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== Gamified == | == Gamified == | ||
==(by Ryan Biscocho)== | ===(by Ryan Biscocho)=== | ||
How can game elements influence teaching and learning—motivation, excitement, points, competition? | How can game elements influence teaching and learning—motivation, excitement, points, competition? |
Revision as of 17:19, 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?
MOOC 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 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.
(2012). Massive Open Online Course (MOOC) | EDUCAUSE.edu. Retrieved October 9, 2014, from http://www.educause.edu/library/massive-open-online-course-mooc.
1:1
What would happen when teachers and learners each had their own device?
Gamified
Gamified
(by Ryan Biscocho)
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
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
Dawn, Rey, and Kenneth’s session
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
Rinna, Cush, and Kenneth’s session
Key Concepts
Blended Learning
Quipper
Plickers
Socrative
WIDE World