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Each month we publish an article about how University of Minnesota
instructors or educational technologists are using technology for
teaching and learning. Beginning in October 2005, parts of these
articles also were published in the Office of Information Technology UMart monthly.
Joint complaints are the second most common reason people go to a primary care physician. Because there are several possible causes of joint pain, physicians must be able to skillfully examine joints and also to interpret the findings. Anne Minenko, assistant professor and clinician educator scholar in the Division of Rheumatic and Autoimmune Diseases, Medical School, has observed that many of her senior medical students don’t feel confident about their ability to perform a joint exam and notes that in a diagnostic workshop they “mechanically go about examining joints with little appreciation for the usefulness of every maneuver.”
Integrating technology provides both opportunity and means to enhance the large enrollment courses, either taught in a large lecture format or in many sections with smaller enrollment. The Course Transformation Program (CTP), an initiative in CLA, is designed to introduce technology into the 21st-century large enrollment course with students’ needs in mind.
Video
Solutions represents a new initiative within OIT to consolidate its
video resources and services into one unit. One purpose of the new unit
is to create an infrastructure to make the use, creation, and
distribution of video easier and more streamlined for members of the
University community.
“It
was a perfect storm,” says Doug Arnold, professor in the School of
Mathematics and director of the Institute for Mathematics and its
Applications, about the phenomenon of the video “Möbius Transformations
Revealed,” which he and colleague Jonathan Rogness created and posted
on YouTube just a couple of months ago.
Croquelandia,
funded in part by a Technology-enhanced Learning (TEL) grant, was built
using Croquet, an open source software development environment that
makes possible the creation of multi-user virtual worlds. Developing a
multi-user world requires a multi-skilled team.
Net-savvy
students today arrive in college classrooms with much higher
expectations of educational technology. They want to be constantly
connected, and expect ubiquitous access to wireless and plug-and-play
technology wherever they go on campus.