Educ 190
Educ 190 Computers in Education
[edit | edit source]Technologies
[edit | edit source]Massive
[edit | edit source]MOOC: How do we think about teaching and learning on a very, very large scale?
==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. (2012). Massive Open Online Course (MOOC) | EDUCAUSE.edu. Retrieved October 9, 2014, from http://www.educause.edu/library/massive-open-online-course-mooc.==
One-to-one
[edit | edit source]1:1 Learning
1-to-1 programs are also known as 'anywhere, any time' or 'laptops for students' programs. (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.
Flipped Learning
[edit | edit source]Flipped Classroom
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). Tucker, B. (2012). The flipped classroom. Education Next, 12(1), 82-83. Warschauer, M., & Ames, M. (2010).
MARIUSPOGI
[edit | edit source]What would happen when teachers and learners each had their own device? Founded The Mawikins School of Technology
Gamified
[edit | edit source]How can game elements influence teaching and learning—motivation, excitement, points, competition?
Pre class activities
[edit | edit source]Bogost, I. (2011, August 8). Gamification is bullshit.
Klopfer, E. (2008). Augmented learning: Research and design of mobile educational games (Chapter 3). Cambridge, MA: MIT Press
[Video]. Gamification of Education. Retrieved from http://ed.ted.com/on/uk36wtoI
Play an educational game
In class activities
[edit | edit source]Seminar discussion about gamification of education: motivation, excitement, rewards, competition
Design a game concept for learning with prototypes and user flows
Key Conepts
[edit | edit source]Duo lingo Brainscape Badging Mobile Apps
Open Education
[edit | edit source]What happens when resources, ideas and teachers are free and accessible to all?
Pre-class Activities:
Brown, J.S. & 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
In-class Activities:
Seminar discussion about open courseware
Key Concepts:
Open Source
MIT Open
Courseware
Blended Learning
[edit | edit source]How can we combine digital and face to face interactions to improve teaching and learning?
Pre-class Activities
Schlager, M. S., & 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.
In-class Activities
Seminar discussion about blended learning practices: benefits and challenges
Key Concepts
Blended Learning
Quipper
Plickers
Socrative
WIDE World
Participatory Learning
[edit | edit source]How can technology support greater self-directedness in learning?
Pre-class Activities
Literat, I., & 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., & Leanness, A. (2012, May).
Edcamp: A qualitative exploration. Whitepaper retrieved from http://edcamp.org/wp-content/uploads/2012/07/Edcamp_Whitepaper_Final.pdf
Prepare logistics for an EdCamp event at the College of Education: venues, invites, permits
In-Class Activities:
Seminar discussion about participatory learning as a comparison to traditional learning
Hold an EdCamp in Eduk as continuation of ACLE