TUITION AND COMPENSATION FOR ONLINE COURSES
Useful discussion on the Educause Listserv “Blended and Online Learning Constituent Group”
Per Ann Hamilton from Penn State and Linda Futch with U of Central FL, it is obvious that compensation varies all across the board.
Steve Covello’s comment most probably will resonate with any faculty, who had taught online.
What are your thoughts as a faculty about how you need to be compensated for teaching online, versus F2F course?
Searching for "online learning"
below is the link and phone numbers for the September 21st webinar, “Student Device Preferences for Online Course Access and Multimedia Learning.”
Remember, you don’t have to register in advance. Simply join the presentation by clicking on the below link or dialing the relevant number. The webinar begins at 11am ET (UTC -5) on the 21st.
We’ll post a recording of the session here in Canvas after the fact.
Join from a PC, Mac, iPad, iPhone or Android device:
Please click this URL to join. https://arizona.zoom.us/j/506967668
Understanding Project-Based Learning in the Online Classroom
By: John Orlando, PhD
Also as a LinkedIn discussion: https://www.linkedin.com/groups/4249252/4249252-6101373957234049029
the main value of project-based learning is that it teaches students to ask the right questions. Traditional assignments predefine the information that the students will use. Project-based learning puts students into the position of having to determine what information they need by asking the right questions.
The online environment proves yet another benefit in that it allows for the possibility of creating public results, such as a blog or Wikipedia article. You can also create a class wiki to host the projects. Students are far more invested in work that will be seen by many others than they are in the traditional assignment that is seen by nobody other than the teacher.
Finally, project-based learning constitutes a kind of gamification of learning, and thus has the same benefits that are driving the gamification of education movement. Games allow for short-term failure on the way to a goal without long-term cost, multiple paths to success, and just-in-time information within context of a goal (Gee, 2003; Kiang, 2014).
Exploring innovative service learning activities for online classes is the goal behind How Can I Create an Online Service Learning Project?, the 20-Minute Mentor video from Magna Publications, now available for purchase.
Online classes pose a special problem for faculty wanting to do service learning. These students expect greater flexibility and the ability to fulfill assignments at their computer—conditions that are not particularly conducive to traditional service learning opportunities.
How to structure a call to action activity and how to guide online students in choosing topics that stimulate them. Particular emphasis is given to coming up with a topic that ignites student ambition, but which can be realistically executed in the allotted time. You learn how to help them establish sensible schedules, prepare interim updates, and submit a final report.
The Games Art Historians Play: Online Game-based Learning in Art History and Museum Contexts
game-based learning differs from gamification in several important ways. Sometimes the latter is reduced to bells and whistles such as gold stars and progress bars, but gamification is potentially a much more subtle and powerful teaching strategy.
lizabeth Goins (Rochester Institute of Technology) describes several recent projects including a 3D game based on Hieronymous Bosch’s Garden of Earthly Delights in her blog, and details as well assignments in which the students create games. Keri Watson (University of Central Florida), teaches with both a RPG (role-playing game) and an ARG (alternative reality game). The RPG is Gretchen Kreahling McKay’s “Modernism versus Traditionalism: Art in Paris, 1888-89,” a Reacting to the Past (see earlier PH coverage) game, targeted for use in first year seminars at small liberal arts colleges. She taught with the game several times while at Ithaca College and reflects on her experience here. Watson’s ARG, “Secret Societies of the Avant-garde,” was createdwith a colleague in digital media as a Unity-based game, and is still in development. (Anastasia Salter wrote about this game in February.) Their prototype was deployed this past spring in an upper level modern art course, the game poses for the students a series of the challenges to research and create online exhibitions. (Those interested in developing an ARG might also want to peruse this interesting recent piece from TechCrunch on historical accuracy in games.)
10 key takeaways about differences between classroom, blended, online and open learning
Tony Bates shares his thoughts on the difference
Chapter 10 of Tony Bates online open textbook, Teaching in a Digital Age:
- Deciding on modes of delivery
- Challenging the supremacy of face-to-face teaching
- Mode of delivery: Learners as a determining factor
- Desperately seeking the unique pedagogical characteristics of face-to-face teaching
- Nine questions to ask when choosing modes of delivery
- What do we mean by ‘open’ in education?
- Making sense of open educational resources
- Integrating open textbooks, open research and open data into teaching
- The implications of ‘open’ for course and program design: towards a paradigm shift
- A future vision for OER and online learning
– See more at: http://www.tonybates.ca/2015/02/21/10-key-takeaways-about-differences-between-classroom-blended-online-and-open-learning/#sthash.MOymkn9F.dpuf
More on F2F, blended/hybrid and online learning in this blog:
1st International Conference on e-Learning e-Education and Online Training
First Session of MOOCOW
May 17, 2013 2:00-3:00 pm ET – free to all. Presenter; John Sener
This MOOCOW (Massive Open Online Course Or Whatever) to explore John Sener’s book “ The Seven Futures of American Education: Improving Learning & Teaching in a Screen-Captured World.”
NOTE: Login instructions for the session will be sent in the Registration Confirmation Email. Please check your Junk folder as sometimes these emails get trapped there. We will also send an additional login reminder 24 hours prior to the start of the event.
Weakest students more likely to take online college classes but do worse in them
Protopsalt is is a professor at George Mason University, where he directs Center for Education Policy and Evaluation. He previously served as a senior official in the U.S. Department of Education.
The paper, “Does Online Education Live Up to Its Promise? A Look at the Evidence and Implications for Federal Policy,” was also written by Sandy Baum, an economist at the Urban Institute, a nonprofit research organization.
At four-year universities, students with high grades often did just as well in an online course, but those with low grades suffered more. Another 2017 study of students at a for-profit university which offers both in-person and online classes found that students who took an online class not only got lower grades in that class but also in future classes. Online students were more likely to drop out of college altogether than similar students who attended in-person classes.
The question is whether we should keep expanding online learning, with generous federal subsidies, to the most vulnerable students before colleges have tested and proven they can educate them adequately outside the classroom.
more on online learning in this IMS blog
A call for more inter-campus networking on learning design:https://t.co/9GIxMdtswE
— Bryan Alexander (@BryanAlexander) June 26, 2019
Building a Learning Innovation Network
a new interdisciplinary field of learning innovation emerging.
Learning innovation, as conceptualized as an interdisciplinary field, attempts to claim a space at the intersection of design, technology, learning science and analytics — all in the unique context of higher education.
professional associations, such as POD, ELI, UPCEA, (https://upcea.edu/) OLC (https://onlinelearningconsortium.org/), ASU GSV (https://www.asugsvsummit.com/) and SXSW Edu (https://www.sxswedu.com/) — among many other conferences and events put on by professional associations.
A professional community of practice differs from that of an interdisciplinary academic network. Professional communities of practice are connected through shared professional goals. Where best practices and shared experiences form the basis of membership in professional associations, academic networks are situated within marketplaces for ideas. Academic networks run on the generation of new ideas and scholarly exchange. These two network models are different.
“Learning Experience Design™ is a synthesis of Instructional Design, educational pedagogy, neuroscience, social sciences, design thinking, and User Experience Design.”
The Process: ADDIE Vs. Design Thinking
more on LX design in this iMS blog
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