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	<id>https://iskomunidad.upd.edu.ph/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Rmbiscocho</id>
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	<updated>2026-04-27T15:21:07Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42512</id>
		<title>Educ 190</title>
		<link rel="alternate" type="text/html" href="https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42512"/>
		<updated>2014-10-09T09:40:15Z</updated>

		<summary type="html">&lt;p&gt;Rmbiscocho: &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;
=== 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>Rmbiscocho</name></author>
	</entry>
	<entry>
		<id>https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42511</id>
		<title>Educ 190</title>
		<link rel="alternate" type="text/html" href="https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42511"/>
		<updated>2014-10-09T09:39:34Z</updated>

		<summary type="html">&lt;p&gt;Rmbiscocho: &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;
=== 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>Rmbiscocho</name></author>
	</entry>
	<entry>
		<id>https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42510</id>
		<title>Educ 190</title>
		<link rel="alternate" type="text/html" href="https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42510"/>
		<updated>2014-10-09T09:38:59Z</updated>

		<summary type="html">&lt;p&gt;Rmbiscocho: &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;
=== 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>Rmbiscocho</name></author>
	</entry>
	<entry>
		<id>https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42509</id>
		<title>Educ 190</title>
		<link rel="alternate" type="text/html" href="https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42509"/>
		<updated>2014-10-09T09:36:26Z</updated>

		<summary type="html">&lt;p&gt;Rmbiscocho: &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;
=== 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>Rmbiscocho</name></author>
	</entry>
	<entry>
		<id>https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42508</id>
		<title>Educ 190</title>
		<link rel="alternate" type="text/html" href="https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42508"/>
		<updated>2014-10-09T09:35:48Z</updated>

		<summary type="html">&lt;p&gt;Rmbiscocho: &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;
=== 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>Rmbiscocho</name></author>
	</entry>
	<entry>
		<id>https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42505</id>
		<title>Educ 190</title>
		<link rel="alternate" type="text/html" href="https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42505"/>
		<updated>2014-10-09T09:33:56Z</updated>

		<summary type="html">&lt;p&gt;Rmbiscocho: &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;
== 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>Rmbiscocho</name></author>
	</entry>
	<entry>
		<id>https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42504</id>
		<title>Educ 190</title>
		<link rel="alternate" type="text/html" href="https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42504"/>
		<updated>2014-10-09T09:33:25Z</updated>

		<summary type="html">&lt;p&gt;Rmbiscocho: &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;
==educ2==&lt;br /&gt;
===educ3===&lt;br /&gt;
====educ4====&lt;br /&gt;
=====educ5=====&lt;br /&gt;
======educ6======&lt;br /&gt;
=======educ7=======&lt;br /&gt;
========educ8========&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;
== 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>Rmbiscocho</name></author>
	</entry>
	<entry>
		<id>https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42498</id>
		<title>Educ 190</title>
		<link rel="alternate" type="text/html" href="https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42498"/>
		<updated>2014-10-09T09:31:54Z</updated>

		<summary type="html">&lt;p&gt;Rmbiscocho: &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;
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>Rmbiscocho</name></author>
	</entry>
	<entry>
		<id>https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42496</id>
		<title>Educ 190</title>
		<link rel="alternate" type="text/html" href="https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42496"/>
		<updated>2014-10-09T09:30:39Z</updated>

		<summary type="html">&lt;p&gt;Rmbiscocho: &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>Rmbiscocho</name></author>
	</entry>
	<entry>
		<id>https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42494</id>
		<title>Educ 190</title>
		<link rel="alternate" type="text/html" href="https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42494"/>
		<updated>2014-10-09T09:29:49Z</updated>

		<summary type="html">&lt;p&gt;Rmbiscocho: &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;
&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>Rmbiscocho</name></author>
	</entry>
	<entry>
		<id>https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42493</id>
		<title>Educ 190</title>
		<link rel="alternate" type="text/html" href="https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42493"/>
		<updated>2014-10-09T09:29:22Z</updated>

		<summary type="html">&lt;p&gt;Rmbiscocho: &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;
==Technologies==&lt;br /&gt;
&lt;br /&gt;
&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>Rmbiscocho</name></author>
	</entry>
	<entry>
		<id>https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42491</id>
		<title>Educ 190</title>
		<link rel="alternate" type="text/html" href="https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42491"/>
		<updated>2014-10-09T09:28:51Z</updated>

		<summary type="html">&lt;p&gt;Rmbiscocho: &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;
&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>Rmbiscocho</name></author>
	</entry>
	<entry>
		<id>https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42488</id>
		<title>Educ 190</title>
		<link rel="alternate" type="text/html" href="https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42488"/>
		<updated>2014-10-09T09:28:23Z</updated>

		<summary type="html">&lt;p&gt;Rmbiscocho: &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;
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;
== 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>Rmbiscocho</name></author>
	</entry>
	<entry>
		<id>https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42487</id>
		<title>Educ 190</title>
		<link rel="alternate" type="text/html" href="https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42487"/>
		<updated>2014-10-09T09:27:30Z</updated>

		<summary type="html">&lt;p&gt;Rmbiscocho: Undo revision 42483 by Regascon (talk)&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;
== 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;
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>Rmbiscocho</name></author>
	</entry>
	<entry>
		<id>https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42481</id>
		<title>Educ 190</title>
		<link rel="alternate" type="text/html" href="https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42481"/>
		<updated>2014-10-09T09:24:34Z</updated>

		<summary type="html">&lt;p&gt;Rmbiscocho: &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;
==educ2==&lt;br /&gt;
===educ3===&lt;br /&gt;
====educ4====&lt;br /&gt;
=====educ5=====&lt;br /&gt;
======educ6======&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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&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>Rmbiscocho</name></author>
	</entry>
	<entry>
		<id>https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42480</id>
		<title>Educ 190</title>
		<link rel="alternate" type="text/html" href="https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42480"/>
		<updated>2014-10-09T09:24:13Z</updated>

