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	<id>https://iskomunidad.upd.edu.ph/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Gbgalpao</id>
	<title>Iskomunidad - User contributions [en]</title>
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	<updated>2026-04-27T04:55:13Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42459</id>
		<title>Educ 190</title>
		<link rel="alternate" type="text/html" href="https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42459"/>
		<updated>2014-10-09T09:20:34Z</updated>

		<summary type="html">&lt;p&gt;Gbgalpao: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Educ 190 Computers in Education&lt;br /&gt;
Community Page&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== UP COLLEGE OF EDUCATION ==&lt;br /&gt;
&lt;br /&gt;
Educ 190: Computers in Education&lt;br /&gt;
&lt;br /&gt;
LEARNING OBJECTIVES&lt;br /&gt;
&lt;br /&gt;
1. Identify existing and emerging educational technology (edtech) trends and tools&lt;br /&gt;
&lt;br /&gt;
2. Describe how Filipino teachers learn, share, select, and evaluate edtech&lt;br /&gt;
&lt;br /&gt;
3. Describe the current edtech challenges and innovations happening locally and globally&lt;br /&gt;
&lt;br /&gt;
4. Practice ethnography and social science research to understand teacher and student experiences with edtech&lt;br /&gt;
&lt;br /&gt;
5. Apply user-centered design methods to develop edtech solutions for challenges in education&lt;br /&gt;
&lt;br /&gt;
6. Use learning theories and pedagogies as a framework to critically evaluate edtech&lt;br /&gt;
&lt;br /&gt;
7. Formulate recommendations and policies for integrating edtech into specific learning contexts&lt;br /&gt;
&lt;br /&gt;
8. Design and implement a well-crafted, learner-centered lesson plan that integrates edtech&lt;br /&gt;
&lt;br /&gt;
9. Reflect and summarize one’s learning experience by maintaining a design journal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Topics:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Massive ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How do we think about teaching and learning on a very, very large scale?&lt;br /&gt;
&lt;br /&gt;
MOOC&lt;br /&gt;
A massive open online course (MOOC) is a model for delivering learning content online to any person who wants to take a course, with no limit on attendance.1&lt;br /&gt;
Flipped Classroom&lt;br /&gt;
To flip the common instructional approach: With teacher-created videos and interactive lessons, instruction that used to occur in class is now accessed at home, in advance of class (Tucker, 2012). &lt;br /&gt;
Tucker, B. (2012). The flipped classroom. Education Next, 12(1), 82-83.&lt;br /&gt;
&lt;br /&gt;
(2012). Massive Open Online Course (MOOC) | EDUCAUSE.edu. Retrieved October 9, 2014, from http://www.educause.edu/library/massive-open-online-course-mooc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 1:1 ==&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
What would happen when teachers and learners each had their own device?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gamified ==&lt;br /&gt;
&lt;br /&gt;
===(by Ryan Biscocho)===&lt;br /&gt;
&lt;br /&gt;
How can game elements influence teaching and learning—motivation, excitement, points, competition?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pre class activities&lt;br /&gt;
Bogost, I. (2011, August 8). Gamification is bullshit. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Klopfer, E. (2008). Augmented learning: Research and design of mobile educational games (Chapter 3). Cambridge, MA: MIT Press&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Video]. Gamification of Education. Retrieved from http://ed.ted.com/on/uk36wtoI&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Play an educational game &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In class activities &lt;br /&gt;
&lt;br /&gt;
Seminar discussion about gamification of education: motivation, excitement, rewards, competition&lt;br /&gt;
&lt;br /&gt;
