One of the first, lame criticisms of Apple's iPad was that it would only be useful for consuming content, not creating it.
Wrong!
Sure, the iPad is great for reading web pages and watching videos. But it has also become a very potent, very cool device for being creative.
Its creative use cases range from a DJ kit -- that's iPad DJ Rana Sobhany pictured -- to a tool for making amazing illustrations and music.
And app developers and artists are creating new uses all the time. Let us know if we've missed something cool.
This section of the report describes the trends expected to have a significant impact on the ways in which colleges and universities approach their core mission of teaching, learning, and creative inquiry.
Short-Term—Driving technology adoption in higher education for the next one to two years
Redesigning Learning Spaces
Blended Learning Designs
The <e-Adventure> platform is a research project aiming to facilitate the integration of educational games and game-like simulations in educational processes in general and Virtual Learning Environments (VLE) in particular. It is being developed by the <e-UCM> e-learning research group at Universidad Complutense de Madrid, with three main objectives:
Reduction of the development costs for educational games
Incorporation of education-specific features in game development tools
Integration of the resulting games with existing courseware in Virtual Learning Environments
From this website we wish to promote the use of the tools developed as part of the <e-Adventure> project. The core of the <e-Adventure> project is the <e-Adventure> educational game engine, that runs games defined using the <e-Adventure> language. Authors can use the graphical editor to create the games or directly access the human-readable source documents that describe the adventures using XML markup. With <e-Adventure>, any person can write an educational point & click adventure game.
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