		<summary type="html">&lt;p&gt;Rmbiscocho: &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;
==educ2==&lt;br /&gt;
===educ3===&lt;br /&gt;
====educ4====&lt;br /&gt;
=====educ5=====&lt;br /&gt;
======educ6======&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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&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>Rmbiscocho</name></author>
	</entry>
	<entry>
		<id>https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42477</id>
		<title>Educ 190</title>
		<link rel="alternate" type="text/html" href="https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42477"/>
		<updated>2014-10-09T09:23:15Z</updated>

		<summary type="html">&lt;p&gt;Rmbiscocho: &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>Rmbiscocho</name></author>
	</entry>
	<entry>
		<id>https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42474</id>
		<title>Educ 190</title>
		<link rel="alternate" type="text/html" href="https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42474"/>
		<updated>2014-10-09T09:22:48Z</updated>

		<summary type="html">&lt;p&gt;Rmbiscocho: &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.1&lt;br /&gt;
Flipped Classroom&lt;br /&gt;
To flip the common instructional approach: With teacher-created videos and interactive lessons, instruction that used to occur in class is now accessed at home, in advance of class (Tucker, 2012). &lt;br /&gt;
Tucker, B. (2012). The flipped classroom. Education Next, 12(1), 82-83.&lt;br /&gt;
&lt;br /&gt;
(2012). Massive Open Online Course (MOOC) | EDUCAUSE.edu. Retrieved October 9, 2014, from http://www.educause.edu/library/massive-open-online-course-mooc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 1:1 ==&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== 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;
In-&lt;br /&gt;
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>Rmbiscocho</name></author>
	</entry>
	<entry>
		<id>https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42472</id>
		<title>Educ 190</title>
		<link rel="alternate" type="text/html" href="https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42472"/>
		<updated>2014-10-09T09:22:34Z</updated>

		<summary type="html">&lt;p&gt;Rmbiscocho: &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.1&lt;br /&gt;
Flipped Classroom&lt;br /&gt;
To flip the common instructional approach: With teacher-created videos and interactive lessons, instruction that used to occur in class is now accessed at home, in advance of class (Tucker, 2012). &lt;br /&gt;
Tucker, B. (2012). The flipped classroom. Education Next, 12(1), 82-83.&lt;br /&gt;
&lt;br /&gt;
(2012). Massive Open Online Course (MOOC) | EDUCAUSE.edu. Retrieved October 9, 2014, from http://www.educause.edu/library/massive-open-online-course-mooc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 1:1 ==&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== 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;
In-&lt;br /&gt;
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;
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;
Marius, Hannah, and Molave’s session&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>Rmbiscocho</name></author>
	</entry>
	<entry>
		<id>https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42471</id>
		<title>Educ 190</title>
		<link rel="alternate" type="text/html" href="https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42471"/>
		<updated>2014-10-09T09:22:21Z</updated>

		<summary type="html">&lt;p&gt;Rmbiscocho: &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.1&lt;br /&gt;
Flipped Classroom&lt;br /&gt;
To flip the common instructional approach: With teacher-created videos and interactive lessons, instruction that used to occur in class is now accessed at home, in advance of class (Tucker, 2012). &lt;br /&gt;
Tucker, B. (2012). The flipped classroom. Education Next, 12(1), 82-83.&lt;br /&gt;
&lt;br /&gt;
(2012). Massive Open Online Course (MOOC) | EDUCAUSE.edu. Retrieved October 9, 2014, from http://www.educause.edu/library/massive-open-online-course-mooc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 1:1 ==&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== 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;
In-&lt;br /&gt;
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;
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;
Marius, Hannah, and Molave’s session&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>Rmbiscocho</name></author>
	</entry>
	<entry>
		<id>https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42469</id>
		<title>Educ 190</title>
		<link rel="alternate" type="text/html" href="https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42469"/>
		<updated>2014-10-09T09:22:02Z</updated>

		<summary type="html">&lt;p&gt;Rmbiscocho: &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.1&lt;br /&gt;
Flipped Classroom&lt;br /&gt;
To flip the common instructional approach: With teacher-created videos and interactive lessons, instruction that used to occur in class is now accessed at home, in advance of class (Tucker, 2012). &lt;br /&gt;
Tucker, B. (2012). The flipped classroom. Education Next, 12(1), 82-83.&lt;br /&gt;
&lt;br /&gt;
(2012). Massive Open Online Course (MOOC) | EDUCAUSE.edu. Retrieved October 9, 2014, from http://www.educause.edu/library/massive-open-online-course-mooc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 1:1 ==&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== 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;
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;
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;
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;
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;
Marius, Hannah, and Molave’s session&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>Rmbiscocho</name></author>
	</entry>
	<entry>
		<id>https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42467</id>
		<title>Educ 190</title>
		<link rel="alternate" type="text/html" href="https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42467"/>
		<updated>2014-10-09T09:21:46Z</updated>

