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	<id>https://iskomunidad.upd.edu.ph/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Regascon</id>
	<title>Iskomunidad - User contributions [en]</title>
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	<updated>2026-04-25T12:06:36Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42507</id>
		<title>Educ 190</title>
		<link rel="alternate" type="text/html" href="https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42507"/>
		<updated>2014-10-09T09:34:44Z</updated>

		<summary type="html">&lt;p&gt;Regascon: /* MARIUSPOGI */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Educ 190 Computers in Education =&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;
=== One-to-one ===&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;
Founded The Mawikins School of Technology&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>Regascon</name></author>
	</entry>
	<entry>
		<id>https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42506</id>
		<title>Educ 190</title>
		<link rel="alternate" type="text/html" href="https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42506"/>
		<updated>2014-10-09T09:34:02Z</updated>

		<summary type="html">&lt;p&gt;Regascon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Educ 190 Computers in Education =&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;
=== One-to-one ===&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>Regascon</name></author>
	</entry>
	<entry>
		<id>https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42501</id>
		<title>Educ 190</title>
		<link rel="alternate" type="text/html" href="https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42501"/>
		<updated>2014-10-09T09:32:20Z</updated>

		<summary type="html">&lt;p&gt;Regascon: /* Massive */&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;
== 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>Regascon</name></author>
	</entry>
	<entry>
		<id>https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42500</id>
		<title>Educ 190</title>
		<link rel="alternate" type="text/html" href="https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42500"/>
		<updated>2014-10-09T09:32:09Z</updated>

		<summary type="html">&lt;p&gt;Regascon: /* Technologies */&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;
== 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>Regascon</name></author>
	</entry>
	<entry>
		<id>https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42499</id>
		<title>Educ 190</title>
		<link rel="alternate" type="text/html" href="https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42499"/>
		<updated>2014-10-09T09:31:58Z</updated>

		<summary type="html">&lt;p&gt;Regascon: /* Massive */&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;
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;
== 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>Regascon</name></author>
	</entry>
	<entry>
		<id>https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42497</id>
		<title>Educ 190</title>
		<link rel="alternate" type="text/html" href="https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42497"/>
		<updated>2014-10-09T09:31:11Z</updated>

		<summary type="html">&lt;p&gt;Regascon: /* Massive */&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;
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;
== 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;
== 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>Regascon</name></author>
	</entry>
	<entry>
		<id>https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42489</id>
		<title>Educ 190</title>
		<link rel="alternate" type="text/html" href="https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42489"/>
		<updated>2014-10-09T09:28:25Z</updated>

		<summary type="html">&lt;p&gt;Regascon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Educ 190 Computers in Education =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Techologies=&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>Regascon</name></author>
	</entry>
	<entry>
		<id>https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42485</id>
		<title>Educ 190</title>
		<link rel="alternate" type="text/html" href="https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42485"/>
		<updated>2014-10-09T09:27:07Z</updated>

		<summary type="html">&lt;p&gt;Regascon: /* 1:1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Educ 190 Computers in Education =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=educ1=&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;
(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;
&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>Regascon</name></author>
	</entry>
	<entry>
		<id>https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42484</id>
		<title>Educ 190</title>
		<link rel="alternate" type="text/html" href="https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42484"/>
		<updated>2014-10-09T09:26:45Z</updated>

		<summary type="html">&lt;p&gt;Regascon: /* 1:1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Educ 190 Computers in Education =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=educ1=&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;
(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&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;
== 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>Regascon</name></author>
	</entry>
	<entry>
		<id>https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42483</id>
		<title>Educ 190</title>
		<link rel="alternate" type="text/html" href="https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42483"/>
		<updated>2014-10-09T09:25:56Z</updated>

		<summary type="html">&lt;p&gt;Regascon: /* Massive */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Educ 190 Computers in Education =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=educ1=&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;
(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;
 &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>Regascon</name></author>
	</entry>
	<entry>
		<id>https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42482</id>
		<title>Educ 190</title>
		<link rel="alternate" type="text/html" href="https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42482"/>
		<updated>2014-10-09T09:24:59Z</updated>

