Duke has released its results from an iPod pilot at the universtiy.
http://cit.duke.edu/pdf/ipod_initiative_04_05.pdf
The Comprehensive Guide to Creating Accessible Multimedia for e-learning
This web site provides you with a comprehensive resource on issues relating to multimedia, e-learning and accessibility. Whether you're new to e-learning, want to know more about specific accessibility issues, or are an expert multimedia developer, we believe you'll find information relevant to your needs."
http://www.skillsforaccess.org.uk/
This is an hour-long video lecture covering a layperson’s introduction to the technology/copyright wars. (Oct. 2004). Transcript available.
http://www.cs.princeton.edu/~felten/rip/
Washington State Library Digital Best Practices
A great online resource for educators planning on creating digital presentations for their classrooms. From project management to step-by-step guides, educators can explore new best practices for digital technology in the classroom.
Clark Aldrich has come up with this synthesis [PDF] of this research into educational simulations:
“Specifically, there are six criteria that are emerging as critical, and ultimately not just to simulations but all educational experiences. Three criteria, linear, systems, and cyclical, describe content. And three, simulation, game, and pedagogy, describe delivery.”
http://www.learningcircuits.org/NR/rdonlyres/F2ED000A-7A59-4108-A6CB-1BE4F4CC1CA5/4719/clark_e2.pdf
How do we understand the dynamics of sorting out useful ideas from the general chatter of a community? What does the productivity of a community depend on? From a theoretical perspective, models of information within networks help us to understand how information spreads and is aggregated, and that determines the speed with which individuals and organizations can act, innovate and plan their future activities. This talk will describe new mechanisms for automatically identifying communities of practice within large networks and for elucidating the spread of information within those communities. In addition, I will describe a novel methodology for information aggregation that leads to accurate predictions of uncertain events in the real world.
http://murl.microsoft.com/LectureDetails.asp?1107
A Content Developer’s Approach
Ellen Dornan, University of New Mexico
Introduction
I came into the field of Instructional Technology through the field of public lands interpretation. Interpretation is an informal educational method used to communicate the meaning and value of resources, and is used widely in museums, zoos, and parks. Interpretation is terrifically effective in a short time period, and results in affective, behavioral, and cognitive outcomes ranging from decades-long retention (Barrie, 2001) to societal impacts, such as participation in advocacy groups or shifts in basic societal values (Beck and Cable, 2002).
In practice, interpretation skillfully blends the environmental experience of a museum or park visit with high-quality communication provided at teachable moments, such as when a visitor is feeling awe of the surroundings or interest in the artifacts. My burning question is whether this technique still works if you take away the environmental and human elements, as with computer-based interpretation?
The answer is a definite yes, although computer literacy certainly impacts the ability of a user to learn and enjoy computer-based media (Goldman and Schaller, 2004; Chadwick, 1998), and remains a serious obstacle when designing for older audiences. In discovering how to translate the interpretive model to a digital realm, I developed this approach to instructional design for multimedia. I have interspersed the fifteen guiding principles of interpretation throughout the text, to clarify the goals of each section of the design process.
Complete article at:
http://it.coe.uga.edu/itforum/paper80/paper80.htm
Here's a heady list of instructional design models from Martin Ryder at the University of Colorado at Denver School of Education.