TEcnología , listas y Educación: Magia potagia .. The 7 Most Powerful Idea Shifts in Learning Today [INFOGRAPHIC] … 10 apps … UNA , dos, tres, pollito MOOC frito ,… "inglés" angloSAJÓNsito q rico!

"Cualquier tecnología suficientemente avanzada es indistinguible de la magia."

«Cualquier profesor que pueda ser sustituido por una máquina, debería ser sustituido por una máquina»

 Arthur C. Clarke

Leyes de Clarke
1 «Cuando un anciano y distinguido científico afirma que algo es posible, es casi seguro que está en lo correcto. Cuando afirma que algo es imposible, muy probablemente está equivocado».
2 «La única manera de descubrir los límites de lo posible es aventurarse un poco más allá, hacia lo imposible».
3 «Toda tecnología lo suficientemente avanzada es indistinguible de la magia»

Como bien sabrán mis lectoras adoro las listas, no sólo las de la compra, sino todas esas simplificaciones ad hoc -las listas forman parte del mapa de las leyes-  , como los 10 mandamientos en las que atrapan los cárteles ,  las sectas a la gente, y la educación está plagada de ellas y ellos .. adora las cartas de leyes que nos dicen como pensar, que estandarizan como solucionar problemas complejos, algunos -como la educación para construir un mundo mejor- que llevan milenios intentando desarrollar respuestas coherentes y adaptadas a las circunstancias , historia e idiosincracia de los propios pueblos .. pero no se preocupen haremos un MOOC .. y en 3 cómodos TIPS tendrán el pèrdón eterno y plena satisfacción a todos sus deseos, para el mejor desarrollo del estado de cosas de sus dueños ...  así que hoy les traigo un pot-pourri de algunas de ellas ... apunte, y si encuentra algo mejó cómprelo. 

Así que hoy entre estas cosillas andan unas cuantas listas ...  por cierto, cual es la lista de powerfuls ideas que sigues en tu vida? ....  

The 7 Most Powerful Idea Shifts in Learning Today [INFOGRAPHIC]

Terry Heick, director at TeachThought, identifies 7 significant idea shifts that are occurring in the educational world today:
  1. From Physical to Digital
  2. From Standards to Habits
  3. From Compliance to Play
  4. From Schools to Communities
  5. From Reaction to Interaction
  6. From Isolation to Connectivism
  7. From Privacy to Transparency

Según Wikipedia: El huevo frito ideal es aquel que mantiene líquida la yema y los extremos de la clara  ... el hito de la sabiduría mundial de control anónimo y tal ... y tal ... te gustan en un charco aceite, con puntillitas? ... en un charco aceite , con una puntita de sal en yema... lo quieres par día a día, pa quedá bien con los amigos... estrellaos despues con miga pan ... te comes primero la clara ... o lo espachurras tó , usas sartén antiadherente, o cazuela de barro ... ...mezclas un poquito de papa frita con la clarita, mojas la papa en la yema ...  te gusta el güevo gordo y grande , o el chiquito ... los prefieres moreno o blanco ... de una yema o de dos? #porpreguntáNOmas  

Añadir leyenda

"El mapa no es el territorio"
Bateson y Alfred Korzybski  ...v.1.0 

 "El mapa no es el territorio, y el nombre no es la cosa nombrada." Bateson y Alfred Korzybski ....v. 2.0 ;-)

sigue er mapa del hacedor de mapas , desfacedor de entuerTOS atchís... #notepreocupes ...es sólo un resfriao epistemo(i)lógico ....

La vérité a structure de fiction. 

Pienso donde no soy, luego soy donde no pienso.

Jacques Lacan

10 excellent google drive apps teachers should try this school year 
Here is another back-to-school goodie for teachers. This is basically a selection of some of the best educational Google Drive apps to use in your instruction. As is the case with Mac, Chromebook, and Chrome lists, all of these apps have been covered in separate review posts in the past and are also deemed to be among the most popular among teachers and educators based on the feedback we received following their publication.

"This extension allow you to save web content directly to Google Drive through a browser action or context menu. You can save documents, images, and HTML5 audio and video all by right clicking and selecting 'Save to Google Drive'. You can save the currently viewed page using the 'Save to Google Drive' browser action."

MindMeister is a very good tool students can use to create mindmaps and brainstorm complex topics.  Mind maps can include a wide variety of multimedia including: text, images, icons, links, and attachments. It also supports offline editing and syncing.  Mind maps can be exported to Word, PowerPoint, PDF, and in the form of an image.

Toda verdad pasa por tres etapas.
Primero es ridiculizada.
En segundo lugar, recibe violenta oposición.
Y en tercer lugar se acepta como evidente

La más poderosa de las armas de la ignorancia, la difusión de material impreso.

Leon Tolstoi
  Fuentes: [ varias]

Infographic: Ed tech can change the world. by @ISTEconnects #edtech

Hoy traemos a este espacio esta infografía de ISTE .. titulada "Ed tech can change the world " , que se presenta así: No one doubts that technology has changed the world. Now educational technology, too, is finally being recognized as a major game changer.

