We’ve assembled an online set of tools for use by a teacher or tutor looking for high quality free resources, or by a student who needs a little math, physics, or chemistry homework help. The following resources have been selected by our editors as representing the best of what is offered freely on the Internet. Continue reading →
[Edit 09.05.13] SigFig is now accessible through our primary chemistry learning web app, Study Putty.
In the preceding weeks we launched our Learning Game Contest, seeking submissions of science/math learning game concepts and offering the prize of a $100 Amazon or iTunes gift card along with the chance of seeing that idea implemented in a playable game. With the intention of demonstrating the sort of concept we’re looking for, and to show how your concept could become a working game, we recently published Sig Fig Rules! online.
If you have ever taken a chemistry course, whether in high school or college, you may remember the lesson on significant digits. If your response to being asked to identify significant and insignificant digits was, like mine, “Discrimination! Who am I to tell a number his existence is insignificant?” you, like me, might have benefited from a learning tool such as this. Continue reading →
For the last six months, in parallel with the research work we’ve been documenting here on our Learning Laboratory site, we at Sheridan Programmers Guild have been building some custom software for a truly remarkable customer.
Dr. Meghan Jeffres is an Associate Professor of Pharmacy Practice at Roseman University of Health Sciences in Henderson, Nevada. She is a specialist in infectious diseases (ID). She teaches courses in statistics and infectious diseases to pharmacy and dental students in a classroom setting and precepts pharmacy students and medical residents in a clinical setting. Continue reading →
Research shows that play is incredibly important for early childhood development. Elementary school classrooms often ring with student laughter. However, we sometimes need reminded that the “serious learning” conducted at the collegiate level doesn’t, by default, have to be seriously boring or superbly stressful. College learning can also be fun, entertaining and engaging. Students’ knowledge retention rates have been shown to increase when learning games are implemented in class (Barclay et al. 2011). Students play games such as Portal 2, — arguably a physics learning game in itself — on their own time to unwind. And yet, a learning game doesn’t have to have spectacular graphics or complex game play to be fun and effective. For example, The Blood Typing Game does both! The following resources highlight several aspects of electronic learning activities for use both in and out of class. By all means, if you get excited, create your own game. Continue reading →
Shared experience is the very fabric for human culture. It creates a sense of belonging, provides common ground for conversation and links us in ways that help us to relate to one another. Shared experiences can occur on a local level such as eating a hamburger at Louis’ Lunch or surviving Mrs. Muchen’s 8th grade math class. However, we also collectively share global experiences such as mainstream films, television shows and music which we reference through quotes, lyrics, and parodies. Those common experiences are the stitches that piece each of us into the quilt of society. Excitingly, social media is creating a whole new realm of shared human experience. Social learning deploys social media to help learners around the world unite to accomplish their learning goals, whether it be mastering linear equations or learning a foreign language. The following resources exemplify a few of the social learning resources emerging in our ever-expanding world of shared experience.
Good news! The following collaborative tools can not only make giving students’ genuine feedback a cinch, but also better facilitate group work among your students. One struggle good instructors face, is creating time for meaningful student feedback. After grading 50 papers, it is easy to give in to a cross-eyed, writers cramp induced stupor and simply write C+ without any useful comments to help your student improve. At the same time, group work might no longer send such a shudder up your students’ spines, as the same useful resources might mean students effectively collaborate from anywhere regardless of the time of day. Check out the following learning technologies to make your and your students’ lives a whole lot easier. Continue reading →
Nowhere in college handbooks does it state that learning will be dry, dull and at times stressful beyond measure. However, much of the class time in universities across the country is seemingly governed by an iron fist of boredom interspersed with cram-and-purge testing several times a semester. This scenario isn’t fun for students or their instructors who look out at their glazed and sleeping (or texting) students and wonder what it is they might do differently. The following resources may help. These learning technologies are designed to spice up lecture delivery and bolster student engagement both in and out of the classroom. Harnessing the power of learning technology linked by mobile devices (which are even more ubiquitous than piercings among the college population these days) may help open instructor-student and student-student communication for your class in ways you never thought possible. Continue reading →
Creating exceptional and engaging lessons is time consuming no matter how you slice it. And it feels good to be creative and to bake up brand new course material. However, why not see what is out there before you start from scratch? The following resources just might be your new favorite toppings for easier and more effective lesson planning. The following useful content resources include ready-made video lessons, self quizzes, and complete college level courses – all for free! Continue reading →
New e-learning software is being developed to support learners and teachers in a myriad of ways. However, just having new learning technology out there does not guarantee improved learning. It is essential that instructors know what technology is available and how to employ it effectively in the classroom if the technology is going to create positive learning outcomes. So, what’s out there?
Let’s start by defining some terms. Simply stated, e-learning is a sweeping reference to any learning or teaching that is supported electronically. While m-learning, a sub-category of e-learning, generally refers to technology specifically created for mobile devices such as smartphones and tablets. Therefore, a huge number of technologies – from vintage image projectors and new Smartboards inside the classrooms to online learning games and even learning management systems such as Moodle and Blackboard – all technically fall under the e-learning umbrella. Check out this College of Charlson infographic to get overview of current e-learning buzzwords.
The following five categories of e-learning resources exemplify how varied, personalized and creative learning technology can be. Continue reading →
E-book and e-textbook sales, as well as sales of conventional higher-education textbooks, are on the rise due to increased college enrollment. Evaluating the online resources and learning technologies associated with prospective college texts has become an imperative, but sometimes daunting task.
Most textbook publishers have stepped up to the plate by providing a number of digital services, e-texts, and online resources to help the users of their conventional text books. These are tools for both the educators who teach from and the students who learn from those texts.
Many publisher products target educators short of time for preparation by generating pre-made or customized lesson plans and syllabi, as well as tailoring curriculum and even online texts to instructor’s specifications. Opportunities for hybrid or blended courses abound. Text-specific assessments and interactive learning technology for students are also available for many texts. Several companies are even engineering complete online classes which can be accessed directly by students, employed by instructors or adopted by institutions.
Below is a comparison of the learning technology resources available from the science text publishers Pearson, Wiley, Cengage and McGraw-Hill, followed by a brief summary and highlight of each company’s unique offerings. Continue reading →