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	<id>https://iskomunidad.upd.edu.ph/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Krcadiang</id>
	<title>Iskomunidad - User contributions [en]</title>
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	<updated>2026-04-29T02:10:47Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42502</id>
		<title>Educ 190</title>
		<link rel="alternate" type="text/html" href="https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42502"/>
		<updated>2014-10-09T09:32:43Z</updated>

		<summary type="html">&lt;p&gt;Krcadiang: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Educ 190 Computers in Education =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Technologies====&lt;br /&gt;
&lt;br /&gt;
== Massive ==&lt;br /&gt;
MOOC: How do we think about teaching and learning on a very, very large scale?&lt;br /&gt;
&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.&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;
1:1 Learning&lt;br /&gt;
&lt;br /&gt;
1-to-1 programs are also known as &#039;anywhere, any time&#039; or &#039;laptops for students&#039; programs.&lt;br /&gt;
(2012). 1-to-1 Learning - Smart Classrooms - Education Queensland. Retrieved October 9, 2014, from http://education.qld.gov.au/smartclassrooms/working-digitally/1-to-1-learning.html.&lt;br /&gt;
== Flipped Learning ==&lt;br /&gt;
Flipped Classroom&lt;br /&gt;
&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;
Warschauer, M., &amp;amp; Ames, M. (2010). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== MARIUSPOGI ==&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;
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;
&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;
&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;
&lt;br /&gt;
===== Key Conepts =====&lt;br /&gt;
&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;
What happens when resources, ideas and teachers are free and accessible to all?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pre-class Activities:&lt;br /&gt;
&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;
&lt;br /&gt;
In-class Activities:&lt;br /&gt;
&lt;br /&gt;
Seminar discussion about open courseware&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Key Concepts:&lt;br /&gt;
&lt;br /&gt;
Open Source&lt;br /&gt;
&lt;br /&gt;
MIT Open &lt;br /&gt;
&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;
&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;
== Participatory Learning ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How can technology support greater self-directedness in learning?&lt;br /&gt;
&lt;br /&gt;
Pre-class Activities&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Literat, I., &amp;amp; Itow, R.C. (2012). Professional development in a culture of participatory learning. In E. Reilly and I. Literat (Eds.), Designing with teachers: Participatory professional development in education. Swanson, K.N., &amp;amp; Leanness, A. (2012, May).&lt;br /&gt;
&lt;br /&gt;
Edcamp: A qualitative exploration. Whitepaper retrieved from http://edcamp.org/wp-content/uploads/2012/07/Edcamp_Whitepaper_Final.pdf&lt;br /&gt;
&lt;br /&gt;
Prepare logistics for an EdCamp event at the College of Education: venues, invites, permits&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In-Class Activities:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Seminar discussion about participatory learning as a comparison to traditional learning&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hold an EdCamp in Eduk as continuation of ACLE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Course Syllabus]]&lt;/div&gt;</summary>
		<author><name>Krcadiang</name></author>
	</entry>
	<entry>
		<id>https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42495</id>
		<title>Educ 190</title>
		<link rel="alternate" type="text/html" href="https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42495"/>
		<updated>2014-10-09T09:30:27Z</updated>

		<summary type="html">&lt;p&gt;Krcadiang: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Educ 190 Computers in Education =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Technologies====&lt;br /&gt;
&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.&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;
1:1&lt;br /&gt;
1-to-1 programs are also known as &#039;anywhere, any time&#039; or &#039;laptops for students&#039; programs.&lt;br /&gt;
&lt;br /&gt;
Tucker, B. (2012). The flipped classroom. Education Next, 12(1), 82-83.&lt;br /&gt;
Warschauer, M., &amp;amp; Ames, M. (2010). Can One Laptop per Child save the world&#039;s poor?. Journal of International Affairs, 64(1).&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;
(2012). 1-to-1 Learning - Smart Classrooms - Education Queensland. Retrieved October 9, 2014, from http://education.qld.gov.au/smartclassrooms/working-digitally/1-to-1-learning.html.&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.&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;
