The Research Data Alliance (RDA) builds the social and technical bridges that enable open sharing of data.
The RDA vision is researchers and innovators openly sharing data across technologies, disciplines, and countries to address the grand challenges of society.
Read more: Data without borders — the Research Data Alliance
Science Exchange, a science services marketplace, links people in research institutions that have specialized service offerings with researchers that need access to those core services.
"Science Exchange was developed to create a marketplace for scientific collaboration where researchers can order experiments from the world's best labs," says Elizabeth Iorns, Science Exchange CEO. "The premise is that this collaboration would, in turn, increase the efficiency of scientific research."
Read more: Will market-driven collaboration enable new virtual research models?
Go to school, listen to your teacher lecture, go home, do your homework.
For centuries, this has been the way that school's been done.
But now, a new model of teaching is turning the traditional classroom on its head. Under the flipped classroom model, students watch lectures at home, online. Class time is reserved for collaborative activities that help reinforce concepts and increase engagement.
The present infographic on the Flipped Classroom has been published by knewton.com. it is mainly focused on the US market, but it translates a a deep coming change in the education sector and in the communication sector as well within the society.
At MAC-Team, we have already been developing successful pilot approaches of the Flipped Classroom in 2013 in the WikiSkills project. Active and collaborative learning can go one step further where the students/learners have an active learning/teaching role, and where the teachers and the other stakeholders (educational governance, companies ...) also get involved and contribute in a new relationship model.
Gamification has several definitions which are close to each others (see below).
The present infographic on the Gamification of Education has been published by knewton.com.
it is mainly focused on the US market, but it translates a a deep coming change in the education sector and in the communication sector as well within the society.
Blended learning can refer to any time a student learns in part at a brick-and-mortar facility and in part online. It's a disruptive innovation in education, and one that many schools are employing to increase student learning and engagement while dealing with the realities of public funding.
Other approaches go even further by looking at blended learning by combining various on-line tools/solutions mainly and keeping the face-to-face at a very concise portion or even virtual. In that case blended learning can also be seen as mixing group learning (group teaching by/with the teachers and collaborative learning with/by the students) plus customised monitoring/tutoring 1-to-1 with each student/learner. Even more, as we have been developing in the WikiSkills project, active and collaborative learning can go one step further where the students/learners have an active learning/teaching role, and where the teachers and the other stakeholders (educational governance, companies ...) also get involved and contribute in a new relationship model.
The present infographic on the Blended Learning has been published by knewton.com. it is mainly focused on the US market, but it translates a a deep coming change in the education sector and in the communication sector as well within the society. See as well their other infographic on the "Flipped Classroom".