		<summary type="html">&lt;p&gt;Regascon: /* educ2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Educ 190 Computers in Education =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=educ1=&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;
(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;
 &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>Regascon</name></author>
	</entry>
	<entry>
		<id>https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42476</id>
		<title>Educ 190</title>
		<link rel="alternate" type="text/html" href="https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42476"/>
		<updated>2014-10-09T09:23:14Z</updated>

		<summary type="html">&lt;p&gt;Regascon: &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>Regascon</name></author>
	</entry>
	<entry>
		<id>https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42443</id>
		<title>Educ 190</title>
		<link rel="alternate" type="text/html" href="https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42443"/>
		<updated>2014-10-09T09:16:09Z</updated>

		<summary type="html">&lt;p&gt;Regascon: &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;
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;
(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;
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>Regascon</name></author>
	</entry>
	<entry>
		<id>https://iskomunidad.upd.edu.ph/index.php?title=UP_Pre-Medical_Society&amp;diff=25529</id>
		<title>UP Pre-Medical Society</title>
		<link rel="alternate" type="text/html" href="https://iskomunidad.upd.edu.ph/index.php?title=UP_Pre-Medical_Society&amp;diff=25529"/>
		<updated>2012-06-01T10:24:42Z</updated>

		<summary type="html">&lt;p&gt;Regascon: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==History==&lt;br /&gt;
[[Image:[[Media:https://www.dropbox.com/s/gvudmjp6mpo2u6e/UP%20PMS%20logo%20%28transparent%29.jpg]]]]&amp;lt;br /&amp;gt;&lt;br /&gt;
The U.P. Pre-Medical Society is a duly-recognized socio-academic organization from the College of Science, University of the Philippines, Diliman Campus.  We are a group of young, hardworking and dedicated individuals who embark on projects aimed at aiding and assisting our fellow Filipinos.  Since 1956, we have spearheaded numerous successful undertakings such as medical missions, symposia, outreach programs, blood drives, and the Survival of the Fittest (S.O.T.F.), our annual inter-high school science competition. This year marks the society’s 56 years of service.&lt;br /&gt;
&lt;br /&gt;
==Officers==&lt;br /&gt;
&lt;br /&gt;
EXECUTIVE COUNCIL&lt;br /&gt;
AY 2012-2013&lt;br /&gt;
&lt;br /&gt;
PRESIDENT - Ruth Danielle E. Gascon&amp;lt;br /&amp;gt;&lt;br /&gt;
INTERNAL AFFAIRS - Benjamin Francis P. Rodriguez, Jr.&amp;lt;br /&amp;gt;&lt;br /&gt;
PUBLICATION AND EXTERNAL AFFAIRS - Loudonita S. De Vera&amp;lt;br /&amp;gt;&lt;br /&gt;
ACADEMIC AND CULTURAL AFFAIRS - Gabrielle Antoinette Ramirez&amp;lt;br /&amp;gt;&lt;br /&gt;
SCREENING - Jeffrey Paolo M. Nunez&amp;lt;br /&amp;gt;&lt;br /&gt;
FINANCE - Kristine Jane S. Atienza&amp;lt;br /&amp;gt;&lt;br /&gt;
SPORTS AND SOCIAL AFFAIRS Stephanie Jean D. Martinez&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
FACULTY ADVISER&amp;lt;br /&amp;gt;&lt;br /&gt;
Glorina N. Pocsidio, Ph.D.&amp;lt;br /&amp;gt;&lt;br /&gt;
Professor, Institute of Biology&lt;br /&gt;
&lt;br /&gt;
==Members==&lt;br /&gt;
==Activities==&lt;br /&gt;
==Announcements==&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[https://www.facebook.com/uppms]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[https://twitter.com/UPPreMedSoc][[Image:https://si0.twimg.com/a/1338493293/images/logos/twitter_newbird_blue.png]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Category: UP Diliman]] [[Category: Student Organizations|Pre-Medical Society]]&lt;/div&gt;</summary>
		<author><name>Regascon</name></author>
	</entry>
	<entry>
		<id>https://iskomunidad.upd.edu.ph/index.php?title=UP_Pre-Medical_Society&amp;diff=25528</id>
		<title>UP Pre-Medical Society</title>
		<link rel="alternate" type="text/html" href="https://iskomunidad.upd.edu.ph/index.php?title=UP_Pre-Medical_Society&amp;diff=25528"/>
		<updated>2012-06-01T10:20:53Z</updated>

