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MOOC
Game designers work with a wide range of asset creators, programmers, producers, and others to bring a video game from concept to product. In this course, you will learn about the different types of teams a game designer is a member of, both large and small.
- Subjects:
- Computing, Data Science and Artificial Intelligence and Interactive and Digital Media
- Keywords:
- Video games -- Design
- Resource Type:
- MOOC
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MOOC
Modern video games are incredibly complex multimedia productions involving still and motion graphics, code, audio, interface elements, narrative elements and much more. In this course, you will learn how and where all these pieces come from, who's in charge of each piece and the different stages of the game design process. We will also show you how everything is brought together to create a final product.
- Subjects:
- Computing, Data Science and Artificial Intelligence and Interactive and Digital Media
- Keywords:
- Video games
- Resource Type:
- MOOC
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MOOC
Creating prototypes puts a proposed solution into action. In this course, you will learn the value of prototypes and user testing as critical components of the design thinking process. You will examine case studies to understand the iterative process of prototyping and discover how new products and ideas can emerge as a result. As part of the Design Thinking MicroMasters program, you will study how to analyze and implement the results of user testing to ensure your solution can fully benefit from this inclusive and innovative process. Best practices for evaluating solutions will also be covered, including surveys, user evaluations, focus groups and interviews.
- Subjects:
- Design Elements
- Keywords:
- Design -- Methodology Industrial design
- Resource Type:
- MOOC
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MOOC
When you immerse yourself in the context of the user, you can uncover pain points and find opportunities for improvement or innovation not always evident to your audience. In this course, part of the Design Thinking MicroMasters program, you will learn how to use simple research methodologies including active listening to understand your target audience and uncover their obvious or latent needs. Emphasis will be placed on observation and interviewing as key methods to gain empathy for the user's experience and viewpoint. Equipped with this understanding, you will be prepared to identify and define more accurately the business problem. You will also review case studies and discuss strategies to foster productive client-stakeholder relationships, including user personification, context understanding, and empathy idea mapping (ideas that resonate with your target audience).
- Subjects:
- Design Elements
- Keywords:
- Design -- Methodology Problem solving Industrial design
- Resource Type:
- MOOC
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e-book
This book was written by two artist educators who teach digital art and design studio foundation classes. While teaching classes that take place in software laboratories, we noticed that many of our students expected to learn to use software, but gave little consideration to aesthetics or art and design history. A typical first day question is, "Are we going to learn Photoshop in this class?" At first we were tempted to oblige our students' thirst for so-called practical knowledge, but we recognize that in the absence of the visual, theoretical, and historical frameworks, practical knowledge is practically useless. To teach our classes, we used the very best of the software training manuals, and supplemented them with all the visual and historical material that was missing. After settling for years on books that don't really encapsulate a class, we finally decided to write the book that we think all introductory media design students should be using. For us, a student is anyone actively engaged in learning. A student can be working towards a degree in art, communication, graphic design, illustration, and so on in a traditional classroom setting, or a self-taught found-it-on-the-bookstore-shelf learner. In the twenty chapters that follow, we have shared small bites of history, followed by visual references, and then digital exercises that explore creative software in a manner that brings design principles into the software demo. Originally, this book was printed as a manual to the Adobe Creative Suite, the software found in classrooms and labs around the country. Just a month after the book was published, we teamed up with Floss Manuals to convert our manuscript into one that teaches the same design principles using open source software.
- Subjects:
- Interactive and Digital Media
- Keywords:
- Open source software Computer art
- Resource Type:
- e-book
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Others
Learn to Code for Free. We're here to make coding more accessible, so everyone can learn the skills they need to upgrade their careers. For example, you can learn Python, HTML, CSS, and JavaScript.
- Subjects:
- Computing, Data Science and Artificial Intelligence
- Keywords:
- Programming languages (Electronic computers) Computer programming
- Resource Type:
- Others
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Others
C is a general-purpose, imperative computer programming language, supporting structured programming, lexical variable scope and recursion, while a static type system prevents many unintended operations. C was originally developed by Dennis Ritchie between 1969 and 1973 at Bell Labs, and used to re-implement the Unix operating system. It has since become one of the most widely used programming languages of all time, with C compilers from various vendors available for the majority of existing computer architectures and operating systems. The best way we learn anything is by practice and exercise questions. We have started this section for those (beginner to intermediate) who are familiar with C programming. Hope, these exercises help you to improve your C programming coding skills. Currently, following sections are available, we are working hard to add more exercises.
- Subjects:
- Computing, Data Science and Artificial Intelligence
- Keywords:
- Programming languages (Electronic computers) C (Computer program language)
- Resource Type:
- Others
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MOOC
For three decades and longer we have heard educators and technologists making a case for the transformative power of technology in learning. However, despite the rhetoric, in many ways and at most institutional sites, education is still relatively untouched by technology. Even when technologies are introduced, the changes sometimes seem insignificant and the results seem disappointing. If the print textbook is replaced by an e-book, do the social relations of knowledge and learning necessarily change at all or for the better? If the pen-and-paper test is mechanized, does this change the nature of our assessment systems? Technology, in other words, need not necessarily bring significant change. Technology might not even represent a step forward in education. But what might be new? How can we use technologies to innovate in education? This course explores seven affordances of e-learning ecologies, which open up genuine possibilities for what we call New Learning – transformative, 21st century learning: 1. Ubiquitous Learning 2. Active Knowledge Making 3. Multimodal Meaning 4. Recursive Feedback 5. Collaborative Intelligence 6. Metacognition 7. Differentiated Learning These affordances, if recognized and harnessed, will prepare learners for success in a world that is increasingly dominated by digital information flows and tools for communication in the workplace, public spaces, and personal life. This course offers a wide variety of examples of learning technologies and technology implementations that, to varying degrees, demonstrate these affordances in action.
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MOOC
In this course you will learn about a wide variety of Web 2.0 tools to use in your teaching and learning. Web 2.0 tools provide innovative ways to communicate, present content, and collaborate with others in creative ways. Web 2.0 tools are easy to learn, use, and implement, and many are free. This course will not only introduce you to popular Web 2.0 tools like Edmodo, Twitter, Voicethread, and Skype in K-16 instruction, but you will also learn how to effectively integrate these technologies into your classroom practices and create engaging student activities.
- Keywords:
- Internet in education Computer-assisted instruction Educational technology Educational innovations
- Resource Type:
- MOOC
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MOOC
Are you an educator? Have you ever wanted to understand more about how to design your class to make better use of educational technology – whether fully online or in blended contexts? Would you like to learn from those who have extensive practical experience with online technologies? The Learning to Teach Online (LTTO) MOOC will help you develop a working understanding of successful online teaching strategies that you can apply in your own practice. The course is based upon the multi award winning open educational resource developed by Dr Simon McIntyre and Karin Watson. Integrating online technologies into your teaching can be a challenging prospect, and it can be difficult to know how to approach it effectively for the benefit of both students and yourself. No one knows your own content and teaching strengths better than you, and the “one size fits all” formula doesn’t always suit everyone. No matter what type of technology you are interested in exploring or your level of experience, this course will help you draw on your teaching strengths and find the approach that is right for you, your students and your educational context. This course will guide you through your journey of understanding how online technologies can enhance your course design. You will have the opportunity to develop your understanding of effective online teaching practices and their relationship to the use of different technologies. You will also be encouraged to progressively design and reflect upon your own online learning activity, assessment or resource for use in your own class if you choose to undertake the course assignments.
- Keywords:
- Web-based instruction Distance education Computer-assisted instruction
- Resource Type:
- MOOC