Design a game concept for learning with prototypes and user flows&lt;br /&gt;
&lt;br /&gt;
Reporters: Marius, Dani, and Karl Man&lt;br /&gt;
&lt;br /&gt;
Key Conepts&lt;br /&gt;
Duo lingo&lt;br /&gt;
Brainscape&lt;br /&gt;
Badging&lt;br /&gt;
Mobile Apps&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Open Education ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What happens when resources, ideas and teachers are free and accessible to all?&lt;br /&gt;
&lt;br /&gt;
Pre-class Activities:&lt;br /&gt;
Brown, J.S. &amp;amp; Adler, R.P. (2008). Minds on fire: Open education, the long tail, and Learning 2.0. EDUCAUSE Review, 43(1), 16-32. http://net.educause.edu/ir/library/pdf/ERM0811.pdf&lt;br /&gt;
&lt;br /&gt;
In-class Activities:&lt;br /&gt;
Seminar discussion about open courseware&lt;br /&gt;
&lt;br /&gt;
Dawn, Rey, and Kenneth’s &lt;br /&gt;
session&lt;br /&gt;
&lt;br /&gt;
Key Concepts:&lt;br /&gt;
Open Source&lt;br /&gt;
MIT Open &lt;br /&gt;
Courseware&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Blended Learning ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How can we combine digital and face to face interactions to improve teaching and learning?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pre-class Activities&lt;br /&gt;
&lt;br /&gt;
Schlager, M. S., &amp;amp; Fusco, J. (2003). Teacher professional development, technology, and communities of practice: Are we putting the cart before the horse? The Information Society, 19, 203–220. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In-class Activities&lt;br /&gt;
&lt;br /&gt;
Seminar discussion about blended learning practices: benefits and challenges&lt;br /&gt;
&lt;br /&gt;
Rinna, Cush, and Kenneth’s session&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Key Concepts&lt;br /&gt;
&lt;br /&gt;
Blended Learning&lt;br /&gt;
&lt;br /&gt;
Quipper&lt;br /&gt;
&lt;br /&gt;
Plickers&lt;br /&gt;
&lt;br /&gt;
Socrative&lt;br /&gt;
&lt;br /&gt;
WIDE World&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Course Syllabus]]&lt;/div&gt;</summary>
		<author><name>Gbgalpao</name></author>
	</entry>
	<entry>
		<id>https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42455</id>
		<title>Educ 190</title>
		<link rel="alternate" type="text/html" href="https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42455"/>
		<updated>2014-10-09T09:19:09Z</updated>

		<summary type="html">&lt;p&gt;Gbgalpao: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Educ 190 Computers in Education&lt;br /&gt;
Community Page&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
UP COLLEGE OF EDUCATION&lt;br /&gt;
&lt;br /&gt;
Educ 190: Computers in Education&lt;br /&gt;
&lt;br /&gt;
LEARNING OBJECTIVES&lt;br /&gt;
&lt;br /&gt;
1. Identify existing and emerging educational technology (edtech) trends and tools&lt;br /&gt;
&lt;br /&gt;
2. Describe how Filipino teachers learn, share, select, and evaluate edtech&lt;br /&gt;
&lt;br /&gt;
3. Describe the current edtech challenges and innovations happening locally and globally&lt;br /&gt;
&lt;br /&gt;
4. Practice ethnography and social science research to understand teacher and student experiences with edtech&lt;br /&gt;
&lt;br /&gt;
5. Apply user-centered design methods to develop edtech solutions for challenges in education&lt;br /&gt;
&lt;br /&gt;
6. Use learning theories and pedagogies as a framework to critically evaluate edtech&lt;br /&gt;
&lt;br /&gt;
7. Formulate recommendations and policies for integrating edtech into specific learning contexts&lt;br /&gt;
&lt;br /&gt;
8. Design and implement a well-crafted, learner-centered lesson plan that integrates edtech&lt;br /&gt;
&lt;br /&gt;
9. Reflect and summarize one’s learning experience by maintaining a design journal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Topics:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Massive ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How do we think about teaching and learning on a very, very large scale?&lt;br /&gt;
&lt;br /&gt;
MOOC&lt;br /&gt;
