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Technology and Learning Environments in Higher Education

Tracey Wilen-Daugenti

The Internet has transformed higher education by changing the way universities and colleges teach students. As a result, many institutions are struggling to understand how the next generation of Internet technologies, including Web 2.0, multimedia, virtual presence, gaming, and the proliferation of mobile devices, will impact their students and infrastructures. .edu: Technology and Learning Environments in Higher Education discusses how higher education institutions can use these technologies to enable learning environments. In the future, students will have complete access to any higher education resource, including expert scholars, lectures, content, courseware, collaborative dialogues, information exchanges, hands-on learning, and research – no matter where they are located. If fully enabled, this new learning environment will blur the lines between on- and off-campus experiences and remove barriers to learning and research – greatly improving the quality of education for students globally.
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12. Centers of Excellence: On-Campus Strategy to Create a Learning Environment

Extract

CHAPTER TWELVE

Centers of Excellence, On-campus Strategy to Learning Environments

This section outlines a possible path by outlining a visualization exercise that higher education institutions could take to get started with creating learning environments.

Connected Centers of Excellence

The Internet already has enabled the transformation of higher education by streamlining campus administrative processes, enhancing facilities such as dorms and classrooms, enabling digital libraries, expanding access to distance learning, and creating more engaging learning environments through video and simulations. Given the proliferation of new technologies and devices on campus, and more expected in the future, institutions are trying to understand how to get started with creating next-generation learning environments, continuous technology evaluation, training, and adoption. These technologies include Web 2.0, multimedia, virtual presence, gaming, and next-generation mobile devices. This is particularly challenging because a college campus may have a multitude of stakeholders (administration, faculty, and students) with varying needs ← 109 | 110 → and levels of expertise, as well as varying campus technology implementations, budgets, and goals. The task may seem daunting and unachievable.

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