Lis Parcell offers considerations for colleges developing their higher education provision.
Tag: Digital Capability
Lis Parcell and Chris Thomson highlight some potential challenges for college teams dealing with heightened Covid absences, with a reminder of some strategies and resources that could help keep support services going
Subject Specialists Lis Parcell and Scott Hibberson presented two workshops for the M25 consortium. Both workshops explored how digital has affected front-line library staff, from the perspective of front-line staff themselves and their managers. The M25 Consortium of Academic Libraries is a collaborative organisation. They work to improve library and information services within the M25 […]
A look into some of the practical approaches to creating motivational online activities and learning environments.
Chris takes a quick look at the issue of employability and digital skills, and how we are preparing college and university leavers to enter a transformed workplace.
Active learning is the opposite of passive listening. Esther explores some key teaching methods and a range of digital tools and techniques to help.
Esther talks to Jamie and Vinnie who are loaders for RCT Waste Services. Digital Skills are becoming more important in their jobs as they collect more data on their rounds.
In response to Jisc’s revised definition of digital wellbeing Scott explores what this means to him. Examples from across the sector are included as well as useful links to Jisc’s developing work in this area.
What does it mean to “innovate”? Just because you’re using “innovative” technologies doesn’t automatically mean you are being innovative yourself. Conversely, you don’t need to use cutting edge technology to transform your practice in innovative ways. It’s tempting to think that in the field of education technology, if you’re not keeping up with the latest […]
Scott provides an update on EMFEC’s Technology for Learning network. Jisc’s work on digital capability and student insights were key themes as well as gamifying digital capability.