Ten Teaching Trends from the Innovating Pedagogy Report
Ten Teaching Trends from the Innovating Pedagogy Report
The 2015 Innovating Pedagogy Report proposes ten innovations that explore ways of teaching, learning, and assessment for an interactive, engaged world.
Based on the literature regarding games, gaming, gamification, game-based learning, and serious games, several clear trends emerge:
- Gaming and gamification in the sense of game-based learning is about using games and game-like tactics in the education process, for greater engagement and better learning outcomes. However, this is only the first level of such initiative. The second and higher level is about involving students in the game-building and gamification of the learning process (as per Vygotsky’s Zone of…) thus achieving student-centered and experiential learning.
- When hosting games and gaming in any library, “in-person” or electronic/online games are welcome but not sufficient to fulfill their promise, especially in an academic library. Per (1), an academic library has the responsibility to involve students and guide them in learning how to engage in the building process required in true game-based learning.
- Game-based learning, gaming and gamification in particular, in educational (academic library) settings must consider mobile devices and the BYOD movement in particular as intrinsic parts of the entire process. Approaching the initiative primarily by acquiring online “in-person” games, or game consoles has the same limited educational potential as only hosting games, rather than elevating the students to full guided engagement with game-based learning. If public relations and raised profile are the main goals for the academic library, such an approach is justified. If the academic library seeks to maximize the value of game-based learning, then the library must consider: a. gaming consoles, b. mobile devices as part of a BYOD initiative and c. cloud-based / social games, such as MineCraft, SimCity etc.
- Design for game-based learning, gaming and gamification in educational (academic library) settings must include multiple forms of assessment and reward, e.g. badges, leaderboards and/or certificates as an intrinsic part of the entire process. Merely hosting games in the academic library cannot guarantee true game-based learning. The academic library, as the forefront of a game-based learning initiative on campus, must work with faculty on understanding and fine tuning badges and similar new forms of assessment and reward, as they effectively implement large scale game-based learning, focused on the students’ learning gains.
Recommendations for LRS
- In regard to LRS, the gaming and gamification process must be organized and led by faculty, including housing and distributing the hardware, software and applications, when needed.
- The attached paper and the respective conclusions summarized in four points demand educational and experiential background, which is above the limits of the LRS staff. In addition, the LRS staff has clearly admitted that the pedagogical value of gaming and gamification is beyond their interest. This recommendation is not contradicting to the fact and opportunity for LRS staff to participate in the process and contribute to the process; it just negates the possibility of staff mandating and leading the process, since it will keep the gaming and gamification process on a very rudimentary level.
- The process must be further led by faculty with a terminal degree in education (Ph.D.) and experience in the educational field, since, as proved by the attached paper and 4 point conclusion, the goal is not a public-library type of hosting activities, but rather involving students in a pedagogically-sound creative process, with the respective opportunity for assessment and future collaboration with instructors across campus. This recommendation is not contradicting the fact and opportunity for LRS library faculty to participate actively in the process and contribute to the process. It just safeguards from restricting the process to the realm of “public-library” type of hosting activities, but failing to elevate them to the needs of an academic campus and connecting with instructors across campus.
- This conclusions adhere to and are derived from the document recommended by the LRS dean, discussed and accepted by LRS faculty in 2013 about new trends and directions in academic libraries, namely diversification of LRS faculty; breaking from the traditional library mold of including faculty from different disciplines with different opinions and ideas.
Pls have a link to the PDF file
Here some opinions from the comments section:
Formative assessments are only good if you use them to alter your teaching or for students to adjust their learning. Too often, I’ve seen exit tickets used and nothing is done with the results.
Please consider other IMS blog postings on assessment
A Survey of the Electronic Portfolio Market Sector: Analysis and Surprising Trends
FolioTek, Columbia, Missouri, ePortfolio launch in 2001. Sells in U.S. with interest in expanding globally.