A massive open online course (MOOC) is a model for delivering learning content online to any person who wants to take a course, with no limit on attendance.1&lt;br /&gt;
Flipped Classroom&lt;br /&gt;
To flip the common instructional approach: With teacher-created videos and interactive lessons, instruction that used to occur in class is now accessed at home, in advance of class (Tucker, 2012). &lt;br /&gt;
Tucker, B. (2012). The flipped classroom. Education Next, 12(1), 82-83.&lt;br /&gt;
&lt;br /&gt;
(2012). Massive Open Online Course (MOOC) | EDUCAUSE.edu. Retrieved October 9, 2014, from http://www.educause.edu/library/massive-open-online-course-mooc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 1:1 ==&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
What would happen when teachers and learners each had their own device?&lt;br /&gt;
&lt;br /&gt;
Gamified&lt;br /&gt;
== Gamified ==&lt;br /&gt;
&lt;br /&gt;
==(by Ryan Biscocho)==&lt;br /&gt;
&lt;br /&gt;
How can game elements influence teaching and learning—motivation, excitement, points, competition?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pre class activities&lt;br /&gt;
Bogost, I. (2011, August 8). Gamification is bullshit. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Klopfer, E. (2008). Augmented learning: Research and design of mobile educational games (Chapter 3). Cambridge, MA: MIT Press&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Video]. Gamification of Education. Retrieved from http://ed.ted.com/on/uk36wtoI&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Play an educational game &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In class activities &lt;br /&gt;
&lt;br /&gt;
Seminar discussion about gamification of education: motivation, excitement, rewards, competition&lt;br /&gt;
&lt;br /&gt;
Design a game concept for learning with prototypes and user flows&lt;br /&gt;
&lt;br /&gt;
Reporters: Marius, Dani, and Karl Man&lt;br /&gt;
&lt;br /&gt;
Key Conepts&lt;br /&gt;
Duo lingo&lt;br /&gt;
Brainscape&lt;br /&gt;
Badging&lt;br /&gt;
Mobile Apps&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Open Education ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What happens when resources, ideas and teachers are free and accessible to all?&lt;br /&gt;
&lt;br /&gt;
Pre-class Activities:&lt;br /&gt;
Brown, J.S. &amp;amp; Adler, R.P. (2008). Minds on fire: Open education, the long tail, and Learning 2.0. EDUCAUSE Review, 43(1), 16-32. http://net.educause.edu/ir/library/pdf/ERM0811.pdf&lt;br /&gt;
&lt;br /&gt;
In-class Activities:&lt;br /&gt;
Seminar discussion about open courseware&lt;br /&gt;
&lt;br /&gt;
Dawn, Rey, and Kenneth’s &lt;br /&gt;
session&lt;br /&gt;
&lt;br /&gt;
Key Concepts:&lt;br /&gt;
Open Source&lt;br /&gt;
MIT Open &lt;br /&gt;
Courseware&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Blended Learning ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How can we combine digital and face to face interactions to improve teaching and learning?&lt;br /&gt;
&lt;br /&gt;
Pre-class Activities&lt;br /&gt;
&lt;br /&gt;
Schlager, M. S., &amp;amp; Fusco, J. (2003). Teacher professional development, technology, and communities of practice: Are we putting the cart before the horse? The Information Society, 19, 203–220. &lt;br /&gt;
&lt;br /&gt;
In-class Activities&lt;br /&gt;
&lt;br /&gt;
Seminar discussion about blended learning practices: benefits and challenges&lt;br /&gt;
&lt;br /&gt;
Rinna, Cush, and Kenneth’s session&lt;br /&gt;
&lt;br /&gt;
Key Concepts&lt;br /&gt;
&lt;br /&gt;
Blended Learning&lt;br /&gt;
&lt;br /&gt;
Quipper&lt;br /&gt;
&lt;br /&gt;
Plickers&lt;br /&gt;
&lt;br /&gt;
Socrative&lt;br /&gt;
&lt;br /&gt;
WIDE World&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Course Syllabus]]&lt;/div&gt;</summary>
		<author><name>Gbgalpao</name></author>
	</entry>
	<entry>
		<id>https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42451</id>
		<title>Educ 190</title>