		<summary type="html">&lt;p&gt;Rmbiscocho: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==========Educ 190 Computers in Education ==========&lt;br /&gt;
Community Page&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== UP COLLEGE OF EDUCATION ==&lt;br /&gt;
&lt;br /&gt;
Educ 190: Computers in Education&lt;br /&gt;
&lt;br /&gt;
LEARNING OBJECTIVES&lt;br /&gt;
&lt;br /&gt;
1. Identify existing and emerging educational technology (edtech) trends and tools&lt;br /&gt;
&lt;br /&gt;
2. Describe how Filipino teachers learn, share, select, and evaluate edtech&lt;br /&gt;
&lt;br /&gt;
3. Describe the current edtech challenges and innovations happening locally and globally&lt;br /&gt;
&lt;br /&gt;
4. Practice ethnography and social science research to understand teacher and student experiences with edtech&lt;br /&gt;
&lt;br /&gt;
5. Apply user-centered design methods to develop edtech solutions for challenges in education&lt;br /&gt;
&lt;br /&gt;
6. Use learning theories and pedagogies as a framework to critically evaluate edtech&lt;br /&gt;
&lt;br /&gt;
7. Formulate recommendations and policies for integrating edtech into specific learning contexts&lt;br /&gt;
&lt;br /&gt;
8. Design and implement a well-crafted, learner-centered lesson plan that integrates edtech&lt;br /&gt;
&lt;br /&gt;
9. Reflect and summarize one’s learning experience by maintaining a design journal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Topics:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Massive ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How do we think about teaching and learning on a very, very large scale?&lt;br /&gt;
&lt;br /&gt;
MOOC&lt;br /&gt;
A massive open online course (MOOC) is a model for delivering learning content online to any person who wants to take a course, with no limit on attendance.1&lt;br /&gt;
Flipped Classroom&lt;br /&gt;
To flip the common instructional approach: With teacher-created videos and interactive lessons, instruction that used to occur in class is now accessed at home, in advance of class (Tucker, 2012). &lt;br /&gt;
Tucker, B. (2012). The flipped classroom. Education Next, 12(1), 82-83.&lt;br /&gt;
&lt;br /&gt;
(2012). Massive Open Online Course (MOOC) | EDUCAUSE.edu. Retrieved October 9, 2014, from http://www.educause.edu/library/massive-open-online-course-mooc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 1:1 ==&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== 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;
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;
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;
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;
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;
In-Class Activities:&lt;br /&gt;
Seminar discussion about participatory learning as a comparison to traditional learning&lt;br /&gt;
Marius, Hannah, and Molave’s session&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>Rmbiscocho</name></author>
	</entry>
	<entry>
		<id>https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42466</id>
		<title>Educ 190</title>
		<link rel="alternate" type="text/html" href="https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42466"/>
		<updated>2014-10-09T09:21:31Z</updated>

		<summary type="html">&lt;p&gt;Rmbiscocho: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=================Educ 190 Computers in Education ==========&lt;br /&gt;
Community Page&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== UP COLLEGE OF EDUCATION ==&lt;br /&gt;
&lt;br /&gt;
Educ 190: Computers in Education&lt;br /&gt;
&lt;br /&gt;
LEARNING OBJECTIVES&lt;br /&gt;
&lt;br /&gt;
1. Identify existing and emerging educational technology (edtech) trends and tools&lt;br /&gt;
&lt;br /&gt;
2. Describe how Filipino teachers learn, share, select, and evaluate edtech&lt;br /&gt;
&lt;br /&gt;
3. Describe the current edtech challenges and innovations happening locally and globally&lt;br /&gt;
&lt;br /&gt;
4. Practice ethnography and social science research to understand teacher and student experiences with edtech&lt;br /&gt;
&lt;br /&gt;
5. Apply user-centered design methods to develop edtech solutions for challenges in education&lt;br /&gt;
&lt;br /&gt;
6. Use learning theories and pedagogies as a framework to critically evaluate edtech&lt;br /&gt;
&lt;br /&gt;
7. Formulate recommendations and policies for integrating edtech into specific learning contexts&lt;br /&gt;
&lt;br /&gt;
8. Design and implement a well-crafted, learner-centered lesson plan that integrates edtech&lt;br /&gt;
&lt;br /&gt;
9. Reflect and summarize one’s learning experience by maintaining a design journal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Topics:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Massive ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How do we think about teaching and learning on a very, very large scale?&lt;br /&gt;
&lt;br /&gt;
MOOC&lt;br /&gt;
A massive open online course (MOOC) is a model for delivering learning content online to any person who wants to take a course, with no limit on attendance.1&lt;br /&gt;
Flipped Classroom&lt;br /&gt;
To flip the common instructional approach: With teacher-created videos and interactive lessons, instruction that used to occur in class is now accessed at home, in advance of class (Tucker, 2012). &lt;br /&gt;
Tucker, B. (2012). The flipped classroom. Education Next, 12(1), 82-83.&lt;br /&gt;
&lt;br /&gt;
(2012). Massive Open Online Course (MOOC) | EDUCAUSE.edu. Retrieved October 9, 2014, from http://www.educause.edu/library/massive-open-online-course-mooc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 1:1 ==&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== 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;
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;
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;
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;
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;
In-Class Activities:&lt;br /&gt;
Seminar discussion about participatory learning as a comparison to traditional learning&lt;br /&gt;
Marius, Hannah, and Molave’s session&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>Rmbiscocho</name></author>
	</entry>
	<entry>
		<id>https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42464</id>
		<title>Educ 190</title>
		<link rel="alternate" type="text/html" href="https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42464"/>
		<updated>2014-10-09T09:21:17Z</updated>