1:1&lt;br /&gt;
1-to-1 programs are also known as &#039;anywhere, any time&#039; or &#039;laptops for students&#039; programs.&lt;br /&gt;
&lt;br /&gt;
Tucker, B. (2012). The flipped classroom. Education Next, 12(1), 82-83.&lt;br /&gt;
Warschauer, M., &amp;amp; Ames, M. (2010). Can One Laptop per Child save the world&#039;s poor?. Journal of International Affairs, 64(1).&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;
(2012). 1-to-1 Learning - Smart Classrooms - Education Queensland. Retrieved October 9, 2014, from http://education.qld.gov.au/smartclassrooms/working-digitally/1-to-1-learning.html.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 1:1 ==&lt;br /&gt;
1:1 Learning&lt;br /&gt;
&lt;br /&gt;
1-to-1 programs are also known as &#039;anywhere, any time&#039; or &#039;laptops for students&#039; programs.&lt;br /&gt;
(2012). 1-to-1 Learning - Smart Classrooms - Education Queensland. Retrieved October 9, 2014, from http://education.qld.gov.au/smartclassrooms/working-digitally/1-to-1-learning.html.&lt;br /&gt;
&lt;br /&gt;
== Flipped Learning ==&lt;br /&gt;
Flipped Classroom&lt;br /&gt;
&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;
Warschauer, M., &amp;amp; Ames, M. (2010). &lt;br /&gt;
&lt;br /&gt;
== MARIUSPOGI ==&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;
&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;
What happens when resources, ideas and teachers are free and accessible to all?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pre-class Activities:&lt;br /&gt;
&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;
&lt;br /&gt;
In-class Activities:&lt;br /&gt;
&lt;br /&gt;
Seminar discussion about open courseware&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Key Concepts:&lt;br /&gt;
&lt;br /&gt;
Open Source&lt;br /&gt;
&lt;br /&gt;
MIT Open &lt;br /&gt;
&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;
&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;
== Participatory Learning ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How can technology support greater self-directedness in learning?&lt;br /&gt;
&lt;br /&gt;
Pre-class Activities&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Literat, I., &amp;amp; Itow, R.C. (2012). Professional development in a culture of participatory learning. In E. Reilly and I. Literat (Eds.), Designing with teachers: Participatory professional development in education. Swanson, K.N., &amp;amp; Leanness, A. (2012, May).&lt;br /&gt;
&lt;br /&gt;
Edcamp: A qualitative exploration. Whitepaper retrieved from http://edcamp.org/wp-content/uploads/2012/07/Edcamp_Whitepaper_Final.pdf&lt;br /&gt;
&lt;br /&gt;
Prepare logistics for an EdCamp event at the College of Education: venues, invites, permits&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In-Class Activities:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Seminar discussion about participatory learning as a comparison to traditional learning&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hold an EdCamp in Eduk as continuation of ACLE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Course Syllabus]]&lt;/div&gt;</summary>
		<author><name>Krcadiang</name></author>
	</entry>
	<entry>
		<id>https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42490</id>
		<title>Educ 190</title>
		<link rel="alternate" type="text/html" href="https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42490"/>
		<updated>2014-10-09T09:28:31Z</updated>

		<summary type="html">&lt;p&gt;Krcadiang: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Educ 190 Computers in Education =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Technologies=&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;
&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.&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;
== 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.&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;
1:1&lt;br /&gt;
1-to-1 programs are also known as &#039;anywhere, any time&#039; or &#039;laptops for students&#039; programs.&lt;br /&gt;
&lt;br /&gt;
Tucker, B. (2012). The flipped classroom. Education Next, 12(1), 82-83.&lt;br /&gt;
Warschauer, M., &amp;amp; Ames, M. (2010). Can One Laptop per Child save the world&#039;s poor?. Journal of International Affairs, 64(1).&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;
(2012). 1-to-1 Learning - Smart Classrooms - Education Queensland. Retrieved October 9, 2014, from http://education.qld.gov.au/smartclassrooms/working-digitally/1-to-1-learning.html.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 1:1 ==&lt;br /&gt;
1:1 Learning&lt;br /&gt;
&lt;br /&gt;
1-to-1 programs are also known as &#039;anywhere, any time&#039; or &#039;laptops for students&#039; programs.&lt;br /&gt;
(2012). 1-to-1 Learning - Smart Classrooms - Education Queensland. Retrieved October 9, 2014, from http://education.qld.gov.au/smartclassrooms/working-digitally/1-to-1-learning.html.&lt;br /&gt;
&lt;br /&gt;
== Flipped Learning ==&lt;br /&gt;
Flipped Classroom&lt;br /&gt;
