Presentation_NEERO_2025

Digital Learners

The world really has changed. The young people coming into your classroom are connected, they expect information and interaction quickly. They like video, it engages them (you may not like it, but it is true). They bully each other over digital networks (at least about 35% of the kids in middle school do). They support Read More

Presentation_NEERO_2025

Context and Curriculum

For 20th century purposes, de-contextualized curriculum created independent from students’ interests and experiences that has been stripped of complicating factors and designed to create products and performances for teachers alone may have been sufficient. Advocates of flat classrooms are among those who argued that more complex and sophisticated problems were appropriate for student tasks, especially Read More

Presentation_NEERO_2025

On Portfolios

The central feature of every portfolio are the artifacts which are those examples and fragments of work that illustrate the learners’ skills, knowledge, and habits. It is important to note that with some exceptions, artifacts are fragments of work. Rather than including the entire paper, one will include only the abstract or the conclusion, or Read More

Presentation_NEERO_2025

A Rationale for Interaction in Online Courses

Human brains are “wired” to learn in social situations. While the word “wired” may seem inappropriate when describing human physiology, it is illustrative. Human brains comprise long and thin neurons; electrical and chemical activity in those cells cretes cognition. The survival of the human species has been attributed to the cooperation among members of a Read More

Presentation_NEERO_2025

Leverage IT for Education

The idea of using new technology for cognitive tasks has been well-received by some and ill-received by others, and that has been true throughout human history, especially at transitions when one dominant technology was being replaced by another. Using computers to support human cognition was a central theme of information theorist Vannevar Bush’s seminal article Read More

Presentation_NEERO_2025

Multimedia Learning

When computer technology (hardware and software) advanced to the point where graphic user interfaces and network connectivity became standard components of personal computers (about the mid-1990’s), they also advanced to the point where they could display multimedia content (high-resolution graphics, and audio, video and animations) as well. From the second decade of the 21st century, Read More

Presentation_NEERO_2025

Instructional Engineering versus Sociocultural Instruction Design

Educational researchers Scott Garbiner, Cary Aplin, and Gitanjali Ponnappa-Brenner (2007) contrast engineering instruction for well-defined and measurable outcomes with designing instruction for sociocultural environments. Those who engineer instruction seek plans that lead students to meet goals (alternatively they select prescribed instruction plans that are intended to produce the desired outcome), and if the goal is Read More