		<summary type="html">&lt;p&gt;Rmbiscocho: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=====Educ 190 Computers in Education =====&lt;br /&gt;
Community Page&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== UP COLLEGE OF EDUCATION ==&lt;br /&gt;
&lt;br /&gt;
Educ 190: Computers in Education&lt;br /&gt;
&lt;br /&gt;
LEARNING OBJECTIVES&lt;br /&gt;
&lt;br /&gt;
1. Identify existing and emerging educational technology (edtech) trends and tools&lt;br /&gt;
&lt;br /&gt;
2. Describe how Filipino teachers learn, share, select, and evaluate edtech&lt;br /&gt;
&lt;br /&gt;
3. Describe the current edtech challenges and innovations happening locally and globally&lt;br /&gt;
&lt;br /&gt;
4. Practice ethnography and social science research to understand teacher and student experiences with edtech&lt;br /&gt;
&lt;br /&gt;
5. Apply user-centered design methods to develop edtech solutions for challenges in education&lt;br /&gt;
&lt;br /&gt;
6. Use learning theories and pedagogies as a framework to critically evaluate edtech&lt;br /&gt;
&lt;br /&gt;
7. Formulate recommendations and policies for integrating edtech into specific learning contexts&lt;br /&gt;
&lt;br /&gt;
8. Design and implement a well-crafted, learner-centered lesson plan that integrates edtech&lt;br /&gt;
&lt;br /&gt;
9. Reflect and summarize one’s learning experience by maintaining a design journal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Topics:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Massive ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How do we think about teaching and learning on a very, very large scale?&lt;br /&gt;
&lt;br /&gt;
MOOC&lt;br /&gt;
A massive open online course (MOOC) is a model for delivering learning content online to any person who wants to take a course, with no limit on attendance.1&lt;br /&gt;
Flipped Classroom&lt;br /&gt;
To flip the common instructional approach: With teacher-created videos and interactive lessons, instruction that used to occur in class is now accessed at home, in advance of class (Tucker, 2012). &lt;br /&gt;
Tucker, B. (2012). The flipped classroom. Education Next, 12(1), 82-83.&lt;br /&gt;
&lt;br /&gt;
(2012). Massive Open Online Course (MOOC) | EDUCAUSE.edu. Retrieved October 9, 2014, from http://www.educause.edu/library/massive-open-online-course-mooc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 1:1 ==&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== 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;
Pre-class Activities:&lt;br /&gt;
&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;
In-class Activities:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Seminar discussion about open courseware&lt;br /&gt;
&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;
&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;
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;
In-Class Activities:&lt;br /&gt;
Seminar discussion about participatory learning as a comparison to traditional learning&lt;br /&gt;
Marius, Hannah, and Molave’s session&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>Rmbiscocho</name></author>
	</entry>
	<entry>
		<id>https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42461</id>
		<title>Educ 190</title>
		<link rel="alternate" type="text/html" href="https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42461"/>
		<updated>2014-10-09T09:20:51Z</updated>

		<summary type="html">&lt;p&gt;Rmbiscocho: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Educ 190 Computers in Education&lt;br /&gt;
Community Page&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== UP COLLEGE OF EDUCATION ==&lt;br /&gt;
&lt;br /&gt;
Educ 190: Computers in Education&lt;br /&gt;
&lt;br /&gt;
LEARNING OBJECTIVES&lt;br /&gt;
&lt;br /&gt;
1. Identify existing and emerging educational technology (edtech) trends and tools&lt;br /&gt;
&lt;br /&gt;
2. Describe how Filipino teachers learn, share, select, and evaluate edtech&lt;br /&gt;
&lt;br /&gt;
3. Describe the current edtech challenges and innovations happening locally and globally&lt;br /&gt;
&lt;br /&gt;
4. Practice ethnography and social science research to understand teacher and student experiences with edtech&lt;br /&gt;
&lt;br /&gt;
5. Apply user-centered design methods to develop edtech solutions for challenges in education&lt;br /&gt;
&lt;br /&gt;
6. Use learning theories and pedagogies as a framework to critically evaluate edtech&lt;br /&gt;
&lt;br /&gt;
7. Formulate recommendations and policies for integrating edtech into specific learning contexts&lt;br /&gt;
&lt;br /&gt;
8. Design and implement a well-crafted, learner-centered lesson plan that integrates edtech&lt;br /&gt;
&lt;br /&gt;
9. Reflect and summarize one’s learning experience by maintaining a design journal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Topics:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Massive ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How do we think about teaching and learning on a very, very large scale?&lt;br /&gt;
&lt;br /&gt;
MOOC&lt;br /&gt;
A massive open online course (MOOC) is a model for delivering learning content online to any person who wants to take a course, with no limit on attendance.1&lt;br /&gt;
Flipped Classroom&lt;br /&gt;
To flip the common instructional approach: With teacher-created videos and interactive lessons, instruction that used to occur in class is now accessed at home, in advance of class (Tucker, 2012). &lt;br /&gt;
Tucker, B. (2012). The flipped classroom. Education Next, 12(1), 82-83.&lt;br /&gt;
&lt;br /&gt;
(2012). Massive Open Online Course (MOOC) | EDUCAUSE.edu. Retrieved October 9, 2014, from http://www.educause.edu/library/massive-open-online-course-mooc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 1:1 ==&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
What would happen when teachers and learners each had their own device?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gamified ==&lt;br /&gt;
&lt;br /&gt;
======(by Ryan Biscocho)======&lt;br /&gt;
&lt;br /&gt;
How can game elements influence teaching and learning—motivation, excitement, points, competition?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pre class activities&lt;br /&gt;
Bogost, I. (2011, August 8). Gamification is bullshit. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Klopfer, E. (2008). Augmented learning: Research and design of mobile educational games (Chapter 3). Cambridge, MA: MIT Press&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Video]. Gamification of Education. Retrieved from http://ed.ted.com/on/uk36wtoI&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Play an educational game &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In class activities &lt;br /&gt;
&lt;br /&gt;
Seminar discussion about gamification of education: motivation, excitement, rewards, competition&lt;br /&gt;
&lt;br /&gt;
Design a game concept for learning with prototypes and user flows&lt;br /&gt;
&lt;br /&gt;
Reporters: Marius, Dani, and Karl Man&lt;br /&gt;
&lt;br /&gt;
Key Conepts&lt;br /&gt;
Duo lingo&lt;br /&gt;
Brainscape&lt;br /&gt;
Badging&lt;br /&gt;
Mobile Apps&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Open Education ==&lt;br /&gt;
&lt;br /&gt;
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;
&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;
In-class Activities:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Seminar discussion about open courseware&lt;br /&gt;
&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;
&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;
&lt;br /&gt;
[[Category:Course Syllabus]]&lt;/div&gt;</summary>
		<author><name>Rmbiscocho</name></author>
	</entry>
	<entry>
		<id>https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42456</id>
		<title>Educ 190</title>
		<link rel="alternate" type="text/html" href="https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42456"/>
		<updated>2014-10-09T09:19:46Z</updated>