		<summary type="html">&lt;p&gt;Regascon: /* Officers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==History==&lt;br /&gt;
The U.P. Pre-Medical Society is a duly-recognized socio-academic organization from the College of Science, University of the Philippines, Diliman Campus.  We are a group of young, hardworking and dedicated individuals who embark on projects aimed at aiding and assisting our fellow Filipinos.  Since 1956, we have spearheaded numerous successful undertakings such as medical missions, symposia, outreach programs, blood drives, and the Survival of the Fittest (S.O.T.F.), our annual inter-high school science competition. This year marks the society’s 56 years of service.&lt;br /&gt;
&lt;br /&gt;
==Officers==&lt;br /&gt;
&lt;br /&gt;
EXECUTIVE COUNCIL&lt;br /&gt;
AY 2012-2013&lt;br /&gt;
&lt;br /&gt;
PRESIDENT - Ruth Danielle E. Gascon&amp;lt;br /&amp;gt;&lt;br /&gt;
INTERNAL AFFAIRS - Benjamin Francis P. Rodriguez, Jr.&amp;lt;br /&amp;gt;&lt;br /&gt;
PUBLICATION AND EXTERNAL AFFAIRS - Loudonita S. De Vera&amp;lt;br /&amp;gt;&lt;br /&gt;
ACADEMIC AND CULTURAL AFFAIRS - Gabrielle Antoinette Ramirez&amp;lt;br /&amp;gt;&lt;br /&gt;
SCREENING - Jeffrey Paolo M. Nunez&amp;lt;br /&amp;gt;&lt;br /&gt;
FINANCE - Kristine Jane S. Atienza&amp;lt;br /&amp;gt;&lt;br /&gt;
SPORTS AND SOCIAL AFFAIRS Stephanie Jean D. Martinez&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
FACULTY ADVISER&amp;lt;br /&amp;gt;&lt;br /&gt;
Glorina N. Pocsidio, Ph.D.&amp;lt;br /&amp;gt;&lt;br /&gt;
Professor, Institute of Biology&lt;br /&gt;
&lt;br /&gt;
==Members==&lt;br /&gt;
==Activities==&lt;br /&gt;
==Announcements==&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[https://www.facebook.com/uppms]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[https://twitter.com/UPPreMedSoc][[Image:https://si0.twimg.com/a/1338493293/images/logos/twitter_newbird_blue.png]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Category: UP Diliman]] [[Category: Student Organizations|Pre-Medical Society]]&lt;/div&gt;</summary>
		<author><name>Regascon</name></author>
	</entry>
	<entry>
		<id>https://iskomunidad.upd.edu.ph/index.php?title=UP_Pre-Medical_Society&amp;diff=25527</id>
		<title>UP Pre-Medical Society</title>
		<link rel="alternate" type="text/html" href="https://iskomunidad.upd.edu.ph/index.php?title=UP_Pre-Medical_Society&amp;diff=25527"/>
		<updated>2012-06-01T10:16:51Z</updated>

