Educ 190: Difference between revisions
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Massive: How do we think about teaching and learning on a very, very large scale? | Massive: How do we think about teaching and learning on a very, very large scale? | ||
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 | |||
Reporters: Marius, Dani, and Karl Man | |||
Key Conepts | |||
Duo lingo | |||
Brainscape | |||
Badging | |||
Mobile Apps |
Revision as of 17:14, 9 October 2014
Educ 190 Computers in Education Community Page
UP COLLEGE OF EDUCATION
Educ 190: Computers in Education
LEARNING OBJECTIVES
1. Identify existing and emerging educational technology (edtech) trends and tools
2. Describe how Filipino teachers learn, share, select, and evaluate edtech
3. Describe the current edtech challenges and innovations happening locally and globally
4. Practice ethnography and social science research to understand teacher and student experiences with edtech
5. Apply user-centered design methods to develop edtech solutions for challenges in education
6. Use learning theories and pedagogies as a framework to critically evaluate edtech
7. Formulate recommendations and policies for integrating edtech into specific learning contexts
8. Design and implement a well-crafted, learner-centered lesson plan that integrates edtech
9. Reflect and summarize one’s learning experience by maintaining a design journal
Topics:
Massive: How do we think about teaching and learning on a very, very large scale?
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
Reporters: Marius, Dani, and Karl Man
Key Conepts Duo lingo Brainscape Badging Mobile Apps