		<summary type="html">&lt;p&gt;Rmbiscocho: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Educ 190 Computers in Education&lt;br /&gt;
Community Page&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
UP COLLEGE OF EDUCATION&lt;br /&gt;
&lt;br /&gt;
Educ 190: Computers in Education&lt;br /&gt;
&lt;br /&gt;
LEARNING OBJECTIVES&lt;br /&gt;
&lt;br /&gt;
1. Identify existing and emerging educational technology (edtech) trends and tools&lt;br /&gt;
&lt;br /&gt;
2. Describe how Filipino teachers learn, share, select, and evaluate edtech&lt;br /&gt;
&lt;br /&gt;
3. Describe the current edtech challenges and innovations happening locally and globally&lt;br /&gt;
&lt;br /&gt;
4. Practice ethnography and social science research to understand teacher and student experiences with edtech&lt;br /&gt;
&lt;br /&gt;
5. Apply user-centered design methods to develop edtech solutions for challenges in education&lt;br /&gt;
&lt;br /&gt;
6. Use learning theories and pedagogies as a framework to critically evaluate edtech&lt;br /&gt;
&lt;br /&gt;
7. Formulate recommendations and policies for integrating edtech into specific learning contexts&lt;br /&gt;
&lt;br /&gt;
8. Design and implement a well-crafted, learner-centered lesson plan that integrates edtech&lt;br /&gt;
&lt;br /&gt;
9. Reflect and summarize one’s learning experience by maintaining a design journal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Topics:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Massive ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How do we think about teaching and learning on a very, very large scale?&lt;br /&gt;
&lt;br /&gt;
MOOC&lt;br /&gt;
A massive open online course (MOOC) is a model for delivering learning content online to any person who wants to take a course, with no limit on attendance.1&lt;br /&gt;
Flipped Classroom&lt;br /&gt;
To flip the common instructional approach: With teacher-created videos and interactive lessons, instruction that used to occur in class is now accessed at home, in advance of class (Tucker, 2012). &lt;br /&gt;
Tucker, B. (2012). The flipped classroom. Education Next, 12(1), 82-83.&lt;br /&gt;
&lt;br /&gt;
(2012). Massive Open Online Course (MOOC) | EDUCAUSE.edu. Retrieved October 9, 2014, from http://www.educause.edu/library/massive-open-online-course-mooc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 1:1 ==&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
What would happen when teachers and learners each had their own device?&lt;br /&gt;
&lt;br /&gt;
Gamified&lt;br /&gt;
== Gamified ==&lt;br /&gt;
&lt;br /&gt;
===(by Ryan Biscocho)===&lt;br /&gt;
&lt;br /&gt;
How can game elements influence teaching and learning—motivation, excitement, points, competition?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pre class activities&lt;br /&gt;
Bogost, I. (2011, August 8). Gamification is bullshit. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Klopfer, E. (2008). Augmented learning: Research and design of mobile educational games (Chapter 3). Cambridge, MA: MIT Press&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Video]. Gamification of Education. Retrieved from http://ed.ted.com/on/uk36wtoI&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Play an educational game &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In class activities &lt;br /&gt;
&lt;br /&gt;
Seminar discussion about gamification of education: motivation, excitement, rewards, competition&lt;br /&gt;
&lt;br /&gt;
Design a game concept for learning with prototypes and user flows&lt;br /&gt;
&lt;br /&gt;
Reporters: Marius, Dani, and Karl Man&lt;br /&gt;
&lt;br /&gt;
Key Conepts&lt;br /&gt;
Duo lingo&lt;br /&gt;
Brainscape&lt;br /&gt;
Badging&lt;br /&gt;
Mobile Apps&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Open Education ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What happens when resources, ideas and teachers are free and accessible to all?&lt;br /&gt;
&lt;br /&gt;
Pre-class Activities:&lt;br /&gt;
Brown, J.S. &amp;amp; Adler, R.P. (2008). Minds on fire: Open education, the long tail, and Learning 2.0. EDUCAUSE Review, 43(1), 16-32. http://net.educause.edu/ir/library/pdf/ERM0811.pdf&lt;br /&gt;
&lt;br /&gt;
In-class Activities:&lt;br /&gt;
Seminar discussion about open courseware&lt;br /&gt;
&lt;br /&gt;
Dawn, Rey, and Kenneth’s &lt;br /&gt;
session&lt;br /&gt;
&lt;br /&gt;
Key Concepts:&lt;br /&gt;
Open Source&lt;br /&gt;
MIT Open &lt;br /&gt;
Courseware&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Blended Learning ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How can we combine digital and face to face interactions to improve teaching and learning?&lt;br /&gt;
&lt;br /&gt;
Pre-class Activities&lt;br /&gt;
&lt;br /&gt;
Schlager, M. S., &amp;amp; Fusco, J. (2003). Teacher professional development, technology, and communities of practice: Are we putting the cart before the horse? The Information Society, 19, 203–220. &lt;br /&gt;
&lt;br /&gt;
In-class Activities&lt;br /&gt;
&lt;br /&gt;
Seminar discussion about blended learning practices: benefits and challenges&lt;br /&gt;
&lt;br /&gt;
Rinna, Cush, and Kenneth’s session&lt;br /&gt;
&lt;br /&gt;
Key Concepts&lt;br /&gt;
&lt;br /&gt;
Blended Learning&lt;br /&gt;
&lt;br /&gt;
Quipper&lt;br /&gt;
&lt;br /&gt;
Plickers&lt;br /&gt;
&lt;br /&gt;
Socrative&lt;br /&gt;
&lt;br /&gt;
WIDE World&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Course Syllabus]]&lt;/div&gt;</summary>
		<author><name>Rmbiscocho</name></author>
	</entry>
	<entry>
		<id>https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42453</id>
		<title>Educ 190</title>
		<link rel="alternate" type="text/html" href="https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42453"/>
		<updated>2014-10-09T09:18:44Z</updated>

