Educ 190: Difference between revisions
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1-to-1 programs are also known as 'anywhere, any time' or 'laptops for students' programs. | 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. | (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. |
Revision as of 17:27, 9 October 2014
Educ 190 Computers in Education
educ1
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. (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
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.
MARIUSPOGI
What would happen when teachers and learners each had their own device?
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
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
Marius, Hannah, and Molave’s session
Hold an EdCamp in Eduk as continuation of ACLE