		<summary type="html">&lt;p&gt;Regascon: /* Officers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==History==&lt;br /&gt;
The U.P. Pre-Medical Society is a duly-recognized socio-academic organization from the College of Science, University of the Philippines, Diliman Campus.  We are a group of young, hardworking and dedicated individuals who embark on projects aimed at aiding and assisting our fellow Filipinos.  Since 1956, we have spearheaded numerous successful undertakings such as medical missions, symposia, outreach programs, blood drives, and the Survival of the Fittest (S.O.T.F.), our annual inter-high school science competition. This year marks the society’s 56 years of service.&lt;br /&gt;
&lt;br /&gt;
==Officers==&lt;br /&gt;
&lt;br /&gt;
EXECUTIVE COUNCIL&lt;br /&gt;
AY 2012-2013&lt;br /&gt;
&lt;br /&gt;
PRESIDENT - Ruth Danielle E. Gascon&lt;br /&gt;
INTERNAL AFFAIRS - Benjamin Francis P. Rodriguez, Jr.&lt;br /&gt;
PUBLICATION AND EXTERNAL AFFAIRS - Loudonita S. De Vera&lt;br /&gt;
ACADEMIC AND CULTURAL AFFAIRS - Gabrielle Antoinette Ramirez&lt;br /&gt;
SCREENING - Jeffrey Paolo M. Nunez&lt;br /&gt;
FINANCE - Kristine Jane S. Atienza&lt;br /&gt;
SPORTS AND SOCIAL AFFAIRS Stephanie Jean D. Martinez&lt;br /&gt;
&lt;br /&gt;
FACULTY ADVISER&lt;br /&gt;
Glorina N. Pocsidio, Ph.D.&lt;br /&gt;
Professor, Institute of Biology&lt;br /&gt;
&lt;br /&gt;
==Members==&lt;br /&gt;
==Activities==&lt;br /&gt;
==Announcements==&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[https://www.facebook.com/uppms]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[https://twitter.com/UPPreMedSoc][[Image:https://si0.twimg.com/a/1338493293/images/logos/twitter_newbird_blue.png]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Category: UP Diliman]] [[Category: Student Organizations|Pre-Medical Society]]&lt;/div&gt;</summary>
		<author><name>Regascon</name></author>
	</entry>
	<entry>
		<id>https://iskomunidad.upd.edu.ph/index.php?title=UP_Pre-Medical_Society&amp;diff=25526</id>
		<title>UP Pre-Medical Society</title>
		<link rel="alternate" type="text/html" href="https://iskomunidad.upd.edu.ph/index.php?title=UP_Pre-Medical_Society&amp;diff=25526"/>
		<updated>2012-06-01T10:10:52Z</updated>

		<summary type="html">&lt;p&gt;Regascon: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==History==&lt;br /&gt;
The U.P. Pre-Medical Society is a duly-recognized socio-academic organization from the College of Science, University of the Philippines, Diliman Campus.  We are a group of young, hardworking and dedicated individuals who embark on projects aimed at aiding and assisting our fellow Filipinos.  Since 1956, we have spearheaded numerous successful undertakings such as medical missions, symposia, outreach programs, blood drives, and the Survival of the Fittest (S.O.T.F.), our annual inter-high school science competition. This year marks the society’s 56 years of service.&lt;br /&gt;
&lt;br /&gt;
==Officers==&lt;br /&gt;
==Members==&lt;br /&gt;
==Activities==&lt;br /&gt;
==Announcements==&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[https://www.facebook.com/uppms]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[https://twitter.com/UPPreMedSoc][[Image:https://si0.twimg.com/a/1338493293/images/logos/twitter_newbird_blue.png]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Category: UP Diliman]] [[Category: Student Organizations|Pre-Medical Society]]&lt;/div&gt;</summary>
		<author><name>Regascon</name></author>
	</entry>
	<entry>
		<id>https://iskomunidad.upd.edu.ph/index.php?title=UP_Pre-Medical_Society&amp;diff=25525</id>
		<title>UP Pre-Medical Society</title>
		<link rel="alternate" type="text/html" href="https://iskomunidad.upd.edu.ph/index.php?title=UP_Pre-Medical_Society&amp;diff=25525"/>
		<updated>2012-06-01T10:08:42Z</updated>

		<summary type="html">&lt;p&gt;Regascon: /* See Also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==History==&lt;br /&gt;
==Officers==&lt;br /&gt;
==Members==&lt;br /&gt;
==Activities==&lt;br /&gt;
==Announcements==&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[https://www.facebook.com/uppms]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[https://twitter.com/UPPreMedSoc][[Image:https://si0.twimg.com/a/1338493293/images/logos/twitter_newbird_blue.png]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Category: UP Diliman]] [[Category: Student Organizations|Pre-Medical Society]]&lt;/div&gt;</summary>
		<author><name>Regascon</name></author>
	</entry>
</feed>