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Sony Vows to Bring “Blockchain” Tech to Education. Will It Take Hold in K-12?

Marketplace K-12

Sony Global Education Inc. says it has developed a system to bring “blockchain” technology–meant to serve as a decentralized-yet-secure system for transmitting data–to education, as the concept slowly begins to attract attention in the K-12 space.

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eLearning Brothers Expands Family with Two Corporate Training Acquisitions

Edsurge

Over the course of about 10 chapters, players read about different tools they can use to repel an animated robot attack on a facility they’ve built. Each chapter concludes with an assessment to prove employee understanding. Corporate customers can also design their own courses with templates, 3.5

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?Blockchain, Bitcoin and the Tokenization of Learning

Edsurge

Take LiveEdu , for example, a Y Combinator-backed online learning company that touts itself as being the “next-gen Lynda.com,” referring to a platform that offers online courses and skills training. Of course, there’s no guarantee that EDU coin will have any value in any digital market. Sony says it is working towards a 2018 rollout.

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This Workforce Partnership Trains Tech Talent. Can It Boost Civic Engagement Too?

Edsurge

It’s a system that Lee wants to scale across the country, to help other cities tap into the local education and business communities to develop their own talent pipeline. Roughly 200 local employers, including Kaiser Permanente, OSISoft, Sony and Typeform, have also participated. Altogether sixteen projects are on display.

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7 Key Characteristics Of Better Learning Feedback

TeachThought - Learn better.

Given a desired outcome, feedback is what tells me if I should continue on or change course. Therefore, any useful feedback system involves not only a clear goal, but transparent and tangible results related to the goal. We use that information to either stay on the same course or adjust course. User friendly.

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WHAT’S NEW

techlearning

It includes a variety of assessments, multiple-choice and claim-evidence-reasoning assessments, along with extensive support for teachers such as embedded professional development and instructional resources to support a differentiated learning experience for each student. to streamline workflows for assessment and data analysis.

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Five Ethical Considerations For Using Virtual Reality with Children and Adolescents

MindShift

All the major players, including Microsoft, Sony, Samsung, Google and an HTC and Valve partnership are jostling for the consumer headset market. This, of course, could disproportionately impact children, perennial targets for advertisers due to their susceptibility and the influence they exact on their parents. Where, indeed?