		<link rel="alternate" type="text/html" href="https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42451"/>
		<updated>2014-10-09T09:18:15Z</updated>

		<summary type="html">&lt;p&gt;Gbgalpao: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Educ 190 Computers in Education&lt;br /&gt;
Community Page&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
UP COLLEGE OF EDUCATION&lt;br /&gt;
&lt;br /&gt;
Educ 190: Computers in Education&lt;br /&gt;
&lt;br /&gt;
LEARNING OBJECTIVES&lt;br /&gt;
&lt;br /&gt;
1. Identify existing and emerging educational technology (edtech) trends and tools&lt;br /&gt;
&lt;br /&gt;
2. Describe how Filipino teachers learn, share, select, and evaluate edtech&lt;br /&gt;
&lt;br /&gt;
3. Describe the current edtech challenges and innovations happening locally and globally&lt;br /&gt;
&lt;br /&gt;
4. Practice ethnography and social science research to understand teacher and student experiences with edtech&lt;br /&gt;
&lt;br /&gt;
5. Apply user-centered design methods to develop edtech solutions for challenges in education&lt;br /&gt;
&lt;br /&gt;
6. Use learning theories and pedagogies as a framework to critically evaluate edtech&lt;br /&gt;
&lt;br /&gt;
7. Formulate recommendations and policies for integrating edtech into specific learning contexts&lt;br /&gt;
&lt;br /&gt;
8. Design and implement a well-crafted, learner-centered lesson plan that integrates edtech&lt;br /&gt;
&lt;br /&gt;
9. Reflect and summarize one’s learning experience by maintaining a design journal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Topics:&lt;br /&gt;
&lt;br /&gt;
Massive&lt;br /&gt;
How do we think about teaching and learning on a very, very large scale?&lt;br /&gt;
&lt;br /&gt;
MOOC&lt;br /&gt;
A massive open online course (MOOC) is a model for delivering learning content online to any person who wants to take a course, with no limit on attendance.1&lt;br /&gt;
Flipped Classroom&lt;br /&gt;
To flip the common instructional approach: With teacher-created videos and interactive lessons, instruction that used to occur in class is now accessed at home, in advance of class (Tucker, 2012). &lt;br /&gt;
Tucker, B. (2012). The flipped classroom. Education Next, 12(1), 82-83.&lt;br /&gt;
&lt;br /&gt;
(2012). Massive Open Online Course (MOOC) | EDUCAUSE.edu. Retrieved October 9, 2014, from http://www.educause.edu/library/massive-open-online-course-mooc.&lt;br /&gt;
&lt;br /&gt;
1:1 &lt;br /&gt;
What would happen when teachers and learners each had their own device?&lt;br /&gt;
&lt;br /&gt;
Gamified&lt;br /&gt;
== Gamified ==&lt;br /&gt;
&lt;br /&gt;
(by Ryan Biscocho)&lt;br /&gt;
&lt;br /&gt;
How can game elements influence teaching and learning—motivation, excitement, points, competition?&lt;br /&gt;
&lt;br /&gt;
Pre class activities&lt;br /&gt;
Bogost, I. (2011, August 8). Gamification is bullshit. &lt;br /&gt;
&lt;br /&gt;
Klopfer, E. (2008). Augmented learning: Research and design of mobile educational games (Chapter 3). Cambridge, MA: MIT Press&lt;br /&gt;
&lt;br /&gt;
[Video]. Gamification of Education. Retrieved from http://ed.ted.com/on/uk36wtoI&lt;br /&gt;
&lt;br /&gt;
Play an educational game &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In class activities &lt;br /&gt;
Seminar discussion about gamification of education: motivation, excitement, rewards, competition&lt;br /&gt;
&lt;br /&gt;
Design a game concept for learning with prototypes and user flows&lt;br /&gt;
&lt;br /&gt;
Reporters: Marius, Dani, and Karl Man&lt;br /&gt;
&lt;br /&gt;
Key Conepts&lt;br /&gt;
Duo lingo&lt;br /&gt;
Brainscape&lt;br /&gt;
Badging&lt;br /&gt;
Mobile Apps&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Open Education ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What happens when resources, ideas and teachers are free and accessible to all?&lt;br /&gt;
&lt;br /&gt;
Pre-class Activities:&lt;br /&gt;
Brown, J.S. &amp;amp; Adler, R.P. (2008). Minds on fire: Open education, the long tail, and Learning 2.0. EDUCAUSE Review, 43(1), 16-32. http://net.educause.edu/ir/library/pdf/ERM0811.pdf&lt;br /&gt;
