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= Educ 190 Computers in Education = ==Technologies== === Massive === 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 === 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 === 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 === What would happen when teachers and learners each had their own device? Founded The Mawikins School of Technology === Gamified === How can game elements influence teaching and learning—motivation, excitement, points, competition? ===== Pre class activities ===== 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 ===== Seminar discussion about gamification of education: motivation, excitement, rewards, competition Design a game concept for learning with prototypes and user flows ===== Key Conepts ===== Duo lingo Brainscape Badging Mobile Apps === Open Education === 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 === 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 === 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 [[Category:Course Syllabus]]
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