		<summary type="html">&lt;p&gt;Rmbiscocho: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Educ 190 Computers in Education&lt;br /&gt;
Community Page&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
UP COLLEGE OF EDUCATION&lt;br /&gt;
&lt;br /&gt;
Educ 190: Computers in Education&lt;br /&gt;
&lt;br /&gt;
LEARNING OBJECTIVES&lt;br /&gt;
&lt;br /&gt;
1. Identify existing and emerging educational technology (edtech) trends and tools&lt;br /&gt;
&lt;br /&gt;
2. Describe how Filipino teachers learn, share, select, and evaluate edtech&lt;br /&gt;
&lt;br /&gt;
3. Describe the current edtech challenges and innovations happening locally and globally&lt;br /&gt;
&lt;br /&gt;
4. Practice ethnography and social science research to understand teacher and student experiences with edtech&lt;br /&gt;
&lt;br /&gt;
5. Apply user-centered design methods to develop edtech solutions for challenges in education&lt;br /&gt;
&lt;br /&gt;
6. Use learning theories and pedagogies as a framework to critically evaluate edtech&lt;br /&gt;
&lt;br /&gt;
7. Formulate recommendations and policies for integrating edtech into specific learning contexts&lt;br /&gt;
&lt;br /&gt;
8. Design and implement a well-crafted, learner-centered lesson plan that integrates edtech&lt;br /&gt;
&lt;br /&gt;
9. Reflect and summarize one’s learning experience by maintaining a design journal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Topics:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Massive ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How do we think about teaching and learning on a very, very large scale?&lt;br /&gt;
&lt;br /&gt;
MOOC&lt;br /&gt;
A massive open online course (MOOC) is a model for delivering learning content online to any person who wants to take a course, with no limit on attendance.1&lt;br /&gt;
Flipped Classroom&lt;br /&gt;
To flip the common instructional approach: With teacher-created videos and interactive lessons, instruction that used to occur in class is now accessed at home, in advance of class (Tucker, 2012). &lt;br /&gt;
Tucker, B. (2012). The flipped classroom. Education Next, 12(1), 82-83.&lt;br /&gt;
&lt;br /&gt;
(2012). Massive Open Online Course (MOOC) | EDUCAUSE.edu. Retrieved October 9, 2014, from http://www.educause.edu/library/massive-open-online-course-mooc.&lt;br /&gt;
&lt;br /&gt;
1:1 &lt;br /&gt;
What would happen when teachers and learners each had their own device?&lt;br /&gt;
&lt;br /&gt;
Gamified&lt;br /&gt;
== Gamified ==&lt;br /&gt;
&lt;br /&gt;
==(by Ryan Biscocho)==&lt;br /&gt;
&lt;br /&gt;
How can game elements influence teaching and learning—motivation, excitement, points, competition?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pre class activities&lt;br /&gt;
Bogost, I. (2011, August 8). Gamification is bullshit. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Klopfer, E. (2008). Augmented learning: Research and design of mobile educational games (Chapter 3). Cambridge, MA: MIT Press&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Video]. Gamification of Education. Retrieved from http://ed.ted.com/on/uk36wtoI&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Play an educational game &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In class activities &lt;br /&gt;
&lt;br /&gt;
Seminar discussion about gamification of education: motivation, excitement, rewards, competition&lt;br /&gt;
&lt;br /&gt;
Design a game concept for learning with prototypes and user flows&lt;br /&gt;
&lt;br /&gt;
Reporters: Marius, Dani, and Karl Man&lt;br /&gt;
&lt;br /&gt;
Key Conepts&lt;br /&gt;
Duo lingo&lt;br /&gt;
Brainscape&lt;br /&gt;
Badging&lt;br /&gt;
Mobile Apps&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Open Education ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What happens when resources, ideas and teachers are free and accessible to all?&lt;br /&gt;
&lt;br /&gt;
Pre-class Activities:&lt;br /&gt;
Brown, J.S. &amp;amp; Adler, R.P. (2008). Minds on fire: Open education, the long tail, and Learning 2.0. EDUCAUSE Review, 43(1), 16-32. http://net.educause.edu/ir/library/pdf/ERM0811.pdf&lt;br /&gt;
&lt;br /&gt;
In-class Activities:&lt;br /&gt;
Seminar discussion about open courseware&lt;br /&gt;
&lt;br /&gt;
Dawn, Rey, and Kenneth’s &lt;br /&gt;
session&lt;br /&gt;
&lt;br /&gt;
Key Concepts:&lt;br /&gt;
Open Source&lt;br /&gt;
MIT Open &lt;br /&gt;
Courseware&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Blended Learning&lt;br /&gt;
&lt;br /&gt;
How can we combine digital and face to face interactions to improve teaching and learning?&lt;br /&gt;
&lt;br /&gt;
Pre-class Activities&lt;br /&gt;
&lt;br /&gt;
Schlager, M. S., &amp;amp; Fusco, J. (2003). Teacher professional development, technology, and communities of practice: Are we putting the cart before the horse? The Information Society, 19, 203–220. &lt;br /&gt;
&lt;br /&gt;
In-class Activities&lt;br /&gt;
&lt;br /&gt;
Seminar discussion about blended learning practices: benefits and challenges&lt;br /&gt;
Rinna, Cush, and Kenneth’s session&lt;br /&gt;
&lt;br /&gt;
Key Concepts&lt;br /&gt;
&lt;br /&gt;
Blended Learning&lt;br /&gt;
Quipper&lt;br /&gt;
Plickers&lt;br /&gt;
Socrative&lt;br /&gt;
WIDE World&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Course Syllabus]]&lt;/div&gt;</summary>
		<author><name>Rmbiscocho</name></author>
	</entry>
	<entry>
		<id>https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42444</id>
		<title>Educ 190</title>
		<link rel="alternate" type="text/html" href="https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42444"/>
		<updated>2014-10-09T09:16:45Z</updated>