&lt;br /&gt;
In-class Activities:&lt;br /&gt;
Seminar discussion about open courseware&lt;br /&gt;
&lt;br /&gt;
Dawn, Rey, and Kenneth’s &lt;br /&gt;
session&lt;br /&gt;
&lt;br /&gt;
Key Concepts:&lt;br /&gt;
Open Source&lt;br /&gt;
MIT Open &lt;br /&gt;
Courseware&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Blended Learning&lt;br /&gt;
&lt;br /&gt;
How can we combine digital and face to face interactions to improve teaching and learning?&lt;br /&gt;
&lt;br /&gt;
Pre-class Activities&lt;br /&gt;
&lt;br /&gt;
Schlager, M. S., &amp;amp; Fusco, J. (2003). Teacher professional development, technology, and communities of practice: Are we putting the cart before the horse? The Information Society, 19, 203–220. &lt;br /&gt;
&lt;br /&gt;
In-class Activities&lt;br /&gt;
&lt;br /&gt;
Seminar discussion about blended learning practices: benefits and challenges&lt;br /&gt;
Rinna, Cush, and Kenneth’s session&lt;br /&gt;
&lt;br /&gt;
Key Concepts&lt;br /&gt;
&lt;br /&gt;
Blended Learning&lt;br /&gt;
Quipper&lt;br /&gt;
Plickers&lt;br /&gt;
Socrative&lt;br /&gt;
WIDE World&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Course Syllabus]]&lt;/div&gt;</summary>
		<author><name>Gbgalpao</name></author>
	</entry>
	<entry>
		<id>https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42448</id>
		<title>Educ 190</title>
		<link rel="alternate" type="text/html" href="https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42448"/>
		<updated>2014-10-09T09:17:21Z</updated>

		<summary type="html">&lt;p&gt;Gbgalpao: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Educ 190 Computers in Education&lt;br /&gt;
Community Page&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
UP COLLEGE OF EDUCATION&lt;br /&gt;
&lt;br /&gt;
Educ 190: Computers in Education&lt;br /&gt;
&lt;br /&gt;
LEARNING OBJECTIVES&lt;br /&gt;
&lt;br /&gt;
1. Identify existing and emerging educational technology (edtech) trends and tools&lt;br /&gt;
&lt;br /&gt;
2. Describe how Filipino teachers learn, share, select, and evaluate edtech&lt;br /&gt;
&lt;br /&gt;
3. Describe the current edtech challenges and innovations happening locally and globally&lt;br /&gt;
&lt;br /&gt;
4. Practice ethnography and social science research to understand teacher and student experiences with edtech&lt;br /&gt;
&lt;br /&gt;
5. Apply user-centered design methods to develop edtech solutions for challenges in education&lt;br /&gt;
&lt;br /&gt;
6. Use learning theories and pedagogies as a framework to critically evaluate edtech&lt;br /&gt;
&lt;br /&gt;
7. Formulate recommendations and policies for integrating edtech into specific learning contexts&lt;br /&gt;
&lt;br /&gt;
8. Design and implement a well-crafted, learner-centered lesson plan that integrates edtech&lt;br /&gt;
&lt;br /&gt;
9. Reflect and summarize one’s learning experience by maintaining a design journal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Topics:&lt;br /&gt;
&lt;br /&gt;
Massive: How do we think about teaching and learning on a very, very large scale?&lt;br /&gt;
&lt;br /&gt;
MOOC&lt;br /&gt;
A massive open online course (MOOC) is a model for delivering learning content online to any person who wants to take a course, with no limit on attendance.1&lt;br /&gt;
Flipped Classroom&lt;br /&gt;
To flip the common instructional approach: With teacher-created videos and interactive lessons, instruction that used to occur in class is now accessed at home, in advance of class (Tucker, 2012). &lt;br /&gt;
Tucker, B. (2012). The flipped classroom. Education Next, 12(1), 82-83.&lt;br /&gt;
&lt;br /&gt;
(2012). Massive Open Online Course (MOOC) | EDUCAUSE.edu. Retrieved October 9, 2014, from http://www.educause.edu/library/massive-open-online-course-mooc.&lt;br /&gt;
&lt;br /&gt;
Gamified&lt;br /&gt;
== Gamified ==&lt;br /&gt;
&lt;br /&gt;
(by Ryan Biscocho)&lt;br /&gt;
&lt;br /&gt;
How can game elements influence teaching and learning—motivation, excitement, points, competition?&lt;br /&gt;
&lt;br /&gt;
Pre class activities&lt;br /&gt;