&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;
Warschauer, M., &amp;amp; Ames, M. (2010). &lt;br /&gt;
&lt;br /&gt;
== MARIUSPOGI ==&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;
What happens when resources, ideas and teachers are free and accessible to all?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pre-class Activities:&lt;br /&gt;
&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;
&lt;br /&gt;
In-class Activities:&lt;br /&gt;
&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;
&lt;br /&gt;
Key Concepts:&lt;br /&gt;
&lt;br /&gt;
Open Source&lt;br /&gt;
&lt;br /&gt;
MIT Open &lt;br /&gt;
&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;
== Participatory Learning ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How can technology support greater self-directedness in learning?&lt;br /&gt;
&lt;br /&gt;
Pre-class Activities&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Literat, I., &amp;amp; Itow, R.C. (2012). Professional development in a culture of participatory learning. In E. Reilly and I. Literat (Eds.), Designing with teachers: Participatory professional development in education. Swanson, K.N., &amp;amp; Leanness, A. (2012, May).&lt;br /&gt;
&lt;br /&gt;
Edcamp: A qualitative exploration. Whitepaper retrieved from http://edcamp.org/wp-content/uploads/2012/07/Edcamp_Whitepaper_Final.pdf&lt;br /&gt;
&lt;br /&gt;
Prepare logistics for an EdCamp event at the College of Education: venues, invites, permits&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In-Class Activities:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Seminar discussion about participatory learning as a comparison to traditional learning&lt;br /&gt;
&lt;br /&gt;
Marius, Hannah, and Molave’s session&lt;br /&gt;
&lt;br /&gt;
Hold an EdCamp in Eduk as continuation of ACLE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Course Syllabus]]&lt;/div&gt;</summary>
		<author><name>Krcadiang</name></author>
	</entry>
	<entry>
		<id>https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42479</id>
		<title>Educ 190</title>
		<link rel="alternate" type="text/html" href="https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42479"/>
		<updated>2014-10-09T09:23:51Z</updated>

		<summary type="html">&lt;p&gt;Krcadiang: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Educ 190 Computers in Education ==&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.&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;
1:1&lt;br /&gt;
1-to-1 programs are also known as &#039;anywhere, any time&#039; or &#039;laptops for students&#039; programs.&lt;br /&gt;
&lt;br /&gt;
Tucker, B. (2012). The flipped classroom. Education Next, 12(1), 82-83.&lt;br /&gt;
Warschauer, M., &amp;amp; Ames, M. (2010). Can One Laptop per Child save the world&#039;s poor?. Journal of International Affairs, 64(1).&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;
(2012). 1-to-1 Learning - Smart Classrooms - Education Queensland. Retrieved October 9, 2014, from http://education.qld.gov.au/smartclassrooms/working-digitally/1-to-1-learning.html.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 1:1 ==&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== MARIUSPOGI ==&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;
What happens when resources, ideas and teachers are free and accessible to all?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pre-class Activities:&lt;br /&gt;
&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;
&lt;br /&gt;
In-class Activities:&lt;br /&gt;
&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;
&lt;br /&gt;
Key Concepts:&lt;br /&gt;
&lt;br /&gt;
Open Source&lt;br /&gt;
&lt;br /&gt;
MIT Open &lt;br /&gt;
&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;
== Participatory Learning ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How can technology support greater self-directedness in learning?&lt;br /&gt;
&lt;br /&gt;
Pre-class Activities&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Literat, I., &amp;amp; Itow, R.C. (2012). Professional development in a culture of participatory learning. In E. Reilly and I. Literat (Eds.), Designing with teachers: Participatory professional development in education. Swanson, K.N., &amp;amp; Leanness, A. (2012, May).&lt;br /&gt;
&lt;br /&gt;
Edcamp: A qualitative exploration. Whitepaper retrieved from http://edcamp.org/wp-content/uploads/2012/07/Edcamp_Whitepaper_Final.pdf&lt;br /&gt;
&lt;br /&gt;
Prepare logistics for an EdCamp event at the College of Education: venues, invites, permits&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In-Class Activities:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Seminar discussion about participatory learning as a comparison to traditional learning&lt;br /&gt;
&lt;br /&gt;
Marius, Hannah, and Molave’s session&lt;br /&gt;
&lt;br /&gt;
Hold an EdCamp in Eduk as continuation of ACLE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Course Syllabus]]&lt;/div&gt;</summary>
		<author><name>Krcadiang</name></author>
	</entry>
</feed>