Category: Educational Technology


Carsten Ullrich and his team at Shanghai Jiao Tong University provide an excellent introduction and overview of how web 2.0 can be practically applied to enhance learning and research. Delving into the theory of constructivism and several key overarching concepts driven by the web 2.0 phenomenon, the article explores the impact of such concepts on the learning world. It goes on to explore how the web 2.0 applications of micro-blogging and social bookmarking can be used to increase participation and collaboration in online learning.

Carsten Ullrich, Kerstin Borau, et al. “Why Web 2.0 is Good for Learning and for Research.” Name of website. Carsten Ullrich. 2008-04021. Shanghai Jiao Tong University ELearning Lab. 

Carsten is also a integral and proud member of the Totuba team.

The authors of this article explore the usability/playability of computer games to gather evidence for the creation of a set of guiding principles to assess game-based learning. It explores how interactions between a player and the computer, as well as between players, facilitate (indeed, demand) learning experiences. Further, it compares and contrasts the application of behavioural learning, social constructivism and cognitive constructivism in proper game play. An analysis of game dynamics and the resulting pre-requisites for optimal learning are also explored. This interesting piece provides solid insight into possible ways to design interesting, engaging and effective learning instruction through game play.

Chee Siang Ang, Einav Avni, Panayiotis Zaphiris. “Linking Pedagogical Theory of Computer Games to Their Usability“. International Journal on ELearning. 7.3 (2008): 533-558. 

This instructive piece recounts the work of renowned instructional design theorist, Robert Gagne. The article iterates Gagne’s sequence of nine key instructional events, together with the resulting mental processes being experienced by the learner. Helpfully, Kruse then offers an example of how to apply this theory into a reasonable expectation of practice in today’s technological order. While it does not focus on web 2.0 technologies (likely undiscovered at the time of writing), it does present creative ideas on how to develop more engaging digital learning content.

Kevin Kruse. “Gagne’s Nine Events of Instruction: An Introduction.” ELearning Guru. Kevin Kruse. Unknown.

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