Livetext, LaGrange, IL, founded in 1998. New product: Field Experience Module. Smart phone app: iPad, iPhone, Android. Mostly U.S., but expanding in South America and the Middle East. Easy tie-in to accreditation agencies and their standards. Individual accounts. New release start of 2012. Started in K-12, moved focus to higher education, now exploring K-12 once again, starting with teacher education.
RCampus, produced by Reazon Systems, Santa Ana, CA. Software development started in 1999,
Desire2Learn, Kitchener, Ontario also Baltimore, MD, with offices around the world, founded in 1999. Sells worldwide, latest release for the electronic portfolio (ver. 3.5) was in August 2011. Electronic portfolio and the D2L LMS are bundled; each leverages functionalities from the other. ePortfolio moving to hosting service and individual accounts soon.
Digication, Providence, RI and Palo Alto, CA, founded 2002. Is in partnership with Google Apps. Individual accounts; institution keeps assessment data; individual keeps ePortfolio functionality. Through Google Apps: free digital accounts with Digication (no assessment management functions with these accounts). “Three or four clicks and Digication is enabled.” Almost daily updates. Smart phone app: IOS and Android. Contact email@example.com.
Learning Objects, producers of Campus Pack, in Washington, DC, with employees around the world, founded in 2003.
TaskStream, New York City, organized 1998, founded 2000, markets internationally, versions available in a variety of languages. Offers separate platforms, AMS (Accountability Management System) and LAT (Learning Achievement Tools); each is multi-component.
Longsight, based in Ohio with offices in NY, IN, OH, WI, and CA, founded in 1978, a service provider for open source solutions. Supports both the Open Source Portfolio (OSP) and Sakai, within which OSP is embedded.
Chalk & Wire, Ridgeway, Ontario, Canada;
NobleHour, produced by TreeTop Software, in Lakeland, FL, founded in 2011
Sherston, Tag Developments, the assessment division of Sherston Software, Ltd., providers of Red Pen Tool: http://www.maps-ict.com/redpentool.mov, of LiveAssess: http://www.maps-ict.com/liveassess.mov, and of MAPS 3: http://www.maps-ict.com/maps3.mov.
PebblePad from PebbleLearning, in Telford, UK, with office in Australia, founded in 2003. Most popular ePortfolio in the U.K. and Australia,
Symplicity, in Arlington, VA, offers an electronic portfolio (http://www.symplicity.com/reflection) but it is only one among dozens of products that Symplicity offers–all of them are management tools for higher education (see http://www.symplicity.com/products). Good example of separating products to support a single function.
eFolioWorld, technology from Avenet, the Minnesota Colleges and Universities portfolio system,
iWebFolio, from Nuventive. Also known for TracDat, marketed since the 1990s, Nuventive founded 2000.
p. 10 and p. 18 offer questionnaires for assessment
p. 3 questionnaire p. 5
The Epic BYOD Toolchest (51 Tools You Can Use Now)
Screencasting and Capturing What Happens in Class
- Sophia: Nudged along by my friend Todd Nesloney, I use Sophia for my computer applications instruction and am very pleased with the results.
- Haiku Learning: This is the full content management system that I’m trying to get our school to adopt. It’s multiplatform and robust, which makes it a great fit for our BYOD environment.
There are many other apps like Moodle, Canvas, and Coursesites. The point is that you should have one in a BYOD environment.
All three of these apps — Quick Key, Grade Ninja, and WISE — are available on iTunes and Google Play, but there are more.
Electronic Note Taking
Students need multiple ways to share and express themselves, particularly verbally and with pictures. This is part of transliteracy.
Graphic Design and Infographics
More (from the blog section)
Digital Badges Gain Traction in Higher Education
Universities are beginning to look into digital badges for their students to show the many varied skills students learn that cannot be shown on a diploma.
Badges use free software, which according to Mozilla, means “any organization can create, issue and verify digital badges, and any user can earn, manage and display these badges all across the web.”
A collection of rubrics for assessing portfolios, cooperative learning, research process/ report, PowerPoint, podcast, oral presentation, web page, blog, wiki, and other web 2.0 projects.