Bogost, I. (2011, August 8). Gamification is bullshit. &lt;br /&gt;
&lt;br /&gt;
Klopfer, E. (2008). Augmented learning: Research and design of mobile educational games (Chapter 3). Cambridge, MA: MIT Press&lt;br /&gt;
&lt;br /&gt;
[Video]. Gamification of Education. Retrieved from http://ed.ted.com/on/uk36wtoI&lt;br /&gt;
&lt;br /&gt;
Play an educational game &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In class activities &lt;br /&gt;
Seminar discussion about gamification of education: motivation, excitement, rewards, competition&lt;br /&gt;
&lt;br /&gt;
Design a game concept for learning with prototypes and user flows&lt;br /&gt;
&lt;br /&gt;
Reporters: Marius, Dani, and Karl Man&lt;br /&gt;
&lt;br /&gt;
Key Conepts&lt;br /&gt;
Duo lingo&lt;br /&gt;
Brainscape&lt;br /&gt;
Badging&lt;br /&gt;
Mobile Apps&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Open Education&lt;br /&gt;
(by Aila Verzosa)&lt;br /&gt;
&lt;br /&gt;
What happens when resources, ideas and teachers are free and accessible to all?&lt;br /&gt;
&lt;br /&gt;
Pre-class Activities:&lt;br /&gt;
Brown, J.S. &amp;amp; Adler, R.P. (2008). Minds on fire: Open education, the long tail, and Learning 2.0. EDUCAUSE Review, 43(1), 16-32. http://net.educause.edu/ir/library/pdf/ERM0811.pdf&lt;br /&gt;
&lt;br /&gt;
In-class Activities:&lt;br /&gt;
Seminar discussion about open courseware&lt;br /&gt;
&lt;br /&gt;
Dawn, Rey, and Kenneth’s &lt;br /&gt;
session&lt;br /&gt;
&lt;br /&gt;
Key Concepts:&lt;br /&gt;
Open Source&lt;br /&gt;
MIT Open &lt;br /&gt;
Courseware&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Blended Learning&lt;br /&gt;
&lt;br /&gt;
(by Globel Nicole Galpao)&lt;br /&gt;
&lt;br /&gt;
How can we combine digital and face to face interactions to improve teaching and learning?&lt;br /&gt;
&lt;br /&gt;
Pre-class Activities&lt;br /&gt;
Schlager, M. S., &amp;amp; Fusco, J. (2003). Teacher professional development, technology, and communities of practice: Are we putting the cart before the horse? The Information Society, 19, 203–220. &lt;br /&gt;
&lt;br /&gt;
In-class Activities&lt;br /&gt;
Seminar discussion about blended learning practices: benefits and challenges&lt;br /&gt;
Rinna, Cush, and Kenneth’s session&lt;br /&gt;
&lt;br /&gt;
Key Concepts&lt;br /&gt;
Blended Learning&lt;br /&gt;
Quipper&lt;br /&gt;
Plickers&lt;br /&gt;
Socrative&lt;br /&gt;
WIDE World&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Course Syllabus]]&lt;/div&gt;</summary>
		<author><name>Gbgalpao</name></author>
	</entry>
	<entry>
		<id>https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42445</id>
		<title>Educ 190</title>
		<link rel="alternate" type="text/html" href="https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42445"/>
		<updated>2014-10-09T09:16:57Z</updated>

		<summary type="html">&lt;p&gt;Gbgalpao: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Educ 190 Computers in Education&lt;br /&gt;
Community Page&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
UP COLLEGE OF EDUCATION&lt;br /&gt;
&lt;br /&gt;
Educ 190: Computers in Education&lt;br /&gt;
&lt;br /&gt;
LEARNING OBJECTIVES&lt;br /&gt;
&lt;br /&gt;
1. Identify existing and emerging educational technology (edtech) trends and tools&lt;br /&gt;
&lt;br /&gt;
2. Describe how Filipino teachers learn, share, select, and evaluate edtech&lt;br /&gt;
&lt;br /&gt;
3. Describe the current edtech challenges and innovations happening locally and globally&lt;br /&gt;
&lt;br /&gt;
4. Practice ethnography and social science research to understand teacher and student experiences with edtech&lt;br /&gt;
&lt;br /&gt;
5. Apply user-centered design methods to develop edtech solutions for challenges in education&lt;br /&gt;
&lt;br /&gt;
6. Use learning theories and pedagogies as a framework to critically evaluate edtech&lt;br /&gt;
&lt;br /&gt;
7. Formulate recommendations and policies for integrating edtech into specific learning contexts&lt;br /&gt;
&lt;br /&gt;
8. Design and implement a well-crafted, learner-centered lesson plan that integrates edtech&lt;br /&gt;