		<summary type="html">&lt;p&gt;Rmbiscocho: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Educ 190 Computers in Education&lt;br /&gt;
Community Page&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
UP COLLEGE OF EDUCATION&lt;br /&gt;
&lt;br /&gt;
Educ 190: Computers in Education&lt;br /&gt;
&lt;br /&gt;
LEARNING OBJECTIVES&lt;br /&gt;
&lt;br /&gt;
1. Identify existing and emerging educational technology (edtech) trends and tools&lt;br /&gt;
&lt;br /&gt;
2. Describe how Filipino teachers learn, share, select, and evaluate edtech&lt;br /&gt;
&lt;br /&gt;
3. Describe the current edtech challenges and innovations happening locally and globally&lt;br /&gt;
&lt;br /&gt;
4. Practice ethnography and social science research to understand teacher and student experiences with edtech&lt;br /&gt;
&lt;br /&gt;
5. Apply user-centered design methods to develop edtech solutions for challenges in education&lt;br /&gt;
&lt;br /&gt;
6. Use learning theories and pedagogies as a framework to critically evaluate edtech&lt;br /&gt;
&lt;br /&gt;
7. Formulate recommendations and policies for integrating edtech into specific learning contexts&lt;br /&gt;
&lt;br /&gt;
8. Design and implement a well-crafted, learner-centered lesson plan that integrates edtech&lt;br /&gt;
&lt;br /&gt;
9. Reflect and summarize one’s learning experience by maintaining a design journal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Topics:&lt;br /&gt;
&lt;br /&gt;
Massive: How do we think about teaching and learning on a very, very large scale?&lt;br /&gt;
&lt;br /&gt;
MOOC&lt;br /&gt;
A massive open online course (MOOC) is a model for delivering learning content online to any person who wants to take a course, with no limit on attendance.1&lt;br /&gt;
Flipped Classroom&lt;br /&gt;
To flip the common instructional approach: With teacher-created videos and interactive lessons, instruction that used to occur in class is now accessed at home, in advance of class (Tucker, 2012). &lt;br /&gt;
Tucker, B. (2012). The flipped classroom. Education Next, 12(1), 82-83.&lt;br /&gt;
&lt;br /&gt;
(2012). Massive Open Online Course (MOOC) | EDUCAUSE.edu. Retrieved October 9, 2014, from http://www.educause.edu/library/massive-open-online-course-mooc.&lt;br /&gt;
&lt;br /&gt;
Gamified&lt;br /&gt;
== Gamified ==&lt;br /&gt;
&lt;br /&gt;
(by Ryan Biscocho)&lt;br /&gt;
&lt;br /&gt;
How can game elements influence teaching and learning—motivation, excitement, points, competition?&lt;br /&gt;
&lt;br /&gt;
Pre class activities&lt;br /&gt;
Bogost, I. (2011, August 8). Gamification is bullshit. &lt;br /&gt;
&lt;br /&gt;
Klopfer, E. (2008). Augmented learning: Research and design of mobile educational games (Chapter 3). Cambridge, MA: MIT Press&lt;br /&gt;
&lt;br /&gt;
[Video]. Gamification of Education. Retrieved from http://ed.ted.com/on/uk36wtoI&lt;br /&gt;
&lt;br /&gt;
Play an educational game &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In class activities &lt;br /&gt;
Seminar discussion about gamification of education: motivation, excitement, rewards, competition&lt;br /&gt;
&lt;br /&gt;
Design a game concept for learning with prototypes and user flows&lt;br /&gt;
&lt;br /&gt;
Reporters: Marius, Dani, and Karl Man&lt;br /&gt;
&lt;br /&gt;
Key Conepts&lt;br /&gt;
Duo lingo&lt;br /&gt;
Brainscape&lt;br /&gt;
Badging&lt;br /&gt;
Mobile Apps&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Open Education&lt;br /&gt;
What happens when resources, ideas and teachers are free and accessible to all?&lt;br /&gt;
&lt;br /&gt;
Pre-class Activities:&lt;br /&gt;
Brown, J.S. &amp;amp; Adler, R.P. (2008). Minds on fire: Open education, the long tail, and Learning 2.0. EDUCAUSE Review, 43(1), 16-32. http://net.educause.edu/ir/library/pdf/ERM0811.pdf&lt;br /&gt;
&lt;br /&gt;
In-class Activities:&lt;br /&gt;
Seminar discussion about open courseware&lt;br /&gt;
&lt;br /&gt;
Dawn, Rey, and Kenneth’s &lt;br /&gt;
session&lt;br /&gt;
&lt;br /&gt;
Key Concepts:&lt;br /&gt;
Open Source&lt;br /&gt;
MIT Open &lt;br /&gt;
Courseware&lt;br /&gt;
&lt;br /&gt;
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>Rmbiscocho</name></author>
	</entry>
	<entry>
		<id>https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42439</id>
		<title>Educ 190</title>
		<link rel="alternate" type="text/html" href="https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42439"/>
		<updated>2014-10-09T09:14:52Z</updated>