And not just for education. Today’s students are entering a workforce — and a world — that demands critical thinking, creativity, problem solving, collaboration and tech savvy. When used in ways that truly enhance and deepen learning, new technologies can give students many ways to develop and practice these soft skills, which means they will be better prepared for their future.

Take mobile technology, for instance. Even though smartphones and tablets are a relatively new fixture in schools, according to the 2013 Speak Up Survey, more than 60 percent of students now use them to conduct research on the fly, when and where they need it. Forty percent use mobile technologies to collaborate with their peers, and 43 percent use them for educational games. Not only do these devices foster anytime, anywhere learning, they also engage students in their learning, and students who use them put in 40 minutes more of study time per week than those who don’t.(leer más...) 

 Fuente: [ISTE ]

The Top Gamification Statistics And Facts For 2015 You Need To Know. Infografía

Hoy traemos a este espacio esta infografía de eLearning industry ... y que Christopher Pappas nos resume así

Top Gamification Statistics And Facts For 2015
The Gamification Market

There are a myriad of convincing arguments in favor of adopting a gamification strategy. However, numbers often speak louder than words, especially when those numbers are backed by extensive research studies and surveys. So, let's explore some gamification statistics and facts for 2015 that will give you ample reason to integrate gamification into your next eLearning deliverable.
Expected Market Growth.
Apart from the K-12 sector, gamification seems to progressively appear also at corporate training environments, as stakeholders are now recognizing the importance of gamification for training purposes, given that games may offer employees the opportunity to acquire and cultivate skill sets, while empowering them and putting them in control of their own eLearning experience via increased engagement. The market growth of gamification [3] is expected to reach the $1,707 billion in 2015 and the 5,500 billion in 2018. The biggest market is expected to be the North America, followed by Europe.

Current and Expected Generated Revenue.
eLearning gamification is not just beneficial for the learner, but can lead to a significant boost in revenue for professionals who choose to focus on eLearning game design and development. A research conducted by Ambient Insight [1] shows that:

Game- based global revenue in 2012 was $1,548 million, and with a five year CAGR of 8.3%, this revenue is expected to reach $2,309 million in 2017.
Simulation-based global revenue in 2012 was $2,364 million, and with a five year CAGR of 23%, this revenue is expected to reach $6,648 million in 2017.
The total global revenue in the learning games market in 2012 was $3,912 million and with a five year CAGR of 18%, this revenue is expected to reach $8,958 million in 2017.
Expected Corporate Demand.
Based on the findings of a survey conducted by TalentLMS [4], 79% of the participants (both corporate learners and university students) said that they would be more productive and motivated if their learning environment was more like a game. Gartner Research has predicted that by the year 2015, more than 50% of corporate processes will be gamified [2]. In addition, gamification will be the primary mechanism that 40% of the Global 1000 organizations will employ to improve their business operations [3].
Learners’ Preferences And Effectiveness
eLearning gamification gives learners the boost in motivation they need to become active participants in the learning process. It also serves as an incentive for those who may be more competitive in nature. A survey conducted by TalentLMS [4], showed that

89% of those surveyed stated that a point system would boost their engagement.
82% are in favor of multiple difficulty levels and explorable content.
62% stated that they would be motivated to learn if leaderboards were involved and they had the opportunity to compete with other colleagues.
Most and Least Preferred Gamification Strategies.
eLearning professionals should bear in mind that not all gamification strategies seem to be equally effective, as in order to be effective it is fundamental to engage the audience in the learning process. This can only happen if learners find these strategies interesting and appealing. According to the findings of a TalentLMS survey [4], there are certain gamification techniques that learners like most and therefore, eLearning professionals can perceive them as more effective.
Among the most preferred ones are:

progressing to different levels (30%),
points/scores (27%),
real time feedback on performance (26%),
progress bars (25%)
activity feeds (24%).
The least preferred gamification techniques seem to include:
competition with friends (13%),
virtual gifts (12%),
being part of a story/ narrative ( 11%),
avatars (3%),
virtual currencies (2%).
Effectiveness on Adults.
According to a study conducted by the University of Colorado [2] on the impact of simulations and games in adult learners, participants in gamified eLearning experiences scored

14% higher in skill-based-knowledge assessments,
11% higher in terms of factual-knowldege
9% increase in retention rate.
This shows that gamification not only helps online learners acquire knowledge and skills more effectively but also it allows them to retain information and commit it to long term memory for future use.

Games aren't just for entertainment in the world of eLearning. In fact, judging by the numbers, they are an effective and powerful tool that enriches eLearning experiences for users of all ages and in all niches.

Want to know more about how gamification reshapes learning? In the free eBook "How Gamification Reshapes Learning" 23 gamification experts offer tips and advice on the applications of games in eLearning, as well as a discussion of how gamification has impacted the eLearning Industry. This eBook will help you to create a gamification strategy that boosts learner engagement and motivation in your eLearning deliverables. In addition, you are more than welcome to read the article, The Science and the Benefits of Gamification in eLearning that highlights some of the most notable benefits of using gamification in your eLearning design.(leer más...) Fuente: [ ]