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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). | 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. | 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? | 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. | 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 | 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 | [Video]. Gamification of Education. Retrieved from http://ed.ted.com/on/uk36wtoI | ||
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In class activities | ===== In class activities ===== | ||
Seminar discussion about gamification of education: motivation, excitement, rewards, competition | Seminar discussion about gamification of education: motivation, excitement, rewards, competition | ||
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Design a game concept for learning with prototypes and user flows | Design a game concept for learning with prototypes and user flows | ||
Key Conepts | ===== Key Conepts ===== | ||
Duo lingo | Duo lingo | ||
Brainscape | Brainscape | ||
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== Open Education == | === Open Education === | ||
What happens when resources, ideas and teachers are free and accessible to all? | What happens when resources, ideas and teachers are free and accessible to all? | ||
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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 | 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: | In-class Activities: | ||
Seminar discussion about open courseware | Seminar discussion about open courseware | ||
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== Blended Learning == | === Blended Learning === | ||
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Seminar discussion about blended learning practices: benefits and challenges | Seminar discussion about blended learning practices: benefits and challenges | ||
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== Participatory Learning == | === Participatory Learning === | ||
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Seminar discussion about participatory learning as a comparison to traditional learning | Seminar discussion about participatory learning as a comparison to traditional learning | ||
Hold an EdCamp in Eduk as continuation of ACLE | Hold an EdCamp in Eduk as continuation of ACLE |
Latest revision as of 17:40, 9 October 2014
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