		<summary type="html">&lt;p&gt;Rmbiscocho: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Educ 190 Computers in Education&lt;br /&gt;
Community Page&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
UP COLLEGE OF EDUCATION&lt;br /&gt;
&lt;br /&gt;
Educ 190: Computers in Education&lt;br /&gt;
&lt;br /&gt;
LEARNING OBJECTIVES&lt;br /&gt;
&lt;br /&gt;
1. Identify existing and emerging educational technology (edtech) trends and tools&lt;br /&gt;
&lt;br /&gt;
2. Describe how Filipino teachers learn, share, select, and evaluate edtech&lt;br /&gt;
&lt;br /&gt;
3. Describe the current edtech challenges and innovations happening locally and globally&lt;br /&gt;
&lt;br /&gt;
4. Practice ethnography and social science research to understand teacher and student experiences with edtech&lt;br /&gt;
&lt;br /&gt;
5. Apply user-centered design methods to develop edtech solutions for challenges in education&lt;br /&gt;
&lt;br /&gt;
6. Use learning theories and pedagogies as a framework to critically evaluate edtech&lt;br /&gt;
&lt;br /&gt;
7. Formulate recommendations and policies for integrating edtech into specific learning contexts&lt;br /&gt;
&lt;br /&gt;
8. Design and implement a well-crafted, learner-centered lesson plan that integrates edtech&lt;br /&gt;
&lt;br /&gt;
9. Reflect and summarize one’s learning experience by maintaining a design journal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Topics:&lt;br /&gt;
&lt;br /&gt;
Massive: How do we think about teaching and learning on a very, very large scale?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gamified&lt;br /&gt;
(by Ryan Biscocho)&lt;br /&gt;
&lt;br /&gt;
How can game elements influence teaching and learning—motivation, excitement, points, competition?&lt;br /&gt;
&lt;br /&gt;
Pre class activities&lt;br /&gt;
Bogost, I. (2011, August 8). Gamification is bullshit. &lt;br /&gt;
&lt;br /&gt;
Klopfer, E. (2008). Augmented learning: Research and design of mobile educational games (Chapter 3). Cambridge, MA: MIT Press&lt;br /&gt;
&lt;br /&gt;
[Video]. Gamification of Education. Retrieved from http://ed.ted.com/on/uk36wtoI&lt;br /&gt;
&lt;br /&gt;
Play an educational game &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In class activities &lt;br /&gt;
Seminar discussion about gamification of education: motivation, excitement, rewards, competition&lt;br /&gt;
&lt;br /&gt;
Design a game concept for learning with prototypes and user flows&lt;br /&gt;
&lt;br /&gt;
Reporters: Marius, Dani, and Karl Man&lt;br /&gt;
&lt;br /&gt;
Key Conepts&lt;br /&gt;
Duo lingo&lt;br /&gt;
Brainscape&lt;br /&gt;
Badging&lt;br /&gt;
Mobile Apps&lt;br /&gt;
&lt;br /&gt;
Open Education&lt;br /&gt;
What happens when resources, ideas and teachers are free and accessible to all?&lt;br /&gt;
&lt;br /&gt;
Pre-class Activities:&lt;br /&gt;
Brown, J.S. &amp;amp; Adler, R.P. (2008). Minds on fire: Open education, the long tail, and Learning 2.0. EDUCAUSE Review, 43(1), 16-32. http://net.educause.edu/ir/library/pdf/ERM0811.pdf&lt;br /&gt;
&lt;br /&gt;
In-class Activities:&lt;br /&gt;
Seminar discussion about open courseware&lt;br /&gt;
&lt;br /&gt;
Dawn, Rey, and Kenneth’s &lt;br /&gt;
session&lt;br /&gt;
&lt;br /&gt;
Key Concepts:&lt;br /&gt;
Open Source&lt;br /&gt;
MIT Open &lt;br /&gt;
Courseware&lt;/div&gt;</summary>
		<author><name>Rmbiscocho</name></author>
	</entry>
	<entry>
		<id>https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42437</id>
		<title>Educ 190</title>
		<link rel="alternate" type="text/html" href="https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42437"/>
		<updated>2014-10-09T09:14:03Z</updated>

		<summary type="html">&lt;p&gt;Rmbiscocho: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Educ 190 Computers in Education&lt;br /&gt;
Community Page&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
UP COLLEGE OF EDUCATION&lt;br /&gt;
&lt;br /&gt;
Educ 190: Computers in Education&lt;br /&gt;
&lt;br /&gt;
LEARNING OBJECTIVES&lt;br /&gt;
&lt;br /&gt;
1. Identify existing and emerging educational technology (edtech) trends and tools&lt;br /&gt;
&lt;br /&gt;
2. Describe how Filipino teachers learn, share, select, and evaluate edtech&lt;br /&gt;
&lt;br /&gt;
3. Describe the current edtech challenges and innovations happening locally and globally&lt;br /&gt;
&lt;br /&gt;
4. Practice ethnography and social science research to understand teacher and student experiences with edtech&lt;br /&gt;
&lt;br /&gt;
5. Apply user-centered design methods to develop edtech solutions for challenges in education&lt;br /&gt;
&lt;br /&gt;
6. Use learning theories and pedagogies as a framework to critically evaluate edtech&lt;br /&gt;
&lt;br /&gt;
7. Formulate recommendations and policies for integrating edtech into specific learning contexts&lt;br /&gt;
&lt;br /&gt;
8. Design and implement a well-crafted, learner-centered lesson plan that integrates edtech&lt;br /&gt;
&lt;br /&gt;
9. Reflect and summarize one’s learning experience by maintaining a design journal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Topics:&lt;br /&gt;
&lt;br /&gt;
Massive: How do we think about teaching and learning on a very, very large scale?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gamified&lt;br /&gt;
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;/div&gt;</summary>
		<author><name>Rmbiscocho</name></author>
	</entry>
	<entry>
		<id>https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42433</id>
		<title>Educ 190</title>
		<link rel="alternate" type="text/html" href="https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42433"/>
		<updated>2014-10-09T09:09:22Z</updated>

		<summary type="html">&lt;p&gt;Rmbiscocho: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Educ 190 Computers in Education&lt;br /&gt;
Community Page&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;
Learning Objectives&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Topics:&lt;/div&gt;</summary>
		<author><name>Rmbiscocho</name></author>
	</entry>
	<entry>
		<id>https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42432</id>
		<title>Educ 190</title>
		<link rel="alternate" type="text/html" href="https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42432"/>
		<updated>2014-10-09T09:08:58Z</updated>

		<summary type="html">&lt;p&gt;Rmbiscocho: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Rmbiscocho</name></author>
	</entry>
	<entry>
		<id>https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42423</id>
		<title>Educ 190</title>
		<link rel="alternate" type="text/html" href="https://iskomunidad.upd.edu.ph/index.php?title=Educ_190&amp;diff=42423"/>
		<updated>2014-10-09T09:04:30Z</updated>

		<summary type="html">&lt;p&gt;Rmbiscocho: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Rmbiscocho</name></author>
	</entry>
</feed>