&lt;br /&gt;
9. Reflect and summarize one’s learning experience by maintaining a design journal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Topics:&lt;br /&gt;
&lt;br /&gt;
Massive: How do we think about teaching and learning on a very, very large scale?&lt;br /&gt;
&lt;br /&gt;
MOOC&lt;br /&gt;
A massive open online course (MOOC) is a model for delivering learning content online to any person who wants to take a course, with no limit on attendance.1&lt;br /&gt;
Flipped Classroom&lt;br /&gt;
To flip the common instructional approach: With teacher-created videos and interactive lessons, instruction that used to occur in class is now accessed at home, in advance of class (Tucker, 2012). &lt;br /&gt;
Tucker, B. (2012). The flipped classroom. Education Next, 12(1), 82-83.&lt;br /&gt;
&lt;br /&gt;
(2012). Massive Open Online Course (MOOC) | EDUCAUSE.edu. Retrieved October 9, 2014, from http://www.educause.edu/library/massive-open-online-course-mooc.&lt;br /&gt;
&lt;br /&gt;
Gamified&lt;br /&gt;
== Gamified ==&lt;br /&gt;
&lt;br /&gt;
(by Ryan Biscocho)&lt;br /&gt;
&lt;br /&gt;
How can game elements influence teaching and learning—motivation, excitement, points, competition?&lt;br /&gt;
&lt;br /&gt;
Pre class activities&lt;br /&gt;
Bogost, I. (2011, August 8). Gamification is bullshit. &lt;br /&gt;
&lt;br /&gt;
Klopfer, E. (2008). Augmented learning: Research and design of mobile educational games (Chapter 3). Cambridge, MA: MIT Press&lt;br /&gt;
&lt;br /&gt;
[Video]. Gamification of Education. Retrieved from http://ed.ted.com/on/uk36wtoI&lt;br /&gt;
&lt;br /&gt;
Play an educational game &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In class activities &lt;br /&gt;
Seminar discussion about gamification of education: motivation, excitement, rewards, competition&lt;br /&gt;
&lt;br /&gt;
Design a game concept for learning with prototypes and user flows&lt;br /&gt;
&lt;br /&gt;
Reporters: Marius, Dani, and Karl Man&lt;br /&gt;
&lt;br /&gt;
Key Conepts&lt;br /&gt;
Duo lingo&lt;br /&gt;
Brainscape&lt;br /&gt;
Badging&lt;br /&gt;
Mobile Apps&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Open Education&lt;br /&gt;
What happens when resources, ideas and teachers are free and accessible to all?&lt;br /&gt;
&lt;br /&gt;
Pre-class Activities:&lt;br /&gt;
Brown, J.S. &amp;amp; Adler, R.P. (2008). Minds on fire: Open education, the long tail, and Learning 2.0. EDUCAUSE Review, 43(1), 16-32. http://net.educause.edu/ir/library/pdf/ERM0811.pdf&lt;br /&gt;
&lt;br /&gt;
In-class Activities:&lt;br /&gt;
Seminar discussion about open courseware&lt;br /&gt;
&lt;br /&gt;
Dawn, Rey, and Kenneth’s &lt;br /&gt;
session&lt;br /&gt;
&lt;br /&gt;
Key Concepts:&lt;br /&gt;
Open Source&lt;br /&gt;
MIT Open &lt;br /&gt;
Courseware&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Blended Learning&lt;br /&gt;
&lt;br /&gt;
(by Globel Nicole Galpao)&lt;br /&gt;
How can we combine digital and face to face interactions to improve teaching and learning?&lt;br /&gt;
&lt;br /&gt;
Pre-class Activities&lt;br /&gt;
Schlager, M. S., &amp;amp; Fusco, J. (2003). Teacher professional development, technology, and communities of practice: Are we putting the cart before the horse? The Information Society, 19, 203–220. &lt;br /&gt;
&lt;br /&gt;
In-class Activities&lt;br /&gt;
Seminar discussion about blended learning practices: benefits and challenges&lt;br /&gt;
Rinna, Cush, and Kenneth’s session&lt;br /&gt;
&lt;br /&gt;
Key Concepts&lt;br /&gt;
Blended Learning&lt;br /&gt;
Quipper&lt;br /&gt;
Plickers&lt;br /&gt;
Socrative&lt;br /&gt;
WIDE World&lt;/div&gt;</summary>
		<author><name>Gbgalpao</name></author>
	</entry>
	<entry>
		<id>https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42441</id>
		<title>Educ 190</title>
		<link rel="alternate" type="text/html" href="https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42441"/>
		<updated>2014-10-09T09:15:38Z</updated>

		<summary type="html">&lt;p&gt;Gbgalpao: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Educ 190 Computers in Education&lt;br /&gt;
