In unserem Webinar am 26.4.2013 beschäftigen wir uns mit den Schulungsanforderungen einer Office 2010-Migration und stellen die entsprechenden eLearning-Lösungen dazu vor:
- eLearning Curriculum mit Umsteiger- und Einsteiger-Kursen
- Das Microsoft Office 2010 KnowledgeCenter, ein benutzerfreundliches Lernportal, in dem alle Ressourcen gebündelt zur Verfügung stehen
- Interaktiv, detailliert und mehrsprachig!
Wann? Freitag, den 26. April 2013 um 9:30 Uhr
Dauer: 30 Minuten - plus Diskussion - Bruttolänge max. 45 Minuten.
Wo? An Ihrem PC mit Internet-Anschluss!
Kerstin Stengel, MBA
Skillsoft NETg GmbH
Niederkasseler Lohweg 189
Tel. +49 (0) 211 1 64 33
AGRICOM (AGRIcultural COMpetences) is about to launch the pilot-testing phase of its Competence Model in Germany and Italy.
AGRICOM (AGRIcultural COMpetences) is a project funded by the European Commission, and seeks to improve transparency and comparability of Vocational Educational Training (VET) by establishing a Competence Model for the agricultural sector.
AGRICOM's inspiration has been the Water Competence Model, which they have transferred and adapted to the world of agriculture. Initial pilot programs will test the validity of the model in different national contexts, starting soon in Germany and Italy.
The Leibniz-Institute of Vegetable and Ornamental Crops (IGZ) in Germany and then University of Tuscia in Italy (UNITUS) will implement the model in their own organizations, and investigate its practical implications for skills and competence management in the agricultural sector.
If you are interested in contributing to the first competence model for the European agricultural sector, you can join the open discussion run through the VOA3R project. Click here to share your views on important agricultural competences, job profiles, training opportunities, and certificates that lay the foundation for the ACM.
To learn about the newest updates regarding the AGRICOM project, to contact the project consortium, or to learn how the AGRICOM Competence Model could help your human resource management and vocational education and training situation, visit the project website.
“Collaborative Statistics” is an OER written by Barbara Illowsky and Susan Dean, professors of mathematics and statistics at De Anza College in Cupertino, California. The textbook was developed over several years and has been used in classes that range from 20 to 120 students and in regular, honor, and distance learning classes.
This free online resource presented by Connexions is intended for introductory statistics courses being taken by college students who are majoring in fields other than math or engineering. Intermediate algebra is the only prerequisite.
The book focuses on applications of statistical knowledge rather than the theory behind it, emphasizing on four main concepts:
- thinking statistically
- incorporating technology
- working collaboratively
- writing thoughtfully
“Collaborative Statistics” contains full materials for course offerings, including expository text, examples, labs, homework, and projects. A Teacher’s Guide and supplemental course materials including additional problem sets and video lectures are also available online.
“Build it and they will come?– Inhibiting factors for reuse of open content in developing countries” is a paper written by Mathias Hatakka, from Örebro University (Sweden) and published in 2009 in the “The Electronic Journal of Information Systems in Developing Countries.“
Open content has the potential to change the playing field when it comes to every individual’s right to education. However, despite the benefits of OER, the usage is very low in developing countries. Understanding why content developers choose not to use it is the first step towards finding a solution to the problem.
Mr Hatakka focuses his qualitative study on the question “Which inhibiting factors for reuse do content developers in developing countries experience with open content?” To find an answer, interviews, questionnaires and observations have been made with content developers from Bangladesh, Sri Lanka and from UNESCO’s Open Training Platform.
Findings show that many of the inhibiting factors with reuse of open content do not necessarily relate to the actual content. Educational rules and regulations, lack of infrastructure, teaching practices and traditions etc. are major obstacles that need to be overcome if the usage of open content should increase.
Essen, April 2013 - To discuss this matter, the University of Duisburg-Essen invites educators and researchers to a European conference on May 16 and 17, 2013. Some main points of dialogue will include defining quality in learning and innovations in learning resources.
Recently Massive Open Online Courses (MOOCs) have shaken up the blogosphere and media reports on higher education. These courses make use of open digital resources for learning and have attracted hundreds of thousands of online learners at no cost. A digital resource for learning can be a written text, pictures, slides, videos, a 3-D simulation or a website combining all of them into ready-made curricula including tools for (self-)assessment for educators or learners. More and more digital resources with open licenses facilitate educators and learners in editing, improving, and adapting to different learning situations inside or outside of the classroom and in turn share their own work with the online community. These open digital resources provide the foundation for a borderless exchange of teaching and learning methods in many different fields. But a potential conflict exists between open learning resources and the quality of those resources. Restrictions on the certification of the creators of such content or the access to learning materials through paywalls have to some degree defended the quality of those resources in the past. How can creators ensure that their digital resources meet an appropriate level of quality and how can users be certain that said resources are worth their time?
The LINQ conference will bring together current initiatives from all areas of education - schooling, adult learning, informal and on-the-job learning - to demonstrate their online resources and methods of quality development and thereby address this potential conflict. An example of such an initiative is VOA3R (Virtual Open Access Agriculture and Aquaculture Repository), a European research project consortium of a variety universities and research centres. This group is building a hub for resources in agriculture and aqua-science through a social network in which researchers can share, comment and rate content. Through the VOA3R platform advances are being made in the sharing, reciprocal reviewing, and rating of learning innovations in the aforementioned fields, thereby addressing the important aspect of learning quality which should accompany learning development. These advances have proven of great interest to the Global Headquarter of United Nations' organization Food and Agriculture Organization (FAO) - LINQ conference host and supporter of the VOA3R project.
In Rome, discussions will deal with the following questions:
· How can the quality of resources be improved and what does “quality” actually mean for teachers, learners and institutions?
· Are teachers and educational institutions ready to make use of the wealth of resources and how do they find the “right” thing?
· Will the future of digital resources be determined by metadata, i.e. the data about data, feeding databases and search engines?
· What must be done to ensure that we can still access valuable resources in 15 years from now (think about your files from 1998)?
· Do more easy-to-find resources lead to better learning?
Especially but not exclusively for those who do not plan to travel to Rome in May, the University of Duisburg-Essen is inviting interested parties to exchange views on the future of digital resources on Facebook: www.facebook.com/LINQConference. Two conference fee waivers will be given away to Facebook-Followers.
ScratchEd is an online community for those who work with Scratch—a programming language tailored specifically for young people to create their own interactive stories, games, music, and art.