come together to share, learn, create and collaborate with each other. Based on a case study in a UK secondary school, this paper explores the use of wikis in schools.
This paper describes the components from which games are constructed. It is prompted by the development at Futurelab of new formats of games, and the need for advice and guidance for designing and constructing games by considering some of the affordances of previous games.
Looking at the current provision of language teaching, and at the future languages strategy, there are a number of key roles that ICTs have the potential to fulfil in Modern Foreign Languages (MFL) teaching and learning.
Why do we think it's worth talking about computer games and learning in the same breath? The over-riding reason for interest in this field is that computer games seem to motivate young people in a way that formal education doesn't.
The participation of children in the design of new educational technology has gained popularity in recent years, with approaches ranging from usability testing at the end of a production cycle to long-term partnership.