Community Page&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
UP COLLEGE OF EDUCATION&lt;br /&gt;
&lt;br /&gt;
Educ 190: Computers in Education&lt;br /&gt;
&lt;br /&gt;
LEARNING OBJECTIVES&lt;br /&gt;
&lt;br /&gt;
1. Identify existing and emerging educational technology (edtech) trends and tools&lt;br /&gt;
&lt;br /&gt;
2. Describe how Filipino teachers learn, share, select, and evaluate edtech&lt;br /&gt;
&lt;br /&gt;
3. Describe the current edtech challenges and innovations happening locally and globally&lt;br /&gt;
&lt;br /&gt;
4. Practice ethnography and social science research to understand teacher and student experiences with edtech&lt;br /&gt;
&lt;br /&gt;
5. Apply user-centered design methods to develop edtech solutions for challenges in education&lt;br /&gt;
&lt;br /&gt;
6. Use learning theories and pedagogies as a framework to critically evaluate edtech&lt;br /&gt;
&lt;br /&gt;
7. Formulate recommendations and policies for integrating edtech into specific learning contexts&lt;br /&gt;
&lt;br /&gt;
8. Design and implement a well-crafted, learner-centered lesson plan that integrates edtech&lt;br /&gt;
&lt;br /&gt;
9. Reflect and summarize one’s learning experience by maintaining a design journal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Topics:&lt;br /&gt;
&lt;br /&gt;
Massive: How do we think about teaching and learning on a very, very large scale?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gamified&lt;br /&gt;
(by Ryan Biscocho)&lt;br /&gt;
&lt;br /&gt;
How can game elements influence teaching and learning—motivation, excitement, points, competition?&lt;br /&gt;
&lt;br /&gt;
Pre class activities&lt;br /&gt;
Bogost, I. (2011, August 8). Gamification is bullshit. &lt;br /&gt;
&lt;br /&gt;
Klopfer, E. (2008). Augmented learning: Research and design of mobile educational games (Chapter 3). Cambridge, MA: MIT Press&lt;br /&gt;
&lt;br /&gt;
[Video]. Gamification of Education. Retrieved from http://ed.ted.com/on/uk36wtoI&lt;br /&gt;
&lt;br /&gt;
Play an educational game &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In class activities &lt;br /&gt;
Seminar discussion about gamification of education: motivation, excitement, rewards, competition&lt;br /&gt;
&lt;br /&gt;
Design a game concept for learning with prototypes and user flows&lt;br /&gt;
&lt;br /&gt;
Reporters: Marius, Dani, and Karl Man&lt;br /&gt;
&lt;br /&gt;
Key Conepts&lt;br /&gt;
Duo lingo&lt;br /&gt;
Brainscape&lt;br /&gt;
Badging&lt;br /&gt;
Mobile Apps&lt;br /&gt;
&lt;br /&gt;
Open Education&lt;br /&gt;
What happens when resources, ideas and teachers are free and accessible to all?&lt;br /&gt;
&lt;br /&gt;
Pre-class Activities:&lt;br /&gt;
Brown, J.S. &amp;amp; Adler, R.P. (2008). Minds on fire: Open education, the long tail, and Learning 2.0. EDUCAUSE Review, 43(1), 16-32. http://net.educause.edu/ir/library/pdf/ERM0811.pdf&lt;br /&gt;
&lt;br /&gt;
In-class Activities:&lt;br /&gt;
Seminar discussion about open courseware&lt;br /&gt;
&lt;br /&gt;
Dawn, Rey, and Kenneth’s &lt;br /&gt;
session&lt;br /&gt;
&lt;br /&gt;
Key Concepts:&lt;br /&gt;
Open Source&lt;br /&gt;
MIT Open &lt;br /&gt;
Courseware&lt;br /&gt;
&lt;br /&gt;
Blended Learning&lt;br /&gt;
How can we combine digital and face to face interactions to improve teaching and learning?&lt;br /&gt;
&lt;br /&gt;
Pre-class Activities&lt;br /&gt;
Schlager, M. S., &amp;amp; Fusco, J. (2003). Teacher professional development, technology, and communities of practice: Are we putting the cart before the horse? The Information Society, 19, 203–220. &lt;br /&gt;
&lt;br /&gt;
In-class Activities&lt;br /&gt;
Seminar discussion about blended learning practices: benefits and challenges&lt;br /&gt;
Rinna, Cush, and Kenneth’s session&lt;br /&gt;
&lt;br /&gt;
Key Concepts&lt;br /&gt;
Blended Learning&lt;br /&gt;
Quipper&lt;br /&gt;
Plickers&lt;br /&gt;
Socrative&lt;br /&gt;
WIDE World&lt;/div&gt;</summary>
		<author><name>Gbgalpao</name></author>
	</entry>
</feed>